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Post by jltursan on Aug 20, 2019 16:49:40 GMT
Hi!
This is my first message here; so I'm going to quickly introducing myself
My name is Jose, an old MSX lover (although I've cheated the standard with a lot of other platforms ) and developer. Since some time I've been interested in AGD as a great developing tool with an inmense potential; so after helping a bit Pere Serrat to adapt the AGD tool to Dragon/CoCo platform I was thinking in doing a port myself to MSX and after some hard work the last two months, here're the results: imgur.com/gallery/B4pI7rG
Some images:
It's far from being finished: no music or sound (I'm not clear about how to do it in the AGD's way), memory not organizated yet, still a lot of changes needed to adapt better the MSX2 platform, etc. ; but it works enough to start a deeper betatesting.
I hope that I could get some help here
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Post by oss003 on Aug 21, 2019 7:32:43 GMT
Nice job!!!!! The results are already looking good .... I noticed that you know Pere Serat and already talked with him about AGD but I'm also willing to help you with the MSX port.
There are suites for several platforms and it would be good to add an MSX suite to the collection. This way you can easily convert, compile, assemble and run the games.
Keep up the good work..
Greetings Kees
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Post by jltursan on Aug 21, 2019 15:07:25 GMT
I've plans to also create a MSX2 engine, it would need a slight revamping but of course first I need to stabilize the MSX1 port, I still need to learn a lot about the AGD engine. The MSX machines offer a lot of possibilities that also made these kind of ports a bit more complex.
I'm happy to think that this opens a lot of possibilities to other machines based on this setup with minimal effort, I mean, Spectravideo, Tatung Einstein, Memotech, Sord, etc.
Thanks for the support!
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Post by Jonathan Cauldwell on Aug 26, 2019 19:07:05 GMT
Fantastic! I'm glad you posted as I was starting to think about doing the conversion myself. Only last week I started looking at a few MSX sites for technical information. Guess I'll have to start looking at the SAM Coupe and the Next instead. I'll add the MSX1 as an option in the editor. I'm assuming you're using the 32x192 attribute mode (screen mode 2?) so it might be a good idea for the MSX and Timex TC2048 to share graphics. I haven't done anything with the sound in MPAGD. Most of the Spectrum developers prefer to use music in their games and in any case I've no idea how to emulate an AY-3-8912 in a Windows API program so there's no sound editor anyway... Obviously I want to see MPAGD on as many different platforms as possible so if I can be of ANY help let me know. I've left you a private message with my email address.
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Post by jltursan on Aug 27, 2019 15:50:14 GMT
Indeed they're close, the MSX has higher colour capabilities as the colour attribute allows to choose between 16 different fg/bg, while the Timex, due the bright bit, only can choose between 8 "dark" fg/bg or 8 bright fg/bg. Of course MSX doesn't have FLASH capabilities. The MSX1 has a fixed palette (like all the other machines with the Texas VDP): RGB values: 0 0 0 0 0 0 32 200 64 88 216 120 80 80 232 120 112 247 208 80 72 64 232 240 247 80 80 247 120 120 208 192 80 224 200 128 32 176 56 200 88 184 200 200 200 255 255 255 The first colour is the transparent one so it's not really available at least in MSX1. MSX2 machines has palette options so it can freely redefine the above. In Shiru's page you can download "1tracker v0.29" that seems to have some sound IC engines for Windows. Also, the AYFX Editor must have some AY routines as it's the best SFX creator for Windows. A lot of interesting software in his page :-) The MSX engine is slowly progressing. Now it has implemented adventure mode, still debugging other engine bugs...
Some videos:
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Post by Jonathan Cauldwell on Sept 9, 2019 19:48:35 GMT
The block, screen and object editors are working. The MSX will share sprites with the Spectrum version so those machines will share the same sprite editor.
I just need to add the extra colour byte for the sprite positions table and a way of changing it now. Once that's done I'll send you the editors so you can test what I've done and make sure I'm outputting the data in the formats your compiler requires
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Post by Jonathan Cauldwell on Sept 10, 2019 19:31:26 GMT
JLTursan, the MSX editors are in. Could you try this initial build and see if the .AGD file output is what you are expecting? Let me know if anything needs changing. WinAGD.exe (249.17 KB)
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Post by jltursan on Sept 11, 2019 12:12:26 GMT
Got it!, I'll check it ASAP
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Post by jltursan on Sept 11, 2019 13:32:18 GMT
Sprites seems to be bad generated. Check this:
Left, the real sprite block order, right what WinAGD creates.
Blocks ans SPRITEPOSITIONS (although colour seems to be always 15) are fine; but objects are also bad, seems to have a similar problem..
You're close!
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Post by jltursan on Sept 17, 2019 8:33:26 GMT
Now, after Jonathan efforts, another video :
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Post by javymetal on Oct 7, 2019 10:26:50 GMT
Is it available to download winagd msx version? Now, after Jonathan efforts, another video :
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Post by jltursan on Jan 7, 2020 12:14:07 GMT
I've created a Github project with the AGD MSX Suite: github.com/jltursan/AGD-MSX-SuiteFeel free to test it and give some feedback! Some details of the project: - MSX1 support. - Smooth gameplay (50 fps). - Full 32 hardware sprites available. - Sprite flickering routine. - Full PSG support: PT3 and ayFX players integrated. - It can generate RAM based distributions (using floppy disk images) or cartridge files (16KB or 32KB ROM files). - High compatibility with the already existing AGD projects. Enjoy!
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Post by Jonathan Cauldwell on Jan 12, 2020 16:28:19 GMT
Looks like there is plenty of interest in the MSX version, the MPAGD downloads page has been going mad for the last few days.
I'll incorporate the MSX suite in the next MPAGD release.
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Post by sfranck72 on Feb 21, 2020 18:41:44 GMT
Hello,
I had try the MPAGD 7.5 with the MSX suite of jltursan. I would thank you all for the work. I'm on the pixelsoft youtube tutorial videos and reproduce it on the MSX. It turn very well but I'm in a discovering phase yet.
I would give feedback on the MPAGD machine MSX (release 7.5): -I can't see the sprite choosen for the directions on the scriptgenerator (I turn on another machine for that). -I can't copy and paste frames on the Sprite editor. -The sprite colour management is approximative. for example,I choose differents colours for each sprites and I don't see it on the sprite position editor. My player is blue on the screen 0 and I create à screen 1 but the player miss the blue colour, now is white. -I had choose a scriptgenerator for other events. It give me a DEFINECONTROLS that finaly don't want to keep but I can't erase this option, and the agd file produce this line. I don't see a alternative other than recreate all the project.
I manipulate the agd file at the moment to manage that.
Propositions: I would love to see the integration of the jltursan suite in the next MPAGD, that launch the emulator in one action. I would have a shortcut for the "export source code".
And the last for jltursan : A msx2 version would be the graal !!!
Again,a big congartulation, the 2 programs are killing me when I see the amount of work to propose this adaptation.
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Post by Jonathan Cauldwell on Mar 1, 2020 13:58:14 GMT
Thanks for the feedback, I'll look into the issues you raised this afternoon. For now just copy and paste your sprites in Spectrum mode as the MSX and Spectrum use the same sprite bank.
A shortcut to just build and run the game has been suggested before so that went in earlier today. The next release will have a new build option in the File menu and a shortcut key, F5. To do this it has to allocate a temporary project name so I chose "deleteme", which I'm guessing won't clash with anyone's projects.
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