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RAPTOR API 2.0.00


CyranoJ

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post-11520-0-26381900-1511061949_thumb.png

 

RAPTOR API 2.0

 

It has been over 2 years since the last release of the API. In that time, various updates have been pushed into the API in order to improve the rB+ experience, but these have not been implemented into the API release - until now.

 

This release bundles all the previous updates along with some new functionality into a new baseline, 2.0.00.

 

From this point forward, I will update the API release prior to pushing things into the rB+ package. This might cause longer delays to get new features into rB+ but will make my life much easier maintaining this library.

 

So, what are the major changes?

 

* The U-235 library is now 100% external to RAPTOR. A wrapper object file is included to preserve backwards compatibility.

 

* Inactive objects are dynamically culled from the list - they're not just ignored by the engine as previously, they are no longer visible to the Object Processor.

 

* Dynamic object redefinition. Objects in the list can now be redefined completely at run time.

 

* BLiTTER use! RAPTOR internal BLiTTER use can be disabled or set to automatic. There are also two powerful new BLiTTER functions for running batches of commands on the BLiTTER via the GPU.

 

* Highscores - RAPTOR now supports 5 unique highscore tables.

 

* 512 bytes of user data tagged with the MemoryTrack save routines.

 

* Several internal variables/pointers are now exposed allowing access to some internal operational data.

 

* Bugfixes - several bugfixes in the library

 

* The audio examples now work ;) - They did before, but there was a gap in the documentation, meaning the sound calls produced silence.

 

* Updated logo files.

 

With all that said, go grab the API and start making games!

 

http://reboot.atari.org/downloads/RAPTOR/RAPTOR_API_2_0_00.zip

 

Push the buttons!

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attachicon.gifRaptor Horz HiRes 1280.png

 

RAPTOR API 2.0

 

It has been over 2 years since the last release of the API. In that time, various updates have been pushed into the API in order to improve the rB+ experience, but these have not been implemented into the API release - until now.

 

This release bundles all the previous updates along with some new functionality into a new baseline, 2.0.00.

 

From this point forward, I will update the API release prior to pushing things into the rB+ package. This might cause longer delays to get new features into rB+ but will make my life much easier maintaining this library.

 

So, what are the major changes?

 

* The U-235 library is now 100% external to RAPTOR. A wrapper object file is included to preserve backwards compatibility.

 

* Inactive objects are dynamically culled from the list - they're not just ignored by the engine as previously, they are no longer visible to the Object Processor.

 

* Dynamic object redefinition. Objects in the list can now be redefined completely at run time.

 

* BLiTTER use! RAPTOR internal BLiTTER use can be disabled or set to automatic. There are also two powerful new BLiTTER functions for running batches of commands on the BLiTTER via the GPU.

 

* Highscores - RAPTOR now supports 5 unique highscore tables.

 

* 512 bytes of user data tagged with the MemoryTrack save routines.

 

* Several internal variables/pointers are now exposed allowing access to some internal operational data.

 

* Bugfixes - several bugfixes in the library

 

* The audio examples now work ;) - They did before, but there was a gap in the documentation, meaning the sound calls produced silence.

 

* Updated logo files.

 

With all that said, go grab the API and start making games!

 

https://reboot.atari.org/downloads/RAPTOR/RAPTOR_API_2_0_00.zip

 

Push the buttons!

Hi the download link is broken.

 

Verstuurd vanaf mijn LEX829 met Tapatalk

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  • 5 months later...

There will be some changes to the next release, as RAPTOR API is now fullscreen (y: 0->240) in NTSC. In PAL, the 240 lines are centred with 8 blank lines at the top and the bottom. Clipping and collisions are all still handled automagically.

 

The only real impact with a direct jump from the current version to the next version is that all your objects will move upwards slightly in the frame, as it is now 'taller'.

 

This means that 0,0 is now at the very top left on NTSC as opposed to slightly lower as before.

 

Here are some example images from the tilemap demo in VJ:

 

NTSC:

post-11520-0-64904100-1526091828.jpg

 

PAL:

post-11520-0-41439700-1526091845.jpg

 

Basically, the unusable bar at the bottom of the screen is now a thing of the past :)

 

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  • 3 months later...

Could you be a bit less specific, please?

 

Seriously: for a developer, "I can't do X", "X doesn't work"... are like nails on a chalkboard. It's pretty much unusable as a bug report, there are simply too many unknowns.

 

A good way to report bugs is describing:

- what you wanted to accomplish

- what you did (with details)

- what you expected to happen

- what actually happened (any error messages? If so, what did they say? etc.)

Edited by Zerosquare
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  • 2 years later...
2 hours ago, SlidellMan said:

Cyrano, have you considered going a series of tutorials on using Raptor API? Starting from Hello World, to sprite movement, to sprite scaling/rotation, to additive/subtractive transparencies.

The examples bundled with it go from "Hello World" to a complete working game, and also cover the tilemap engine and a few other things.


But, yes - there is a plan to make more examples with the next release of the API.

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