and we have a lot of good coders: Grauw, ARTRAG, Santiontanon, NYYRIKKI, hit9918 and many others..
So it could be done on MSX u.u
The youtube description says it uses horizontal resolution of 64px, so I guess it uses blocks of 4x1 to avoid color clash.
The first use I've seen of a similar technique was on this pixel art by mr_r0ckers. He used 4x4 blocks to emulate screen-3 on screen-2 without color clash, but with dithering to simulate more colors.
The youtube description says it uses horizontal resolution of 64px, so I guess it uses blocks of 4x1 to avoid color clash.
The first use I've seen of a similar technique was on this pixel art by mr_r0ckers. He used 4x4 blocks to emulate screen-3 on screen-2 without color clash, but with dithering to simulate more colors.
Maybe a 4x2 pixels is more balanced than 4x1 or 4x4 without dithering
Maybe a 4x2 pixels is more balanced than 4x1 or 4x4 without dithering
Maybe. But I'm not questioning. It's probably best keep the idea in mind and leave the artist to decide what's best for him.
If you are going for 4x4 you might as well go with multicolor.
By setting up the nametable to get columns of pixel pairs you can alternate the rendering between just writing to a ram buffer on even columns and oring the data with the buffer before writing to vram on odd columns.
Fast FPS here: https://www.youtube.com/watch?v=IWeUaG8pDuA
no textures however
With textures but with doubled frame rate
https://youtu.be/84TTE2MNwLA
He has specialised the code adding a different routine for each size of the columns
Now with sprites
https://youtu.be/ESfASgb7WOo
Now with new minimap, new textures, a new level and new enemies
https://www.youtube.com/watch?v=0b5_WrV4jbA&feature=emb_logo
Now with unrolled loops to plot pixel columns for sprites
https://youtu.be/rerXK07CDKg
Each level of zoom has a different routine in a large paged ram
This is the same strategy used for walls