+atari2600land Posted August 26, 2017 Author Share Posted August 26, 2017 OK, I think I have done everything correctly when I converted the game's code to use Zeroplayer instead of U-235. The title screen is supposed to be silent for now because I haven't made a song for it yet. You can download the latest ROM here: http://www.atari2600land.com/antsjag/ 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 26, 2017 Author Share Posted August 26, 2017 Added title screen music. Is there a way though to lessen the about 5-second black screen pause before the title screen comes on? Would it do that on a real Jaguar or just Virtual Jaguar? What is causing it? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 27, 2017 Author Share Posted August 27, 2017 Put almost everything into ROM. Now game works almost automatically, but game size is now 2MB as opposed to 1. I hope this is okay. 2 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 27, 2017 Author Share Posted August 27, 2017 Added a fire ant. If you squish it, it kills you. I want feedback on this game and want to know if what I am doing isn't okay. Like for instance, why do I have a 2MB ROM if I put almost everything into ROM instead of ABS? Why would it make it go faster? Quote Link to comment Share on other sites More sharing options...
Sporadic Posted August 27, 2017 Share Posted August 27, 2017 (edited) Added a fire ant. If you squish it, it kills you. I want feedback on this game and want to know if what I am doing isn't okay. Like for instance, why do I have a 2MB ROM if I put almost everything into ROM instead of ABS? Why would it make it go faster? If you put anything into ROM, it will build a ROM file. The file will be sized according to the typical ROM sizes of 2,4,6 MB. You typically want it to be 2 or 4 MB, then it is most compatible. If you specify ABS for all your assets then providing it's less than 2MB (after build) you will get an ABS file. These are normally faster to load that a ROM and can be burnt to CD too. I cannot think of any reason your ROM would be faster than the ABS. I can't test it at the moment for you as I'm away from my computer but if I get chance tomorrow, I will. EDIT: Also, the 5 second delay is where it's decompressing the game from the ROM, so that is normal. Edited August 27, 2017 by Sporadic Quote Link to comment Share on other sites More sharing options...
Sporadic Posted August 28, 2017 Share Posted August 28, 2017 (edited) Hi, I just tested this on a real jaguar and there is something you need to change; The ROM width setting. At least for it to work on the Skunkboard. Open the rapapp.s file and look for this section (about half way down) ;; get something on the screen jsr RAPTOR_start_video ; start video processing move.l #LIST_display,d0 ; set RAPTOR to display initial RAPTOR list jsr RAPTOR_setlist ; tell RAPTOR which list to process jsr RAPTOR_UPDATE_ALL ; and update the object list with initial values jmp __Z9basicmainv if player=0 include "zero_audio.s" endif Paste in this code between those two sections; move.w MEMCON1,d0 bset #1,d0 bclr #2,d0 bset #3,d0 bset #4,d0 bclr #7,d0 move.w d0,MEMCON1 It should end up looking like this; ;; get something on the screen jsr RAPTOR_start_video ; start video processing move.l #LIST_display,d0 ; set RAPTOR to display initial RAPTOR list jsr RAPTOR_setlist ; tell RAPTOR which list to process jsr RAPTOR_UPDATE_ALL ; and update the object list with initial values move.w MEMCON1,d0 bset #1,d0 bclr #2,d0 bset #3,d0 bset #4,d0 bclr #7,d0 move.w d0,MEMCON1 jmp __Z9basicmainv if player=0 include "zero_audio.s" endif Make the above changes and post a new ROM and i'll test it again. This wont effect Virtual Jaguar from working. For more background info on this - see this post; http://atariage.com/forums/topic/256149-rom-asset-management-accessing-assets-from-rom-directly/?p=3575885 Edited August 28, 2017 by Sporadic Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted August 28, 2017 Share Posted August 28, 2017 Are you using an older version of rB+? I thought ggn updated it to make that problem go away. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 28, 2017 Author Share Posted August 28, 2017 OK, I've done that. Thanks for letting me know it won't work on a skunkboard. 1 Quote Link to comment Share on other sites More sharing options...
Sporadic Posted August 28, 2017 Share Posted August 28, 2017 Are you using an older version of rB+? I thought ggn updated it to make that problem go away. I don't think anything was added. It might of course depend on a version, but it's not in the newer ones. Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted August 28, 2017 Share Posted August 28, 2017 In that case, I think it would be better to ask ggn to include the fix in rB+, so that every user would get it and not have to worry. Also, beware of the code in post #106: it works on the Skunkboard, but will crash on a standard EPROM cart (not good if you want to release your game as a cart later). Try the code in this post instead: http://atariage.com/forums/topic/256149-rom-asset-management-accessing-assets-from-rom-directly/?do=findComment&comment=3576722 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 28, 2017 Author Share Posted August 28, 2017 Does that code work on a Skunkboard? Quote Link to comment Share on other sites More sharing options...
