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Software and gaming - Ghosts 'n' Goblins for MSX

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Autor

Ghosts 'n' Goblins for MSX

manuel
msx guru
Mensajes: 3638
Publicado: Febrero 12 2008, 18:39   
Well, in any case, keep up the good work and most importantly, having fun with MSX
jltursan
msx professional
Mensajes: 887
Publicado: Febrero 12 2008, 22:29   
For sure it's great news that there's not only a coleco->MSX porting scene, the Spectrum games database is huge and in some cases of great quality. Doing such quality work I hope a lot of excellent conversions will come.

My suggestions: Green Beret (the Spectrum version is the best one), Dan Dare, Cobra...
ARTRAG
msx master
Mensajes: 1802
Publicado: Febrero 12 2008, 23:17   
this is the list of other systems candidate for new ports.
http://www.emudocs.org/?page=CPU%20Z80

Coleco is the closest to MSX
But also SMS could be a good source of new games, eventually for msx2+
LeandroCorreia
msx addict
Mensajes: 459
Publicado: Febrero 13 2008, 00:48   
What about the SC-3000? Any decents game left for conversion? Sometime ago, we got a nice conversion of Zippy Race/Traverse USA.
hap
msx professional
Mensajes: 514
Publicado: Febrero 13 2008, 03:12   
Zippy Race? best conversion evar

Nice GNG port Fudeba! Even with frameskipping, the gameplay remains good.
spl
msx professional
Mensajes: 762
Publicado: Febrero 13 2008, 07:47   
Thanks very much Fudeba for this GREAT conversion. I must try it also to see if it works under the One Chip MSX and also at 10 MHZ ^-^

Thanks again!
viejo_archivero
msx addict
Mensajes: 470
Publicado: Febrero 13 2008, 08:28   
Really NICE conversion! , I like MSX native games, but the speccy conversions really bring me memories. My suggestions for next ports: Rod Land, Golden Axe, Street Fighter, Rainbow Islands, Pang, Chip's Challenge... /me looking for the release of a tutorial about how to make those speccy ports!
yum
msx addict
Mensajes: 442
Publicado: Febrero 13 2008, 12:28   
Is it possible to port those games (For example Rainbow Islands) to MSX 2 and add new Gfx? For Rainbow Islands I am willing to make new Gfx. Just gimme the speccy Gfx in screen 5 format and I will redraw them.

And no, I don't do MSX 1 graphics
ARTRAG
msx master
Mensajes: 1802
Publicado: Febrero 13 2008, 13:24   
Just wondering...
how difficult would be move a speccy game to screen 5 ?
pixel actions could be mapped to vdp commands... or not ?
wolf_
online

msx legend
Mensajes: 4828
Publicado: Febrero 13 2008, 13:32   
As long as individual sections of the screen aren't moving on their own and in their own direction, it's probably doable.
wolf_
online

msx legend
Mensajes: 4828
Publicado: Febrero 13 2008, 13:39   
Still, I feel people are seriously underestimating what one can make with pattern tiles. Just run Space Manbow, look at the in-game graphics, and tell me they suck..
PingPong
msx master
Mensajes: 1069
Publicado: Febrero 13 2008, 16:34   
to fudeba: "forward DJNZ technique"? what do you mean?
spl
msx professional
Mensajes: 762
Publicado: Febrero 13 2008, 16:41   
Quote:

Really NICE conversion! , I like MSX native games, but the speccy conversions really bring me memories. My suggestions for next ports: Rod Land, Golden Axe, Street Fighter, Rainbow Islands, Pang, Chip's Challenge... /me looking for the release of a tutorial about how to make those speccy ports!



Commando, Bionic Commando, Roadblasters, Space Harrier, Space Harrier II, E-Swat, Out Run (yes, Outrun on Speccy looks very close to the MSX1 version, but it's far better in every aspect), Turbo Out Run, Buggy Boy, Super Hang-On, Super Monaco GP, New Zealand History, Operation Thunderbolt, Ivan 'Ironman' Stewart's Super Off Road Racer, Cabal, Bonanza Bros, Dynamite Düx, Silkworm, Turbo Espirit, Sidearms, Forgotten Worlds or P-47 have also 48K version ... FOR EXAMPLE

Strider or Pang are only 128 KB.
Fudeba
msx lover
Mensajes: 74
Publicado: Febrero 13 2008, 17:07   
Quote:

Quote:

Really NICE conversion! , I like MSX native games, but the speccy conversions really bring me memories. My suggestions for next ports: Rod Land, Golden Axe, Street Fighter, Rainbow Islands, Pang, Chip's Challenge... /me looking for the release of a tutorial about how to make those speccy ports!


Commando, Bionic Commando, Roadblasters, Space Harrier, Space Harrier II, E-Swat, Out Run (yes, Outrun on Speccy looks very close to the MSX1 version, but it's far better in every aspect), Turbo Out Run, Buggy Boy, Super Hang-On, Super Monaco GP, New Zealand History, Operation Thunderbolt, Ivan 'Ironman' Stewart's Super Off Road Racer, Cabal, Bonanza Bros, Dynamite Düx, Silkworm, Turbo Espirit, Sidearms, Forgotten Worlds or P-47 have also 48K version ... FOR EXAMPLE
Strider or Pang are only 128 KB.



I plan to do 128 conversions too (in fact, the difficult is almost the same) but then it'll require memory mapper (128K, since I know no MSX with 80KB, 96KB or 112KB). Of course in some cases it is possible to make it work with less RAM, but it is not always easy: when using less RAM it requires disk access... and when it requires disk access, it requires space to store BDOS data (usually the are D800h ~ FFFFh), which take away the extra memory we have on a 64KB MSX.
Anyway, I'll always try to make the requirement to be 128KB of mapper, but *not* MSX2 (since it is possible to run MSX1 with mapper with minor changes on the ROM).

Fudeba
msx lover
Mensajes: 74
Publicado: Febrero 13 2008, 17:14   
Quote:

to fudeba: "forward DJNZ technique"? what do you mean?



It is the way to implement a "SWITCH" clause in Z80 ASM. It is done the following way:

in C:

switch B:
{
case 1:
do this;
break;
case 2:
do that;
break;
default:
do whatever;
break;
}

in Z80 ASM

; switch - B has the value
case1: DJNZ case2
; do this
jp endswitch
case 2: DJNZ default
; do that
jp endswitch
default:
; do whatever
endswitch:

Note that DJNZ is used to jump forward, and not backward (as usually is
done in loops). It's a pretty common trick on the Konami games, but not
common on other companies' software.

 
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