shakedown.social is one of the many independent Mastodon servers you can use to participate in the fediverse.
A community for live music fans with roots in the jam scene. Shakedown Social is run by a team of volunteers (led by @clifff and @sethadam1) and funded by donations.

Administered by:

Server stats:

257
active users

#msx2

4 posts3 participants0 posts today

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 🎉

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!

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.