Pixelboy, on Wed Sep 24, 2008 2:11 PM, said:
doubledown, on Wed Sep 24, 2008 2:56 PM, said:
What is the current status of the Memory Pack if that indeed is required for your Donkey Kong port? Last I remember hearing was that the enclosure was a big thing.
All efforts have been put into PMC these last few months, so the MP and all games associated with it were put on hold. After PMC is done, we'll re-evaluate everything and come up with a new plan for 2009, if Eduardo is up to it.
And yes, the MP enclosure is still a major issue to resolve. We'll cross that bridge when we get to it.
Another problem with the memory pack is that we never reached a consensus about its capabilities (actually we kept changing our minds all the time). We though of 4 distinct solutions, each one a superset of the previous solution:
1) 16KB of RAM memory
2) 16KB of RAM + 32KB of NVRAM (for saving games)
3) 16KB of RAM + 32KB of NVRAM + sound system (CPU and sound IC, probably extra Z80 and OPM or SCC)
4) 16KB of RAM + 32KB of NVRAM + sound system + video system (V9958)
You start with solution 1, simple and cheap. Then you think, why not to include some non-volatile RAM? It is still cheap and then you can save game progress, high-scores, custom levels, etc. Then you start to think that it would be nice if you could replace or remove the NVRAM memory inside your module, because this way you would interchange saved data between different CV systems.
Then we start to get a little controversial... From my experience with the MSX, sound makes a big difference, even when your graphics aren't that great (Luc played Gofer no Yabou on a MSX1 when he visited me last year. I am sure he would agree). Then we start to think about an extra sound chip, like one of the many FM generators from Yamaha (the SMS used one in Japan, MSX used many). Ok, so we add an extra sound chip. Things start to get a little more expensive now, but not that much; probably we are in the $30 range at this point. But also from my experience with the MSX, an extra sound chip is usually a burden for the poor Z80, so it is a good idea to add a second CPU, only for sound. But then you need a second bus, extra memory. We are in the $50 vicinity now.
Finally you think the CV video isn't that good, and here we reached very controversial ground, but please keep reading. There is a backward compatible alternative for the TMS9928 (the CV video chip) that offers many improvements. It's called the V9958, and it was created for the MSX2+. First major improvement is hardware scroll, even with legacy video modes. Second major improvement is selectable color palette, (16 colors from 512 colors in legacy modes). Third improvement is more sprites per scanline. Forth improvement is scanline interruptions, something missing in the TMS9928 but very useful. And of course you still get extra screen modes, bit mapped graphics, a blitter, a lot more VRAM (which means more screen pages, or more area to store graphic data), etc. But what that really means for games? Here is a video from Space Manbow, a MSX game. This particular game is very interesting because it uses the same screen mode as the CV, but with added hardware scroll, custom color palette, more sprites per scanline and a static score area (produced with scanline interrupts). However, and that is the interesting part, some of the same limitations found in the CV video are still there: the two colors per tile line, the number of tiles per screen third, the total number of sprites on screen, etc. So it is basically a glorified Graphics Mode 2 used by almost all CV games.
http://ca.youtube.com/watch?v=_axJXPZAI_8&...feature=related
http://ca.youtube.com/watch?v=dVc3i3owLiE&...feature=related
Even if you hate the idea of a new VDP, you still can get something good from it: excellent video output quality. Not only the V9958 is a more modern IC, with better outputs, but it also offer better colors in legacy modes.
So after all components added we ended in the $80 vicinity.
See, so many choices...