Alpha Mission for MSX - preview

by snout on 21-10-2011, 18:40
トピック: Software
言語:

Source: Sharksym's MSX World

Recently we reported about a possible MSX remake of the SNK shoot'em-up Alpha Mission, which is currently being developed by the Korean MSX developer Sharksym. In the mean time, Sharksym has been working hard on improving the game engine, adding a BGM player, sound effects and a level editor.  

A first preview version that actually can be played has now become available right here. As Alpha Mission was released in Japan under the tile Armored Scrum Object, the working title of the MSX version of the game is 'ASO'. The game needs an MSX turboR (or emulator) with at least 512k of RAM and supports both MSX-Audio and Moonsound/Dal So Ri. For those who are too lazy to run the disk image themselves, check out this video on YouTube.  

Relevant link: ASO test 7

コメント (13)

By sd_snatcher

Prophet (3596)

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22-10-2011, 01:08

Great game! The videos seem quite cool.

Bug report: I noticed a weird behaviour when tried to run it on openMSX: the game runs at half of the normal speed, and the screen flicker a lot.

By hap

Paragon (2041)

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22-10-2011, 01:59

That must mean his msx is broken? Tongue
(screenshots and video on his page are from msx, only one picture from an emulator)

Ok so, really... either openmsx has a *gasp* a bug, or you used wrong settings/configuration somewhere.

By Manuel

Ascended (19058)

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22-10-2011, 12:51

By fiteblog

Rookie (30)

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22-10-2011, 13:12

The game looks really awesome. Bit of nitpicking though: maybe it's just the videos, but I don't see very well the enemy's bullets. The author still has time to avoid some kind of "Scramble Formation" effect. But anyways, the game looks great.

By syn

Prophet (2106)

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23-10-2011, 00:21

Looks very good.. Smile

By Vampier

Prophet (2402)

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23-10-2011, 02:38

I've been following his project since day 1 Smile amazing work Big smile

By JohnHassink

Ambassador (5624)

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23-10-2011, 04:17

It looks and sounds absolutely fantastic! Keep up the good work Sharksym! Smile

By sd_snatcher

Prophet (3596)

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23-10-2011, 04:33

@Sharksym

You're not using frame interrupts at all, only line interrupts. Is there a reason for that?

1) Because the frame interrupts are still enabled and consuming CPU power
2) Because it would be easier if you used frame interrupts and line interrupts in the usual way (line-interrupts for the screensplit and frame-interrupts for vsync)

By sd_snatcher

Prophet (3596)

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23-10-2011, 18:35

Note: I did not mean to be critic, the message was very short and direct because I wrote it from my cell phone. Smile

By mesiasmsx

Prophet (3429)

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24-10-2011, 11:50

Very good work!

By snout

Ascended (15187)

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12-11-2011, 12:58

Only available as a video this time, ASO Test 8 shows the current status of the project!

By PingPong

Prophet (3987)

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08-04-2012, 08:42

just a curiosity
from the video, tecnically speaking ASO uses only msx2 features. non V9958 specifics are here.
Can you tell us why a TurboR game? do you need computational power ?

By snout

Ascended (15187)

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09-04-2012, 15:56

Perhaps this is a good sample of 'creating the game for turboR is relatively easy' as opposed to 'creating the game for MSX2 would require some serious optimization skills'. Also, the use of Moonsound for music and (stereo?) sound effects might be a bit more CPU intensive? Either way, the remake looks good and it's nice to finally see some turboR software again. Smile