Looks great And that effect with 'crazy rain' (tweaking some rain-related values?) was funny
Currently using 80% CPU time with the bulk of the CPU-heavy work being done, and with some room for optimisation. Tile drawing is still a bit too slow; 45% CPU time with diagonal movement, while I should be able to do it in 30-35%. And there’s the 30 fps animation 60 fps motion trick I mentioned earlier as well, which also accounts for some 10%. So I think performance-wise it’ll be allright on the Z80.
I got a nice CPU usage profiling script going in openMSX by the way:
x: Total cpu usage per frame (81.22%)
0: Updating player position (01.82%)
1: Updating map view position (01.81%)
7: Updating sprite patterns (02.66%) (animation works!)
2: Updating sprite attributes (08.62%)
3: Updating sprite colours (19.72%)
6: Setting base table address updates on interrupt (04.37%)
5: Submitting draw context (00.12%)
4: Drawing new map tiles (44.42%)
As I said before, it looks super pretty and smooth. I'm starting to wonder now if there are already some concepts for game mechanics and maybe even a story.
I have some ideas written down about the outline of the story from intro to outro, but it’s still very rough. In terms of game mechanics, I’m thinking of pushing some boxes, unlocking doors in certain combinations / orders, finding objects, etc. That kind of puzzles.
You're scrolling way too fast for an rpg imo, those usually walk at snail pace . slow it down and you could probably use less cpu time.
It’s the same speed as nearly any SNES RPG. Check Chrono Trigger, Secret of Mana, Final Fantasy VI, Terranigma, Star Ocean, Tales of Phantasia… The background graphics are not to scale yet though, e.g. the trees should be much larger, maybe that gives the wrong impression.
Additionally there is a technical reason for this speed; it allows me to completely ignore the y-coordinate 217 which is troublesome for sprites ;).
Also there is a personal reason: I don’t like a snail’s pace :). With RPGs which offer a running speed while pressing a button, you just keep the button pressed all the time. Better to just eliminate the button.
Lastly, I’m pretty ok on CPU time atm, it won’t be a huge problem.
Oh right my bad, I just watched some vids
I think its because of the lack of walking animation that makes it looks floaty /fast
That too actually! I have it working code-wise now, but I need to draw some additional graphics. But it looks better with animation in the horizontal direction already. And the scale of the background graphics as well I think.
Btw thanks for pointing me to those profiling scripts, I'll test them with my own scroll routines (which I showed to a few ppl during the Beuningen fair)
No… I did consider adding V9990 support for MSX1/2 users, but I dropped that idea to keep the scope down. It will work on MSX2’s with VDP replaced by a V9958 though.
As someone with absolutely zero technical knowledge, what does this mean, exactly? Does this mean the game won't be playable on my base Japanese MSX2+ without an add-on card?
-Tom
What kind of add on card are you thinking of?