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General discussion - Possible La Mulana for MSX?

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Autor

Possible La Mulana for MSX?

KdL
msx user
Mensajes: 64
Publicado: Junio 08 2007, 13:11   
It would be beautiful to convert La Mulana for MSX!



La Mulana
http://agtp.romhack.net/project.php?id=lamulana

Solution of game is here:
http://www.konamito.com/modules/news/article.php?storyid=274


Huey
msx professional
Mensajes: 671
Publicado: Junio 08 2007, 13:24   
Why convert the game to MSX to be the same game that plays like MSX?

I do think it would be great if something just as good would be made for MSX. The graphics, music, gameplay en (level) design are realy good. The story is somewhat thin.

Also remember that this game took 3 (very motivated) persons 5 years to make! So it won't be easy to come up with something just as good.
dvik
msx master
Mensajes: 1376
Publicado: Junio 08 2007, 20:52   
Does anyone know what portable MSX Lemeza brought on the adventure?
Huey
msx professional
Mensajes: 671
Publicado: Junio 08 2007, 22:00   
Quote:

Does anyone know what portable MSX Lemeza brought on the adventure?



In response to the wishes of these hard-core users, the manufacturers released the new standard Super Laptop MSX. All software is provided on cartridge and disk, and as soon as you open the computer, it starts right up. It remains quite expandable and old MSX cartridges and external devices like the Hand Scanner work without needing any sort of setup.
 Its storage medium is still just tapes and disks, but that hasn't changed its rave reviews from the enthusiasts.

Unit type: Super Laptop MSX F2-XV
Maker: S.ONY
CPU:Z99000 Memory: 8Kb, additional memory contained within the cartridges
HDD: None
Options: Waterproof case/Heatproof case (Sold separately) Advanced models with 2 cartridge slots and an internal disk drive also exist.

dvik
msx master
Mensajes: 1376
Publicado: Junio 08 2007, 22:05   
@Hyey: Do you have a link to a webpage with the super laptop ? I tried google it but didn't find anything.
Huey
msx professional
Mensajes: 671
Publicado: Junio 09 2007, 10:36   
Quote:

@Hyey: Do you have a link to a webpage with the super laptop ? I tried google it but didn't find anything.



Just download the game package and run the translation patch. It also includes the manual (from where I copy/paste-ed)
GhostwriterP
msx addict
Mensajes: 320
Publicado: Junio 09 2007, 13:22   
Quote:

So it won't be easy to come up with something just as good.

A simular game on msx will be better by definition. The poor z80's heart will be on fire.
wolf_

msx legend
Mensajes: 4827
Publicado: Junio 09 2007, 13:23   
except for the probable sprite flickering..
PingPong
msx master
Mensajes: 1069
Publicado: Junio 09 2007, 13:42   
Quote:

except for the probable sprite flickering..


that is a folklore of msx...

(What will be msx without sprite flickering?)
Huey
msx professional
Mensajes: 671
Publicado: Junio 09 2007, 21:00   
Quote:

(What will be msx without sprite flickering?)



I guess it would be running in an emu

Anyway some good techniques can be found in the gfx of la-mulana. I hope to use them sometime in the next 1 to 10 years.....

wolf_

msx legend
Mensajes: 4827
Publicado: Junio 09 2007, 22:16   
Quote:

(What will be msx without sprite flickering?)



A better machine! Nothing folklore, it's just darn irritating when sprites can't have black outlines on a colored background (like in MoG).
Huey
msx professional
Mensajes: 671
Publicado: Junio 09 2007, 22:55   
Quote:

Quote:

(What will be msx without sprite flickering?)



A better machine! Nothing folklore, it's just darn irritating when sprites can't have black outlines on a colored background (like in MoG).



Nah that was just bad coding.........
wolf_

msx legend
Mensajes: 4827
Publicado: Junio 09 2007, 23:11   
Our initial dev'06 entry idea was a platformer, I cancelled it early-summer as I couldn't get Usas-quality sprites over a colored background. When the MSX1 would've had the MSX2 sprites then RNFF would prolly have been an Usas clone rather than a joke..
ARTRAG
msx master
Mensajes: 1802
Publicado: Junio 09 2007, 23:51   
wolf_

1) msx2 sprites are a bit better than those on msx1, but they are absolutely crap w.r.t. color management (it is a nightmare, more than 24 bytes of I/O each time, msx2 VDP designers should be hanged)

2) in msx1 flickering can be controlled using S0 information on which plane is off

If (when ) we will finish our entry at max dev 07 you will be very surprised on what
can be done with sprites on a colored background...

PS
I agree, monocrome sprites in MoG are very poor
wolf_

msx legend
Mensajes: 4827
Publicado: Junio 10 2007, 00:13   
Quote:

If (when ) we will finish our entry at max dev 07 you will be very surprised on what
can be done with sprites on a colored background...



There's trickery and there's comfort.. question is what I could be arsed to do. If you look at Space Manbow: the way the sprites are placed is very clever, most of the time -if not always- the paths are setup in a way there's not going to be any sprite canceling. But every trick comes at a price. There's an old Fuzzy Logic saying: "if it looks good on MSX it's a trick". There are ways to fake more colorful sprites on MSX1:
  • Use one sprite and a constantly upgraded backdrop of sc2 tiles, the advantage is obvious, so is the enormous disadvantage..
  • In case of a color sprite + black outline sprite -> just use 4 color sprites on a row, and have the black outline sprites as a bonus for one or more color sprites when the situation allows it. Could result in flickering tho.
  • Tight integration of tiles to represent bullets (e.g. Space Manbow, Psycho World, Nemesis etc.), it doesn't cure situations where you want smooth 4 moving colorful sprites a la Usas.

Perhaps there're even more trickz0rs, bottomline: there will be trickz0rs. I think the sprite situation is why Konami made S.M. using sc4 and not using sc5.
 
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