+CyranoJ Posted November 29, 2014 Share Posted November 29, 2014 Well, after nearly 4 years of procrastination, excitement, apathy and enthusiasm, here it finally is, as promised: RAPTOR v2014.11.29 Included in the zipfile: RAPTOR - RAPTOR default fonts (Thanks Atari ST ROM!) - RAPTOR approved logos - RAPTOR Manual (PDF) - RAPTOR.O EXAMPLES - Multiple examples describing the functions starting with "Hello World" and ending with a full game - Rocks Off! - Full source code for our game, converted to use the .O file U235Se v0.21 - U-235 SoundEngine folder The file is currently hosted on the D-Bug server, I'm hoping to update the Reboot website shortly. It's not uploaded here as the zip file is 21Mb and the maximum file size permitted on AA is 10Mb. Maybe we should ask Albert for a sub-forum for RAPTOR? Enjoy, and happy coding everyone! Early Merry Xmas from REBOOT. PUSH THOSE BUTTONS! 7 Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 29, 2014 Share Posted November 29, 2014 Awesome will download it when home. May I mirror it on my ftp? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 29, 2014 Author Share Posted November 29, 2014 Awesome will download it when home. May I mirror it on my ftp? I'd prefer no mirrors. I'll get it on the Reboot website soon. Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 29, 2014 Share Posted November 29, 2014 okay fine, that's why I asked Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 29, 2014 Author Share Posted November 29, 2014 RAPTOR is now live on the REBOOT website. Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 29, 2014 Share Posted November 29, 2014 Hi, I just read the manual and looked at the examples. Found even a typo in one of the example text comments :-) But that nothing big ... I got 2 questions already. 1) The fonts that are used in Raptor are that the only fonts, or can custom fonts be made? When yes, can you tell me how you converted fonts to this BMP format. 2) Tiles support only supports 16 colors will a future release of Raptor support more colors in this function ? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 29, 2014 Author Share Posted November 29, 2014 If you find any typos let me know and I'll fix them for the next release. 1. You can change the fonts - just replace the files in the fonts folder with your own BMP files. Make sure the characters are in the same position. Multiple fonts are stacked vertically above each other (Use the index value to select font) 2. Yes, probably. Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 29, 2014 Share Posted November 29, 2014 Ok, Would be nice to have a small program that converts fonts to bmp :-) but that's oke maybe people who make new fonts like to share them so you can add those to Raptor in the future.. That would be awesome, when tiles should have more colors... small typo in _RAPAPP.S (I think it's in all _RAPPAPPS.S files) ;; MAP MODULE SETUP EQUATES raptor_first_map_object equ 0 ; Point RAPTOR to the first obejct of the map data Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 29, 2014 Share Posted November 29, 2014 One more question. Setting video mode what does it do exactly? I guess setting a display of the requested color depth and is 320x240 max ? Or is it possible with Raptor to display interlaced pictures in higher resolution ? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 29, 2014 Author Share Posted November 29, 2014 One more question. Setting video mode what does it do exactly? I guess setting a display of the requested color depth and is 320x240 max ? Or is it possible with Raptor to display interlaced pictures in higher resolution ? You can set the video pitch, but 240 lines is the max vertical. Interlace is not supported. Hows about playing with what you have and learning to walk, or crawl, before attempting a marathon? Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 29, 2014 Share Posted November 29, 2014 I will but you didn't wrote in the manual about the 240 line limit :-) Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 29, 2014 Share Posted November 29, 2014 I know I ask a lot but could you tell me what this line does ? raptor_video_VARMOD equ vidVARMOD_OFF ; tell RAPTOR we want VARMOD disabled I cannot find an explaination of VARMOD in the manual so what does it do ? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 29, 2014 Author Share Posted November 29, 2014 Tech Ref v8 - Page 13 VARMOD Enables variable colour resolution mode. When this bit is set the least significant bit of each word in the line buffer is used to determine the colour coding scheme of the other 15 bits. If the bit is clear the bits the word is treated as a CRY pixel. If the bit is set then bits [1-5] are green, bits [6-10] are blue and bits [11-15] are red. This mechanism allows JAGUAR to support an RGB window against a CRY background for instance. Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 29, 2014 Share Posted November 29, 2014 Okay thanx... got the all the info I need right now ... Quote Link to comment Share on other sites More sharing options...
Fredifredo Posted November 30, 2014 Share Posted November 30, 2014 Work fine on my computer without any patch or update ! A lot of examples with great comments ! Raptor is THE turnkey app for newbies Jaguar coders ...I finish my old project and start working with Raptor as soon as possible 4 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 30, 2014 Author Share Posted November 30, 2014 Raptor is THE turnkey app for newbies Jaguar coders But who will be the first to post a binary? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 30, 2014 Author Share Posted November 30, 2014 BTW, I realize the examples don't cover everything described - I wanted to get this out instead of sitting on it any longer. If anyone would like an example to demonstrate a feature, let me know. Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted November 30, 2014 Share Posted November 30, 2014 Hi is there a counter that holds the current displayed sprite number when using animation ? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted November 30, 2014 Author Share Posted November 30, 2014 sprite_curframe so: lea RAPTOR_sprite_table+(ID_sprite_you_want*sprite_tabwidth),a0 ; pointer to required sprite data move.l sprite_curframe(a0),d0 ; get Current sprite frame Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted December 1, 2014 Share Posted December 1, 2014 Thanx you. I will continue playing with it most things are clear... Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted December 1, 2014 Author Share Posted December 1, 2014 A good 68000 primer manual would be a good companion to this. No, I'm not writing it Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted December 1, 2014 Share Posted December 1, 2014 Hi i dont ask for that found me enough docs/epubs for that... Did learn me some 68k for an old project its going slow but I will get there. 1 Quote Link to comment Share on other sites More sharing options...
omf Posted December 1, 2014 Share Posted December 1, 2014 (edited) just a question, the x and y values don't match the values passed into d0 and d1, is this correct? slightly confusing if it is??? lea txt_hello_world,a0 ; point to a text string move.l #20,d0 ; x=10 move.l #20,d1 ; y=10 moveq #0,d2 ; Font Size = 0 (8x8) moveq #0,d3 ; Font Index = 0 jsr RAPTOR_print ; PRINT the string i know the right info is a comment and doesn't matter, just wanted to be sure 20 is being passed not 20 but meaning 10 Edited December 1, 2014 by omf Quote Link to comment Share on other sites More sharing options...
GT Turbo Posted December 1, 2014 Share Posted December 1, 2014 Yes 20 and 20 are passed for the coordinates, 10,10 are only comment. It's a thing very current. We modify a little thing and forget the comment. GT 1 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted December 1, 2014 Author Share Posted December 1, 2014 (edited) yep, it's a typo - will fix for next release. If anyone spots anything else please let me know 02/12/2014 - Typo: 'obejct' comment replaced with 'object' in all example _rapapp.s files - Typo: 'x=10 / y=10' comment fixed to say 'x=20 / y=20' in all example _rapapp.s files for the RAPTOR_print example. - Typo: 'L7ZZ' replaced with 'LZ77' on page 46 of the manual. Edited December 1, 2014 by CyranoJ 3 Quote Link to comment Share on other sites More sharing options...
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