Jump to content

Asmusr

Members
  • Content Count

    4,087
  • Joined

  • Last visited

  • Days Won

    13

Asmusr last won the day on September 21 2019

Asmusr had the most liked content!

Community Reputation

6,005 Excellent

5 Followers

About Asmusr

  • Rank
    River Patroller
  • Birthday 07/21/1970

Profile Information

  • Gender
    Male
  • Location
    Denmark

Recent Profile Visitors

26,022 profile views
  1. I agree that Hang-On has the most smooth and detailed road of the lot. It looks like it's using the technique where each line of a predefined image is scrolled individually. It's also quite slow, which is the price you have to pay on the 9918A. This is probably using mode 2 while the faster roads are using mode 1, which means that a lot more data have to be transferred to the VDP each frame.
  2. It depends on what we're talking about. I'm still trying to answer the original question, which I understand as: "What would the impact had been if TI had taken the time to redesign the motherboard once the knew that the TMS9900 would be used?". I think that to a 12 year old with a console, a tape recorder and a few cartridges, the impact would have been very small. Parsec would have run slightly faster, maybe. There wouldn't have been any software compatibility issues because all software would have been designed for the 'true 16-bit' computer. If we're talking about a new computer with an overclocked FPGA 9900 core, I guess there could be compatibility issues.
  3. There are many options, but with the same technique we could at least have more than 3 images of the road.
  4. If we can accept that the sideways scrolling would not be smooth, I don't see any problems making something similar for the TI at a pretty good speed. It looks like there are only 3 images of the road: straight, left turn, right turn, so it should be possible to fit those into one character set. The moving stripes could probably be managed by some pattern updates and likewise the horizon graphics. But I don't really think this is the best we could do.
  5. To return to the original subject, I'm not sure if it has been made clear that the only difference between an ordinary TI-99/4A and a 'true 16-bit' version would be that the latter would be somewhat faster (depending on the software). They would be able to run more or less the same software. The true 16-buit version wouldn't magically have USB or WiFi or anything else unless new hardware and software was developed.
  6. I noticed the menu said "2 for ZXQ-ONE" instead of "2 for ZQX-ONE". That has been fixed in this version. zqx-one-8.bin
  7. I don't think it would work with a simple wireframe. It looks like it would have to fill the polygons even if it's with the same color to cover the edges behind them (assuming you draw the polygons back to front). There is probably some clever algorithm that reduces how many polygons you need to paint, and without that algorithm I wouldn't know where to start.
  8. Thank you. Perhaps you're not aware that I already did this, which was heavily based on the information from the page you link to. The video is from the version that doesn't require the F18A: The development thread is here.
  9. It's already a true 16-bit system in the sense that all internal RAM and ROM is on the 16-bit bus. I guess expanding the internal RAM to something like 32 KiB would have made a difference, but it would also have made the machine more expensive. Without expanded RAM, I don't think a redesign that made the 16-bit bus available throughout the machine would have made a lot of difference to common users like me back in the days.
  10. Oh it's Dixie Land. I thought it might be something more interesting like Ennio Morricone or Riders in the sky. 🙂
  11. This is moving out of my knowledge area, but I think you would have to post your current source code for @Tursi or @senior_falcon to investigate.
  12. I have no suggestions for turning a vgm into a sound list. Most likely it would take up a lot of memory, perhaps even more than is available to XB? That's why Tursi's tool compress the data really well. So you need to put TISNONLY on your own disk together with your own music, then load both using CALL LOAD and then use CALL LINK("SONGGO") to start the music. As far as I understand, this should also work if your game is compiled. Do you have the original vgm, I would like to know what we are talking about?
×
×
  • Create New...