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Development - sc5 scroll

Autor

sc5 scroll

zett
msx addict
Mensajes: 282
Publicado: Enero 30 2004, 18:17   
How dificult is it to create a horizontal scroll in sc5 ?
Maggoo
msx professional
Mensajes: 581
Publicado: Enero 30 2004, 18:25   
depends how big the scroll
Arjan
msx addict
Mensajes: 466
Publicado: Enero 30 2004, 18:32   
for what? a game? a demo? do you want to have music too?

It's possible to create one which is even usable in a game, you'll have to be skilled though
GuyveR800
msx guru
Mensajes: 3048
Publicado: Enero 30 2004, 18:51   
zett probably means in BASIC too :/
Arjan
msx addict
Mensajes: 466
Publicado: Enero 30 2004, 19:00   
on an MSX2+/TR it would be doable with kunbasic.
BiFi
msx guru
Mensajes: 3142
Publicado: Enero 30 2004, 21:16   
MSX2+ and turbo R have the SET SCROLL command which supports horizontal scrolling anyway.
Arjan
msx addict
Mensajes: 466
Publicado: Enero 30 2004, 23:44   
hmmm, I'm wondering what happened to Ablaze. it was a shoot 'em up in screen 5 with both horizontal and vertical scrolling ( not at 60fps though). Maybe the project was abandoned because it was too hard??
GuyveR800
msx guru
Mensajes: 3048
Publicado: Enero 31 2004, 03:12   
I never heard about a game with that title. :/ Who was working on it?
Arjan
msx addict
Mensajes: 466
Publicado: Enero 31 2004, 12:21   
It was being developed by Cybernetic. You can find the demo on MCCM disk90B (which is on CD1 of Millennium).
Grauw
msx professional
Mensajes: 1005
Publicado: Enero 31 2004, 20:57   
On v9938 (MSX2) you can use VDP r#18 (the non-permanent register 'set adjust' uses) register to scroll 16 pixels from left-to-right and vice versa, and if you combine this with copying 1/16th of the screen on an alternate page, and flip pages every 16th scroll, you can create a smooth scroll. I made a Basic program which did this in the past, and it worked fairly well (though ofcourse not at 60fps).

Later I created a small assembly test, which featured smooth scrolling in all directions and a moving sprite in the middle of the screen (like in an RPG, actually I ripped the Adol sprites from Ys II for that ). Biggest problem though is that because of the huge copies which happen on the background, there isn't much time left to do anything else - I couldn't even find enought time to display a 2nd sprite. Also, on 60Hz I had to disable the sprites I used to 'cloak' the flipping borders because they made the VDP too slow. Running at 30fps could solve this though, and I believe Pentaro Odyssey does that. Another thing is that VDP r#18 has some nasty quirks when combined with copies, they are documented on the MAP.

On v9958 (MSX2+) you can ofcourse use the scroll registers and Basic's 'set scroll' command, which are much better and easier to use.


~Grauw
warau
msx lover
Mensajes: 116
Publicado: Enero 31 2004, 21:32   
Quote:

sprites I used to 'cloak' the flipping borders because they made the VDP too slow. Running at 30fps could solve this though, and I believe Pentaro Odyssey does that.



Pentaro Odyssey was made in SC4, not in SC5.
Arjan
msx addict
Mensajes: 466
Publicado: Enero 31 2004, 21:40   
Grauw, how big were the patterns you used? 8x8 or 16x16? according to the MAP you should be able to do enough copies, even in 60hz and sprites enabled. But the smaller the patterns, the more overhead there is for calculating the coordinates and also some time will be lost for setting up the registerdata.

I created a horizontal scroll once, but I don't know if it was in 50hz or 60hz. I think I was moving around only one sprites, and as soon as I tried to add music, the scroll wouldn't be fluent anymore. Too bad I don't have the code anymore

If you abuse line interrupts as sort of a timer, you can use them to start a new copy each time a line interrupts fires. This way you'll have plenty of time to do other stuff. I was thinking of doing an smooth scrolling RPG engine, maybe I'll start with it sometimes...

Maggoo
msx professional
Mensajes: 581
Publicado: Enero 31 2004, 22:01   
Quote:

On v9938 (MSX2) you can use VDP r#18 (the non-permanent register 'set adjust' uses) register to scroll 16 pixels from left-to-right and vice versa, and if you combine this with copying 1/16th of the screen on an alternate page, and flip pages every 16th scroll, you can create a smooth scroll. I made a Basic program which did this in the past, and it worked fairly well (though ofcourse not at 60fps).

Later I created a small assembly test, which featured smooth scrolling in all directions and a moving sprite in the middle of the screen (like in an RPG, actually I ripped the Adol sprites from Ys II for that ). Biggest problem though is that because of the huge copies which happen on the background, there isn't much time left to do anything else - I couldn't even find enought time to display a 2nd sprite. Also, on 60Hz I had to disable the sprites I used to 'cloak' the flipping borders because they made the VDP too slow. Running at 30fps could solve this though, and I believe Pentaro Odyssey does that. Another thing is that VDP r#18 has some nasty quirks when combined with copies, they are documented on the MAP.

On v9958 (MSX2+) you can ofcourse use the scroll registers and Basic's 'set scroll' command, which are much better and easier to use.


~Grauw



Have you seen the promo of the game Total Parody ? It uses Screen 5 and V9938 with scroll in all directions. It can handle quiet a lot of sprites too, even at 60FPS, the only limitation is the speed of the scroll, only 1 pix horizontal and 1 pix vertical per frame.
Arjan
msx addict
Mensajes: 466
Publicado: Enero 31 2004, 22:21   
hmm yeah the Total Parody promo Too bad it was never finished... 1 pixel per frame sounds fine to me. Ablaze seemed to be running at 30fps (or maybe even lower) but it didn't feel slow.
 
 







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