Jump to content

Sporadic

Members
  • Posts

    681
  • Joined

  • Last visited

2 Followers

Profile Information

  • Custom Status
    Coding moar games
  • Gender
    Male
  • Location
    UK
  • Interests
    Programming, Jaguar, Android, music etc etc
  • Currently Playing
    AstroStorm or Gauntlet 2!!!!

Recent Profile Visitors

8,172 profile views

Sporadic's Achievements

Dragonstomper

Dragonstomper (6/9)

1.4k

Reputation

  1. Another small update, a screenshot wouldn't have worked for this. We now have animated wall textures back in too 🙂
  2. Are you able to take a screenshot/photo of the green lines? I assume it ran in Virtual Jaguar? You could also try "build projectname bigp" to see what that emulator does instead.
  3. I'm pretty sure Raptor will cull it and it won't be added to the OP display list.
  4. Yes, I'm pretty sure they all need to remain active. @CyranoJ can confirm though in case I'm misremembering as it's an API call (I'll then update the docs). As a workaround, you could set them all to "edge_ignore" and the y position to 300 (for example). Raptor will still process them but they won't be drawn.
  5. Someone else did mention a similar issue in testing, but we couldn't replicate it. The jaguargd example works fine on my setup. Could you PM me a zip file of your own test project (not the jaguargd example) and I could try that on my GD. Then we can try and figure out what's happening. Cheers.
  6. Try the LSPConvert.zip from this post (it's the one compatible with that JS release). https://forums.atariage.com/topic/347985-jagstudio-v111-released/
  7. Hi, It's not cached, the print commands "draw" the text directly to the particle layer. So they will persist once you have printed. There is a CLS() command to clear the whole buffer, or as you've already been doing, you can print "whitespace" over old text, which is actually quicker than clearing the whole particle layer with CLS, if it's only a few areas. Edit: As Fadest said, you're better off printing once and just print over values that change as and when. If you CLS and print everything every frame, you will notice slowdown (just printing every frame is ok though).
  8. The text/particle layer is just another object in rapinit.s. So if you want the text on the top, just move that object elsewhere (further down) in the list. You can even have multiple text layer objects defined. However, all print commands will print to both layers. Also, to conserve precious bus bandwidth, you can limit the height of the text layer in rapapp.s (near the top a variable called "raptor_particle_buffer_height". Remember though, the whole object list must start and end with an active object. So if you move the text layer, make sure whatever is first is active.
  9. There's an example in JagStudio that shows this technique. It's called "imagescroller", I think. If it's not that one then look at some others... It's a large horiz scrolling image, so you'll know when you see it.
  10. Which would be the incorrect way of doing it. He could just have a single character sprite on that screen and swap out the graphic address dynamically at runtime, updating other sprite object parameters as required. He could even decompress the asset into memory (where the sprite would reference it).
  11. No, that's not a Raptor limitation; you can stream assets direct from the cart or RAM.
  12. It's a few years old now, but the original creators of Descent released this; https://store.steampowered.com/app/448850/Overload/ It supports VR too (but isn't mandatory).
  13. You could go and log an actual bug report on the BigP website with the issue and all your system details. Rich might then be able to investigate the issue.
  14. Hi all, Finally we have a new release of JagStudio! Please see the main features/changes in the list below. This also includes the latest version of the RAPTOR API (2.0.31). The new version is attached to this post. The https://reboot-games.com/jagstudio/ website has also been updated with the new download and online docs. ------------------------------------------------------------------------------------------------------------------------------------------ 1.11 2023-02-10 * Added build.sh added for Linux users. (Many thanks to WillT and djhardrich). * Added New EEPROM functions - Including separate User Data reading/writing. * Added RetroHQ GameDrive Support and example BASIC project (jaguargd). * Added LSP Sound and Input Engine (https://github.com/ericde45/LSP_Jaguar). See example 'lsp_test'. * Added BigP Emulator as a build option use 'build projectname bigp' (Massive thanks to Rich Whitehouse for permission to include this). Please see: https://www.richwhitehouse.com/jaguar/ * Added Team Tap support. Please see docs and the new example 'teamtap'. * Added Flash Check. This gives the ability to detect the kind of Cart the game is running on. See example 'flashcheck'. * Added Font palette switching/loading - see project "fontpalettes". * Added jsfClearBuffer function. Utility function to clear a chunk of memory (not designed for performance). * Added New Array "rapSpriteTableStarts" contains 16 longword entries that point to the beginning address of each sprite object list (when using multiple lists). * Added Ability to _pack any other type of asset file in assets.txt . See example 'lsp_test'. * Added New example project 'scaling'. Simple demo showing how to scale a sprite. * Added Split screen Tile Maps now possible. See the Tile Map section of the docs for the variables. RAPTOR API contains a split screen example (No JS Example yet). * Added Tile Map variable to support setting Tile gfx bit depth (See raptor_map_bitdepth in rapapp.s). * Updated BREAKING CHANGE: rapHiscoreSort - Now requires the player name in the second function parameter. Eg. rapHiscoreSort(table_to_sort, name). ------------------------------------------------------------------------------------------------------------------------------------------ Enjoy and have fun! jagstudio-1.11.zip LSPConvert.zip
×
×
  • Create New...