>I haven't seen the overscan trick yet, but I know the trick from other
>computers. As for sprite free trens: the problem is that even with
>recycling, there is a limit of 8 sprites on a line:

There's always a limit. The Amiga has also this 8 per line limit (fewer if
you use horizontal overscan).

> and then you've got a
>colour problem, because the backround will always be far more colourful than
>the sprites

Only for SCREEN 8 and higher.

Btw MSX videogames should be more "balanced": neither an 8-bit smooth 60Hz
Pac-Man styled vidgame nor a 256 90s-PC-VGA *JERKY* bitmap party.

MSX claims a cocktail of smooth movements + great gfx + cool sound. So
that's recycled sprites + overscan + high speed VRAM ops + clever PSG
programming + reasonable OPTIONAL high-end hardware support (GFX9000,
Moonsound, etc.)

> (a problem you don't have on a ZX spectrum).
              ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Why did you say this? AFAIK the ZX Spectrum has NOT A SINGLE SPRITE!!!

>When using software sprites (i.e. just copied bitmaps) the colour
>limitations are gone, as are the restrictions on the number of sprites on a
>single line.

But then appear the smoothness limitations and the jerky feeling.

Nothing a plain old 386 PC cannot do.

>You can't solve this using vertical spilts, and horizontal splits aren't
>really manegable, because they occur too often.

You can't pretend to fit a game not suitable for the MSX hardware into a MSX.

MSX games should be created with the target machine -the MSX- in mind.

>> MSX has not been used to its full potential yet.
>
>I agree :) but I don't think sprites are the way forward for games.

Is there "other way hidden" into our MSXs?

We have very limited resources. And we have to ABuse every little power the
hardware brings (ie sprites).

Kiss you lot.

--
Madonna Mark Two
"Martin Galway means to me what Elvis meant to Sigue Sigue Sputnik"



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