C64 scrolls only 8 pixels in each direction so in terms of capabilities it is similar to MSX2 adjust register, and you can create similar types of scrolls on MSX2. The vertical scroll register exceeds it, primarily useful for scrolling in bitmap modes where the data bandwith required is high and using adjust is less practical.
yes, i know, (call it level1 hw scrolling opposite to the more advanced vertical scroll level2 ).
And given the almost already done level1 horz scrolling this make me strongly suspecting that the level2 horizontal scrolling was a planned v9938 feature. would be ingteresting to find some proof of this in v9938
(like some ispection of the v9938 die so see if there is some circuit for level2 hw horz scrolling deactivated because not fully working)
Just to put a bit of fuel on the flame
https://github.com/artrag/scroll_8_ways
The test rom is here
Use the above in screen 4 on MSX2 and combine it with some static tiles and adjust register scrolling, and you’ll have a parallax background scroll.
And then if the background is monochrome (which can still look pretty good I think for silhouettes of mountains etc) you don’t even need to update the colour table.
ARTRAG can you provide a link to a Magellan guide? I used it to draw Freedom Fighter gfx but knowing nothing about I sure missed a lot of features...
Just think about it: I used to export tiles and sprites as assembler data (for TI99/4A, obviously) and I had to rearrange all the data manually to be able to use them for my pourpose. This is the most relevant cause of my slowness (and low willing) in gfx drawing...
Also to draw screens (like title screen and prologue sequences) I had to draw working on single tiles (I clearwd a bunch of them, put them as a rectangle on the screen and draw them one at time. Title screen was a pain: I draw it using a pencil on paper, scanned it, resized to 256x192 (on windows paint), draw a grid of 8x8 pixels cells and the COPY ALL THE TILES TO MAGELLAN SWAPPING FROM MAGELLAN TO PAINT
Lack of tools has slown me down a lot...
No sorry, you need to explore Atariage to have a view on how to use it
In the end I use my own scripts in matlab, I use Magellan only for tests and I tend to export data in binary
ok, thx anyway
Finally completed the drawing of scrolling background for the future Pacific 2:
https://youtu.be/HcYkt_MvsZ4
Edit: as always, the youtube video is flickering, not sure why. The real animation is better.
It's running at the same speed as the old background with only water, which is great.
The startegy chosen is to have all the tiles with all its frames pre loaded on pattern tables and change only the names table.
Of course it greatly limits the number of possible patterns, but I managed to create a set which is possible to be used to make many shapes. I'm pretty much satisfied with the result. Only the trees are a little more squared than ideal...
I have saved for bg tiles 208 chars of the 256 available. As each of them should have 8 animation frames it means that only 26 shapes are used (actually even less, as it is the number of transitions of shapes instead of the own shapes).
As an undesired side effetc, the contrast between the sprites and the backgroud was reduced, making it even more hard to dodge the fast enemies/shots. I'm tempted to cut by half the speed of them.
Well, hope you enjoy.
If yo are using OpenMSX to make the video's: Are you using the -triplesize settings? This will create a file with a high enough resolution for Youtube to accept a 60Hz file.
As for the shots which are hard to see: Maybe color-looping the bullets?
Looking forward to the development
If yo are using OpenMSX to make the video's: Are you using the -triplesize settings? This will create a file with a high enough resolution for Youtube to accept a 60Hz file.
No, I didn't even know the openMSX has this feature. I used it to play the game as usual and the standard Windows XBox Game Bar to record the video. I Will check this alternative.
As for the shots which are hard to see: Maybe color-looping the bullets?
The player shot already alternate between red and white. Maybe increasing the size of enemy shots, cycling colors and reducing speeed it became human possible to avoid them.