+atari2600land Posted January 15, 2016 Share Posted January 15, 2016 (edited) Now that I know how to barely program Jaguar stuff, I've decided to make a new thread about the game I'm making. I'll post here when I have questions. Right now, if you press B on the title screen, the ant will walk out of the frame and you get a picture of a tabletop. This will be where the action takes place. There will be ants on the table for you to squish. The goal of the game is to not get stung by the bees. Yes, not only do you have an ant infestation, someone left the window open and bees flew into it. They will periodically come in from time to time to try and sting your finger. Displaying the table took a few hours to do. Man this is hard. Get the latest Jaguar file here: http://www.atari2600land.com/antsjag/antsss.abs Edited January 15, 2016 by atari2600land 4 Quote Link to comment Share on other sites More sharing options...
ggn Posted January 15, 2016 Share Posted January 15, 2016 Looking forward to squishing those ants! Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 15, 2016 Share Posted January 15, 2016 Man this is hard. It only seems that way because it's a new thing - stick at it and it'll become second nature to grab an image, get it on screen, moving, animating etc. In many ways you have to 'unlearn' all your old conceptions about BASIC when interfacing with RAPTOR, but the rewards are 60fps action! Looking forward to seeing more. 4 Quote Link to comment Share on other sites More sharing options...
omf Posted January 17, 2016 Share Posted January 17, 2016 Now that I know how to barely program Jaguar stuff, I've decided to make a new thread about the game I'm making. I'll post here when I have questions. Right now, if you press B on the title screen, the ant will walk out of the frame and you get a picture of a tabletop. This will be where the action takes place. There will be ants on the table for you to squish. The goal of the game is to not get stung by the bees. Yes, not only do you have an ant infestation, someone left the window open and bees flew into it. They will periodically come in from time to time to try and sting your finger. Displaying the table took a few hours to do. Man this is hard. Get the latest Jaguar file here: http://www.atari2600land.com/antsjag/antsss.abs im sure you can get a better table picture to show on screen, that one is rather sub par, just saying Quote Link to comment Share on other sites More sharing options...
neo_rg Posted January 17, 2016 Share Posted January 17, 2016 Yes... That table picture looks a bit wooden... Excuse the pun, keep up the good work! Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 17, 2016 Author Share Posted January 17, 2016 (edited) The reason it's like that is because I can't put this picture in because it's 8 bit and therefore has no CLUT, therefore has no color. tabletop21aaaaaa.bmp Edited January 17, 2016 by atari2600land Quote Link to comment Share on other sites More sharing options...
omf Posted January 18, 2016 Share Posted January 18, 2016 loaded into paint shop pro converted to 24 bit (this is the same as 16 bit apart from the amount of colours) applied the soften more filter mew image has 1005 colours and looks a bit better slightly resized the image (images for use in the raptor engine need to be de visible by 16 in width see attached used my object list editor to create the object list and dim list for the object and asset line entry table.rar Quote Link to comment Share on other sites More sharing options...
omf Posted January 18, 2016 Share Posted January 18, 2016 (edited) try getting a better table image, i can then sort it out if you have issues with it preferably one with more than 3 colours Edited January 18, 2016 by omf Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 19, 2016 Author Share Posted January 19, 2016 The Jaguar can handle images with 1,005 colors? Wow. Here's a better table image, then. http://www.atari2600land.com/antsjag/table2.zip Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 19, 2016 Share Posted January 19, 2016 (edited) The Jaguar can handle images with 1,005 colors? Wow. Here's a better table image, then. http://www.atari2600land.com/antsjag/table2.zip 1,2,4 bit CLUTs use 16 colour sub-CLUTs of the main 256 colour CLUT. 8 bit uses the entire CLUT 16 bit does not need a CLUT 1 bit = 2 colours (CLUT 0-15 - only first 2 entries of the sub-CLUT used) 2 bit = 4 colours (CLUT 0-15 - only first 4 entries of the sub-CLUT used) 4 bit = 16 colours (CLUT 0-15 - all 16 entries of the sub-CLUT used) 8 bit = 256 colours (CLUT 0 - uses the entire 256 CLUT entries) 16 bit = 65536 colours (No CLUT) 24 bit = too much ram, too slow, much useless. From the manual: CLUT Colour Look-Up Table F00400-7FE RW The colour look-up table translates an eight bit colour index into a 16-bit physical colour (CRY or 16-bit RGB). The eight bit index comes from the object data, which may be 1,2,4 or 8 bits. In order to achieve a high throughput there are two tables allowing two pixels at a time to be written into the line buffer. There are 256 16-bit entries in each table. Locations in the range F00400-5FE read from table A. Addresses in the range F00600-7FE read from table B. Writing to either address range writes to both tables. LBUF Edited January 19, 2016 by CyranoJ 5 Quote Link to comment Share on other sites More sharing options...
