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Development - Going to enter the MSX-dev'08 - Let me introduce the TEAM...

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Going to enter the MSX-dev'08 - Let me introduce the TEAM...

multi
msx lover
Mensajes: 67
Publicado: Junio 20 2008, 04:05   
Quote:

Quote:

What is not normal is the use of sprites to mask out color spill limits. Anyway i do not ever noticed that konami does this. Any example?

It's normal they've done it on NES too.



Even better, look at the nemesis 2 title screen. The "2" blinks in blue and green, but the green does not seem to spill over into the "wings?". Instead you see on both sides of the top of the "2" a blue area that is almost certainly masked with sprites to hide a color spill.
MsxKun
msx user
Mensajes: 60
Publicado: Junio 20 2008, 09:11   
That's easy to check using the 1chipMSX and the Show Sprites key
ARTRAG
msx master
Mensajes: 1802
Publicado: Junio 20 2008, 09:41   
in blue msx u can use LCtrl+LSft+S and hide the spries
you'll be surprised on how many times konami used the trick
see penguin adventure titles screen too

viejo_archivero
msx addict
Mensajes: 470
Publicado: Junio 20 2008, 11:11   
PingPong: anyway, the capability of using sprites over background graphics it is something pretty well documented
PingPong
msx master
Mensajes: 1069
Publicado: Junio 20 2008, 12:32   
From what i can see, this trick is used in nemesis2. If it's only on the '2' having or not does not improve almost anything, as there are only a couple of pixels that can spill. Appear to be a "last minute correction" to gfx instead that a planned use of sprites.
I've not checked Penguin Adv.
The only significative use i've seen is on circus charlie- Anyway three example over a so large number of konami games is not so significative.

Simply meaningless the use of this tecnique on NES. AFAIK the NES allow for 4 colors in a 8x8 region, and if you have color clash problems with 4 colors.... you have the same graphic ability i have (that is ->0)
IMHO, If the tms had the ability to give 4 colors on 8 pixels all msx developer will be entusiast!
wolf_

msx legend
Mensajes: 4828
Publicado: Junio 20 2008, 13:23   
I wonder tho whether we'd be happy with a C64 wide pixel mode and 4 colors per 8x8 of which one global..
hap
msx professional
Mensajes: 514
Publicado: Junio 20 2008, 13:36   
Quote:

Simply meaningless the use of this tecnique on NES. AFAIK the NES allow for 4 colors in a 8x8 region, and if you have color clash problems with 4 colors.... you have the same graphic ability i have (that is ->0)

3 colours + transparent per 16x16 region out of a 12 colour palette. Sprite colours are from a secondary palette, so using sprites even doubles the maximum colours per screen to 24 (not counting mid-frame palette writes). It's not meaningless to add more details like an good looking eye on a face.
multi
msx lover
Mensajes: 67
Publicado: Junio 20 2008, 18:06   
Quote:

From what i can see, this trick is used in nemesis2. If it's only on the '2' having or not does not improve almost anything, as there are only a couple of pixels that can spill.



duhhhh .... If you have 8 pixles with 2 colors, you can only have a few pixels that spill (6 maybe?).


but euhmm, you are the one that asked for "ANY" example of konami using sprites to mask color spill right? next time if you don't want to know it, you just don't ask for it ok? saves all of us time thinking for examples...
PingPong
msx master
Mensajes: 1069
Publicado: Junio 20 2008, 18:20   
Quote:



but euhmm, you are the one that asked for "ANY" example of konami using sprites to mask color spill right? next time if you don't want to know it, you just don't ask for it ok? saves all of us time thinking for examples...



Obviusly, that's because i ever noticed about this trick, i asked because of curiousity, but if only three or four games employes this trick, it's not so significative....

It's very different if anyone proves me that hidden in gfx details this trick is used on almost 80% of konami productions...
So it's this the reason because i've asked about it. but actually it's not.

Instead there is almost a situation where a charater replace entirely a sprite: Hyper Rally. The opponent car's are sprites, but when aligned to the main charater become a tileset.
PingPong
msx master
Mensajes: 1069
Publicado: Junio 20 2008, 18:24   
Quote:

I wonder tho whether we'd be happy with a C64 wide pixel mode and 4 colors per 8x8 of which one global..


Question of opinion of course, but see what good gfx have done on c64 with this limit. For me the general quality of c64 is far better than those of msx1, even with fatty pixels.


Sometimes a screen shot looks more better if entirely monocrome instead of full of crappy colorshashed areas.
Huey
msx professional
Mensajes: 673
Publicado: Junio 21 2008, 11:21   
NES/C64/ZX/MSX they al have their specific apearance. Each have their own charm.

I like the MSX colorspil. But it does limit the type of gfx/gameplay in certain ways (eg diagonal walls).


Anyway. Here is more screen 2 gfx:



First one is concept to see how topdown could work on screen2
Second is a screenshot of the project we are working on.

As you can see there are numerous places where you can spot colorspil. But I personaly don't find them bothersome.
PingPong
msx master
Mensajes: 1069
Publicado: Junio 21 2008, 19:39   
@Huey: in the first screen shot i can see, in the second i do not see any problem. GFX are good especially considering msx1!
DemonSeed
msx master
Mensajes: 1062
Publicado: Junio 21 2008, 20:26   
Wait 'till you see the game... (don't mean to brag but I have to)
ro
msx guru
Mensajes: 2353
Publicado: Junio 21 2008, 21:53   
Lookin' good Huey Luey, now thaz news (yeah, some pun there. nevermind. it looks bril!)
so euh, it's the sequel of montana-joe eh.
evulopah
msx addict
Mensajes: 466
Publicado: Junio 22 2008, 08:31   
Fantastic graphics... really... I'm pointing at the second screenshot ofcourse!! Very curious at the game you are creatin'
 
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