OK, so this is the reason I called it "DUAL Gamma"
I've been wiring the two players all the time. Did it work? Of course not! But I have fixed it now.
(Vic is controlling the 2nd player!)
[[ Red Sun ]] Metal Gear 2 - Solid Snake – Original Soundtrack (1990) (MSX2)
#ost #MetalGear2SolidSnake #MSX2 #videogame #retrogaming #games #gaming #originalsoundtrack #soundtrack #videogamemusic #gamemusic #music #vgm #Konami #1990
Wired the hud and implemented enemy to player collision. Seems to work, but is not optimised (using C as a quick prototype).
There's something funny with the sprites when the last life is lost; and to be honest, not sure *both* explosions are needed.
Oh, and I changed the colour schemes for the player and the test enemy!
I'm talking about Europe here.
In the 80s there was a sucessful wave of 8bit computers: ZX Spectrum, Commodore C64, MSX, Amstrad CPC 664, some of them more succesfull than others, but the next 8bit wave IMHO was far from successful.: Spectrum 128/+2, Sinclair QL, Commodore C128, MSX2,... Any thoughts about this?
A bit rough and WIP, but it is almost there. Pew-pew and boom!
There's a bug in the sprite allocator. You can see it in action in the last wave (one of the enemies looks funny). Will find it and fix it. In fact, there was a couple of "side quests" when I was implementing this
So that's 2 sprites per entity (excluding the bullets that are a single sprite). Total: 24 sprites for the enemies, plus 2 for the player (fixed and out of the flicker), plus whatever bullets I fired there. Up to the 32 sprites of the #MSX2, looks like this is it.
And the scroll is smooth and stable
Zanac Ex (1986) (Shoot Em Up) (MSX2) [GAMEPLAY] [EN] [HD]
#retrogaming #ZanacEx #msx2 #1986 #shmup #jgo #johnnygameover #videogame #gameplay #games #gaming #Compile #PonyCanyon #FCI
It flickers!
The thing is that the #MSX2 can draw up to 8 sprites in the same line, and any sprites after that aren't visible. So you need to make them "flicker".
It is not cycling over all the sprites and only making flicker 2 of them (the excess over 8 times 2); because how the sprites colours are managed on sprite type 2 in MSX2, it would be too expensive. In the video the spinning enemies are 2 sprites each (making an OR to get 3 colors).
There's still some work to do, but getting there!
Getting there, but still... not... quite...
(please ignore the placeholder art)
I guess that's the #MSX2 scrolling done.
It doesn't look perfect, but that's because the capture AND because I'm doing it quick and dirty. When I decode an actual map and optimise things, should be silky smooth.
Vic reminded me we had to do a shmup... with two players.
Here is a quickie before-and-after video I took to demonstrate the effect the MSX's FM PAC can have on compatible games!
Sweet! I'd forgotten I'd ordered this! An aftermarket version of the MSX's FM PAC!
It goes into cartridge slot 2 and enhances the audio of software that supports it!