omf Posted January 19, 2016 Share Posted January 19, 2016 The Jaguar can handle images with 1,005 colors? Wow. Here's a better table image, then. http://www.atari2600land.com/antsjag/table2.zip example project with new table on screen Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 20, 2016 Author Share Posted January 20, 2016 example project with new table on screen Where is it? 1 Quote Link to comment Share on other sites More sharing options...
omf Posted January 20, 2016 Share Posted January 20, 2016 example project with new table on screen Where is it? ooops left in the browse file box no doubt table.rar 3 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 24, 2016 Author Share Posted January 24, 2016 I got the table to appear on the screen, but I can't get anything else on it. I tried making the table opaque and transparent and neither will display the text. What is going on here? antsss.bas Quote Link to comment Share on other sites More sharing options...
Sporadic Posted January 24, 2016 Share Posted January 24, 2016 I got the table to appear on the screen, but I can't get anything else on it. I tried making the table opaque and transparent and neither will display the text. What is going on here? If you want the text to appear on top of the table sprite then you must make sure the table object comes before the particle object in your rapinit.s file (object list). The order of the objects in that list is important. Think of them being layered on top of each other. The first object is at the bottom and the last object is displayed on the top. So you must have 1. Table. 2. Particle layer Hope that makes sense! 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 26, 2016 Author Share Posted January 26, 2016 Why won't this work? ant2_ypos=int(RND*160) What I would like to do is make the ant sprite be a random number between 60-160, but I can't even make it a random number between 0-160. antsss.bas Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted January 26, 2016 Share Posted January 26, 2016 (edited) That should work. Don't forget to <<16 when you set the new y pos. ant2_ypos=60+(int(RND*100)) RSETOBJ(antontable,R_sprite_y,ant2_ypos<<16) Edited January 26, 2016 by sh3-rg 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted January 26, 2016 Author Share Posted January 26, 2016 If I put that in, it goes on the screen correctly for one frame and then goes back to 0. Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted January 26, 2016 Share Posted January 26, 2016 Possibly being set again elsewhere? Or set again without the left shift? (would appear to be 0, being a very tiny fraction). Quote Link to comment Share on other sites More sharing options...
omf Posted January 26, 2016 Share Posted January 26, 2016 you need to upload your entire project, to provide definative help one needs to see your object list etc if you want text to appear it needs to be at the bottom of your object list after everything any ant objects need to be after the table but before the text object, this will place the ants on the table then the text will be able to write over everything else Why won't this work? ant2_ypos=int(RND*160) What I would like to do is make the ant sprite be a random number between 60-160, but I can't even make it a random number between 0-160. try changing this to ant2_ypos=(int(RND*160) << 16) 1 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted February 4, 2016 Share Posted February 4, 2016 Just checking everything is all going ok with this, or if you need any more help? 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 8, 2016 Author Share Posted February 8, 2016 Sorry I haven't replied. I quit working on it. I'll pick it up again and see what I can do. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 8, 2016 Author Share Posted February 8, 2016 (edited) try changing this to ant2_ypos=(int(RND*160) << 16) This doesn't work. It gives me an error message. Edited February 8, 2016 by atari2600land Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted February 8, 2016 Share Posted February 8, 2016 This doesn't work. It gives me an error message. OK, you need to be more verbose for anyone to help you. Please post your code around the error lines, and also the error that is thrown: 'This doesn't work' really doesn't help anyone, especially yourself. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted February 8, 2016 Author Share Posted February 8, 2016 I tried putting this code in: ant2_ypos=(int(RND*160) << 16) and got this: "invalid operands of types 'double' and 'int' to binary 'operator<<' Build error!" Quote Link to comment Share on other sites More sharing options...
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