Sporadic Posted August 28, 2017 Share Posted August 28, 2017 In that case, I think it would be better to ask ggn to include the fix in rB+, so that every user would get it and not have to worry. Also, beware of the code in post #106: it works on the Skunkboard, but will crash on a standard EPROM cart (not good if you want to release your game as a cart later). Try the code in this post instead: http://atariage.com/forums/topic/256149-rom-asset-management-accessing-assets-from-rom-directly/?do=findComment&comment=3576722 Pretty sure I tried that on Skunk and it didn't work. So possibly for now it's up to the coder to include the relevant snippet depending on target platform. I agree that it should be included in RB+, even if it's a build option. Quote Link to comment Share on other sites More sharing options...
Zerosquare Posted August 28, 2017 Share Posted August 28, 2017 Pretty sure I tried that on Skunk and it didn't work. Strange. It should work, but since I don't have a Skunkboard I can't test it. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 18, 2017 Author Share Posted October 18, 2017 OK, I have tried everything to stop it from doing the following problem, but I can't get it to. The problem is the fire ant (the red one) seems like it's off-centered for some reason but I don't know why. See picture: Why is this happening? (In case you need it, the whole project can be found here: http://www.atari2600land.com/antsjag/ants20171018.zip Quote Link to comment Share on other sites More sharing options...
Sporadic Posted October 19, 2017 Share Posted October 19, 2017 I would say to check the object definition in the rapinit.s . Make sure all the variables are correct for the red ant. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 19, 2017 Author Share Posted October 19, 2017 Yes, it's all correct. The thing is, if I uncheck the box in GIMP that says "do not write color space information," it shows up fine but in black only. Quote Link to comment Share on other sites More sharing options...
Sporadic Posted October 19, 2017 Share Posted October 19, 2017 Perhaps gimp isn't saving it at the colour depth you are expecting? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 19, 2017 Author Share Posted October 19, 2017 I right click file, then properties, then details and it says it saved it as a color depth as 4, like I want it to be. Quote Link to comment Share on other sites More sharing options...
Sporadic Posted October 20, 2017 Share Posted October 20, 2017 I right click file, then properties, then details and it says it saved it as a color depth as 4, like I want it to be. I'm not sure what Gimp was doing to the image but I opened your red ant file in PaintShop Pro 7 and then saved it as a BMP. Then it displayed fine in the game on the titlescreen without the corruption. Attached is the new version I used. I have renamed it, remember to either rename the BMP back or change your assets.txt to point to the new image. fireant4h2new.bmp 1 Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 20, 2017 Author Share Posted October 20, 2017 I downloaded Paint Shop Pro 7 and it seems to work okay with the bee sprite. I wonder what GIMP was doing as well. I fixed the bee sprite and put it in the game. http://www.atari2600land.com/antsjag/ Quote Link to comment Share on other sites More sharing options...
Matthias Posted October 23, 2017 Share Posted October 23, 2017 Hello! http://www.atari2600land.com/antsjag/ Last weekend i downloaded the most recent ROM-versions from there, dated Octobre 20 and Octobre 21, but both worked somehow strange.I have put them on the second bank of my Sillyventure Skunkboard, on a Jaguar K-PAL-model with 50/60 Hz-switch and CD-Player. As seen in the attached screenshots, all the background images are displayed in a funny way ("vertical interlaced") while the foreground sprites seem to be ok. The music is just a hissing sound, but reacts on the switch in the OPTION-screen. Any ideas?Kind regardsMatthias Quote Link to comment Share on other sites More sharing options...
Sporadic Posted October 23, 2017 Share Posted October 23, 2017 That looks like a ROM width issue. The backgrounds are stored in ROM rather than ram (looking at the code the other day). Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted October 23, 2017 Author Share Posted October 23, 2017 I have to store the in-game and title screen images in ROM because they're bigger than 4 bit. Quote Link to comment Share on other sites More sharing options...
WAVE 1 GAMES Posted October 24, 2017 Share Posted October 24, 2017 I have to store the in-game and title screen images in ROM because they're bigger than 4 bit. No you shouldn't. If you want to make it a ROM file only 1 asset needs to be set to ROM. Also it doesnt matter that the graphics for those are higher than 4 bit. If they are 16 bit it should work just fine. If they are 8 bit you may have some trouble Which one are they? Quote Link to comment Share on other sites More sharing options...
82-T/A Posted October 24, 2017 Share Posted October 24, 2017 (edited) I really want waffles right now. And... I want to eat them while playing Sim Ant by Maxis. Edited October 24, 2017 by 82-T/A 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.