- ArcadeVision
- smx
- wimple3
- PingPong
- sd_snatcher
- sd_snatcher
- sd_snatcher
- andrea.denara
- Qbee Sam
- Metallon
- ToriHino
- wyrdwad
- ARTRAG
- Abi
- erpirao
- ListoMefisto
- valkyre
- MISXTOR
- FX
- Fredi77
- Lazzeri
- warmize
- tingis53
- journey
- enrijavibox
- Dani Tear
- RCastillo
- DelToro
- mgoulart
- rjp
- DRomero
- DRomero
- Latok
- Antxiko
- Pablibiris
- DarkNekros
- fernando.collazo.5682
- fernando.collazo.5682
- Maggoo
- Donairemsx
- Jury MSX
- fernandomanuel.garciagarcia
- DrWh0
- Victor
- ellazerk
- TroMax
- Randam
- Repair-Bas
- mceiras
- Juanmi
- HB-F9S
- x-nen Aivalahostia
- knm1983
- Gakubuchi
- Konamito
- Karakandao
- Wit
- Leonard Crow
- fano
- Imanok
- mohal
- mtini
- jotapeg
- max_iwamoto
- Colemu
- JGM
Maybe I'm wrong.
I noticed in some points of the Colecovision demo video that the character sprite moves behind objects and the TMS9918 does not allow to place a sprite behind the charset as it happens on the c64 instead.
I saw that they are not even sprites put at higher priorities.
How was it possible?
I suppose they just modify the sprite on the fly...
Too many cicles for CPU!
They clip the sprites on fly.
The whole game is designed around this feature
RISKY RICK INCREDIBLES IN-GAME FEATURES
• Full screen high resolution colorful graphics
• Background to foreground display priority
• Hardware scrolling screen rooms levels
• Freezing-free sound effects samples
I suppose they just modify the sprite on the fly...
Too many cicles for CPU!
I suppose it’s costly, but if the game’s frame budget is accounting for it it can fit I reckon. In the end applying a mask to the sprite patterns is 32 VDP writes per pattern (with an AND applied to each write), if there’s only 4 or so patterns where this is applied then it’s not free (let’s say 10% of frame budget), but not impractically costly either.
Like in demo world, mixed hard/soft approach gives the most amazing result.
i have been surprised such technic has not been already made on colecovision (not sure for MSX 1 as it already had technicaly Amazing games).
To be honnest it's costly, i think rr uses CPU at 80%.(for ntsc, a bit less for pal)
The port is in progress. The game work, but currently no sound and controls.
No more peoples interrested?
Now, we have sound working!
Instruction manual (japanese, english, french, spanish) and visual are work in progress...
Pics and / or videos for us to drool over? ;-)