Started by ukmarkh, 09:59, 19 January 23
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Quote from: TotO on 11:10, 19 January 23Finally, the MSX looks very limited compared to the CPC when it require to scroll.
Quote from: ukmarkh on 11:44, 19 January 23I would agree, but display on average is much larger, CPC has tiny screen.
Quote from: zhulien on 21:34, 01 February 23I wonder if an MSX or 6128 Plus could achieve famicom performance with both graphics and music?
Quote from: zhulien on 16:29, 01 February 23Makes me wonder about 6128 Plus hardware sprites whether they are easily multiplexed and overlapped to give more colours and more sprites at the expense of some CPU time but still faster than software sprites.
Quote from: Prodatron on 21:47, 01 February 23An upgraded MSX can at least perform this
Quote from: abalore on 13:08, 19 January 23My feeling is that MSX games focused on playability, my experience with MSX games is having a lot of fun despite the graphical limitations. In the CPC there are a lot of games with beautiful graphics but unplayable.Disclaimer: there are unplayable games in MSX too, and there are beautiful and funny games in the CPC.
Quote from: TotO on 22:18, 01 February 23Quote from: Prodatron on 21:47, 01 February 23An upgraded MSX can at least perform thisWell, it is no more an MSX. It require a 8MHz CPU, a V9990 VDP, Moonsound, ... In fact, it is not a great result compared to the required hardware to run that.
Quote from: asertus on 22:46, 01 February 23I agree with this in many games, just the one by Juan, Knight Night.., but recently just saw a "counter example" of this.., an MSX2 game with very nice graphics but rather "unplayable".., if you are able to make it run..
Quote from: Prodatron on 02:18, 02 February 23It is written in C and not optimized at all. MiChi was a big fan of programming in C even on 8bit machines, see WiOS for the MSX I agree regarding the graphics, but regarding the CPU a 4Mhz Z80 would be more than enough.
Quote from: andycadley on 22:02, 01 February 23The Plus hardware sprites are difficult to multiplex, simply because changing the image in them requires reloading all 256 registers that make up a sprite image and that limits how quickly you can reuse them (unless both uses are sharing the same image of course)
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