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saboteur

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Posts posted by saboteur

  1. 9 hours ago, jgkspsx said:

    Meanwhile in 32X land they’re doing a whole lot more than this vaporware thing ever dreamed of. Poor old Jaguar.

    &

    No, I don’t. I know why. There’s only room for one meatball on top of this hill of spaghetti.

    Entitled much ?

    • Like 5
  2. Just my opinion - the rotating background doesn't fit the flat design of the game.

     

    What i mean by this is that it's not a tekken a like fighter where the characters and backdrops are 3d ( or faux 3d ) and the camera moves about the scene as well.

     

    I think, as others have suggested, a parallax backdrop would suit your game style better - maybe with the 'camera' zooming in and out at certain times.

     

    Looks like it will be fun though.

     

    As an aside, how are you creating and handling the player power bars ?

    • Like 1
    • Thanks 1
  3. 58 minutes ago, CyranoJ said:

     

    Not really, I'm usually trying to speed it up! 14Mhz 68000 running code for an 8Mhz 68000 (plus emulating BIOS, XBIOS, and other system calls!) and the other processors busy killing themselves trying to be SHIFTER, GLUE, YM, MFP!  These ports absolutely hammer the Jaguar.

    Ahh, i hadn't considered the 68000 clock speed difference - i'd assumed you were slowing down to get the audio to sync.

     

    Anyhoo thanks for the info.

  4. I've always been interested in voxels, but never understood the intracacies of rendering.

     

    E.G you use a height map for the terain but do you only plot the surface (single pixel layer) or as a solid ( multiple layers )

     

    But I guess that depends on how you interact with the terrain ( you can blow holes in it ).

     

    Anyhoo always seemed to me that it created some very realistic terrain to roam around.

  5. A few questions for phoboz -whats the differnce in performance hit of textured vs non textured models in your experience ?

     

    Also, not sure if you experimented, but how much of a hit does gouraud shading impart on performance ?

     

    It's great to see how much you've been outputting for the jag.

     

    Once you've completed this, will you do a write up of how you did it ( tools used, gotchas to avoid etc... ) as i for one would find it very interesting.

    • Like 1
  6. Hi,

     

    Maybe this has been covered somewhere ( but I couldn't find it)...

     

    How do you get a sprite to pass behind ( or in front off ) another sprite/background object - is this a z order thing ?

     

    It's not leaping out at me

     

    Cheers for any info

  7. yeah, sorry

    pgfx_loc=sprite[player].gfxbase
    pgfx_size=sprite[player].framesz

    is called at the start and outside the loop

     

    I think my code is correct, i may have my rapinit wrong somewhere, think i'll see if OMF's tool gives me the same settings for this image :)

  8. Managed to stuff my back over the weekend so am sat at home twiddling my thumbs so i thought i'd get back to JagStudio.

     

    I have a sprite (24 x 24 px ) which has 3 frames of animation, so the image is  24 x 72 ( verticaly stacked )

     

    I've been able to display my sprite and move it around no problem - but as soon as i try to change the frame I get a jumbled mess.

     

    Is this code correct ?

    pframe = 1
    pgfx_loc=sprite[player].gfxbase
    pgfx_size=sprite[player].framesz
    
    sprite[player].gfxbase = pgfx_loc+(pgfx_size*pframe)

    The rapinit looks correct and there is nothing in there that i can see where you specify the number of frames.

     

    Thanks for any advice.

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