Or a 512-pixel wide MSX2 mode?
I thought about it, but how? It would look weird with two black bands on the sides.
I thought about it, but how? It would look weird with two black bands on the sides.
Can’t you just scale the artwork horizontally by a factor of 2? Personally I like the Sega Master System graphics BTW...
You mean to 640px? yes, but still doesn't fit in msx2 resolutions.
I am going for the scrolling solution, same as in NES. Working on it as we speak, let's see how it turns out.
Is this SLotman's demo?:
I don't think so, there are some pictures of a presentation of it and it looks more like the PC version.
Is it this one?
https://msx.org/photoshoots/msxrio-2004/could-it-be-prince-p...
I could be some kind of (V9990?) demo done in basic. It takes quite a while when moving from 1 screen to the next.
I looked at PoP some six months ago, aiming at a MSX1 release. I put it in a couple of weeks.
I took the code from SDLPop:
https://github.com/NagyD/SDLPoP
and cut everything needed to make it compile on SDCC, for a megarom. So the game logic actually compiles nicely and fits well in 8k segments for an ASCII8 or konami-scc mapper. I left out disk access, and with this also audio, and graphics.
What did kill me is the enormous amount of magic numbers in the code. It seems very hard to me to make it consistent, so probably a re-implementation is actually easier.
About the graphics, I was aiming at a resolution of 240 horizontal pixels. PoP screens are divided in 10x3 cells (albeit the perspective allows you to see one more cell in some circumstances. However, if you follow the PoP technical documentation, all gameplay information should be calculated in a resolution of 140 pixels (as of the original Apple II), and then mapped to the target visual representation. Source:
PoP technical guide:
https://www.jordanmechner.com/downloads/popsource.pdf
The aim for 240 pixels is easy: each cell will be 3 tiles wide, so that all tiles will have the same color clash effect.
As said, the amount of magic numbers was what killed me, but I aimed to get an identical clone to the PC version.
@salutte I am indeed using the same starting point: SDLPoP.
I don't plan to use the original code by any means (maybe just the logic related to reading the map data) because it is really really messy. I assume this is because it is based on a disassembly from the MS-DOS version and important parts of the structure were lost in translation.
Thanks for the pointer related to the resolution!
Hi @Ivan,
could you please me send an email in order to solve a question: josemanuel74 ARROBA gmail PUNTO es
Gracias. ;-)