Maarten ter Huurne schrieb:
> At 11:13 PM 02/27/99 +0100, you wrote:
> >The game I am speaking about is: OSR (One Shot Rising).
> I remember playing it at a fair.
> Because there were no enemies in it, it was rather difficult to image what
> it is supposed to play like.
I know why I doesn't ask for your opinion (at least - till now...)
> >The game is designed in screen 4
> That would leave a lot of free VRAM, doesn't it?
> You could put level data there. Like Cas said, you'll only have to fetch a
> small number of bytes per interrupt.
The scroll needs between 96 and 800 Bytes per interrupt...
> Another option is to put MWM/MBM music in VRAM. I don't know of anyone who
> ever did this, but it would make sense. MoonBlaster replayers work like
> this: they fetch crunched data from the song file, decrunch to a buffer and
> then play from that buffer. If you put the crunched data in VRAM, that
> would hardly slow things down.
This idea sounds very interesting!
> My conclusion is that there are some things you should try first, before
> moving to higher system requirements.
My target was (and is): a game programmed in '86 standard.
One argument: one of our designers has a not-modified MSX2...
(with use of additional hardware if connected)
> How come you are in memory problems anyway? Could you give a summary of
> which components take up how many memory?
I think I solved them - let's c what about the speed...
Data I have to store (with approx. byte-size)
real vram-data: 14.976
various vram: 98.304 (where are the darn enemys... ;P )
level: 49.152 (Levelsize = 64 screens)
animation+
objectinfo: 32.768
code: 16.000 ?????
kernel-code: 5.000 ?????
musicdata: ?????
> Yes, MoonSound SFX! [............]
But I will also try to make sfx on psg/fm/audio...
greetz'n'hope the best
chief
--
Tilburg Team: Janosch, SGI, D-AX, inDark,
-===========- Maspo, SFS, Chief-Gavaman
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