+CyranoJ Posted January 25, 2021 Share Posted January 25, 2021 RAPTOR API 2.0.20 This release contains several new features and some maintenance (bug fixes) - changelog as below: ;; 25/01/2021 ;; Added raptor_collisionlist ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 28/01/2021 ;; Added RAPTOR_random - returns D0 as 24 bit RND ;; Modified RAPTOR_wait_frame to keep RAPTOR_random updating during wait time ;; Modified the system VB interrupt to call RAPTOR_random as well ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 26/02/2021 ;; Modified RAPTOR_U235init to clear DSP RAM before upload ;; Ensures ring buffers and soundbanks are reset if DSP module is reloaded ;; Enabled scaled flag to be dynamically toggled ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 27/02/2021 ;; Added 'build_with_debug' flag so that a RAPTOR.O without the debugger can be created (Saves 26k) ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 07/03/2021 ;; Added: RAPTOR_GPU_COLLISION_USERTABLE - same as RAPTOR_GPU_COLLISION except: ;; Store pointer to datatable (long aligned) in raptor_col_user ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 27/03/2021 ;; Added: RAPTOR_obj_shift ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 31/03/2021 ;; Added: Clock functions: ;; RAPTOR_setclock d0=seconds ;; RAPTOR_addclock d0=seconds ;; RAPTOR_subclock d0=seconds ;; Exposed: ;; raptor_clock_hex raw value ;; raptor_clock_val digit ascii, 0 terminated. ;; raptor_clock_jiffies subsecond counter (not adjusted for PAL/NTSC) ;; raptor_clock_mode raptor_clk_freeze, raptor_clk_cdown, raptor_clk_cup ;; Added: RAPTOR_ShrinklerDecompress a0/a1 ;; Added: RAPTOR_PackFireDecompress a0/a1 + a2=buffer of 15980 bytes ;; Added: RAPTOR_PackFire_TinyDecompress a0/a1 ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 01/04/2021 ;; Fixed bug in calc_angle where polar directions were not correct ;; Added Object sorting by field ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 05/04/2021 ;; (Removed 11/04/2021) Updated ObjectSorting ;; (Removed 11/04/2021) Enable by setting raptor_enable_objsort +ve, disable with -ve ;; (Removed 11/04/2021) Added raptor_objsort_direction: +ve = lowest first, -ve = highest first ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 10/04/2021 ;; Fixed bug depacking NRV2B compressed files that straddle the $BFFFFF->$C00001 address range ;; Page stall caused corrupt input stream data ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 11/04/2021 ;; Finalized RAPTOR_objsort ;; Now a call that must be manually made, can handle inactive objects, and can now be called multiple times for different ;; blocks of objects. ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 22/04/2021 ;; Added ZeroSquare's 2048 byte EEPROM code to the API ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 27/05/2021 ;; Fixed Y=-height clipping bug where object would be placed 1 line too low ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 30/05/2021 ;; Fixed incorrectly named functions in r_eeprom.s ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 02/06/2021 ;; Speedup to RAPTOR_print: ;; Re-organised font data at init so glyphs are contiguous (R_INIT.S) ;; Allows MOVEM.L to load the bitmap data (R_PARTI.S) ;; NOTE: FONT BMP FILE HEIGHTS MUST NOW BE EXACT MULTIPLES OF 8 for 8x8 FONTS ;; NOTE: FONT BMP FILE HEIGHTS MUST NOW BE EXACT MULTIPLES OF 16 for 8x16 and 16x16 FONTS ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 09/07/2021 ;; Fixed not a bug (expected vs intended) in collider where it was explicitally checking for -1 in sprite_active instead of negative ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 25/08/2021 ;; Added new field sprite_indexnumber to contain index number of object ;; sprite_tabwidth is now (finally!) shiftable as is 192 bytes ;; Collider will skip if source and target are the same object ;; ------------------------------------------------------------------------------------------------------------------------------ ;; 28/08/2021 ;; Added RAPTOR_init_calc_angle to generate the angle table for the calc_angle function https://raptor.reboot-games.com <<< DOWNLOAD HERE! RAPTOR API 2.0.11 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 build. So, what are the major changes? a new website and domain at: https://raptor.reboot-games.com <<< DOWNLOAD HERE! new HTML documentation has been created. the U-235 library is now 100% external to RAPTOR. A wrapper object file is included to preserve backwards compatibility. Support is for the new builds from 0.24 and above. the MemoryTrack functions are now 100% external to RAPTOR. Again, a wrapper object file is included to preserve backwards compatibility. additionally, 512 bytes of user data tagged with the MemoryTrack save routines. 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 - including GWIDTH. BLiTTER use! RAPTOR internal BLiTTER use can be disabled or set to automatic. There is also a new powerful new BLiTTER function for running batches of commands on the BLiTTER via the GPU. an on-screen debugging console is now available during code execution. the GPU collision calls now return a table of objects that collided - no need to search through the object data to see what was hit anymore. highscores - RAPTOR now supports 5 unique highscore tables. several internal variables/pointers are now exposed allowing access so some internal operational data. examples have all been updated to reflect API changes. updated logo files. bugfixes - several bugfixes in the library. probably more! With all that said, go grab the API and start making games! Push all the buttons! 9 5 Quote Link to comment Share on other sites More sharing options...
Otto1980 Posted January 27, 2021 Share Posted January 27, 2021 nice release, thanks i will take a closer look at, maybe this time i manage to start coding a little. little question.. the rmotion.exe is for animation is there a little more information about it? i found not much details at included documentation and here at Atariage best regards 1 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 27, 2021 Author Share Posted January 27, 2021 Thanks! In short, rMotion is a scripting language for objects. I will see what I can find for that, I've not used that myself and it was added by @matmook So maybe he can offer up more. Quote Link to comment Share on other sites More sharing options...
Otto1980 Posted January 27, 2021 Share Posted January 27, 2021 CyranoJ is this your secret company selling shower gel in germany 3 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 27, 2021 Author Share Posted January 27, 2021 Yes. 2 3 Quote Link to comment Share on other sites More sharing options...
Wilco Posted January 27, 2021 Share Posted January 27, 2021 Haha, that reminds me of the time I found a HMS Raptor plushie in the Netherlands 3 Quote Link to comment Share on other sites More sharing options...
matmook Posted January 27, 2021 Share Posted January 27, 2021 7 hours ago, Otto1980 said: nice release, thanks i will take a closer look at, maybe this time i manage to start coding a little. little question.. the rmotion.exe is for animation is there a little more information about it? i found not much details at included documentation and here at Atariage best regards Well, I will make a longer answer later (on my phone, boring), but you can start by looking at Raptor examples (2 of them use rmotion). Quote Link to comment Share on other sites More sharing options...
Otto1980 Posted January 28, 2021 Share Posted January 28, 2021 ok i found it, and took a look at it. seems quiet usefull.. But it you have some additional docs, feel free to share 22 hours ago, matmook said: Well, I will make a longer answer later (on my phone, boring), but you can start by looking at Raptor examples (2 of them use rmotion). Ok thanks, found it, took a look at seems easy if you still have some rmotion docs, feel free to share :-Da Quote Link to comment Share on other sites More sharing options...
matmook Posted January 29, 2021 Share Posted January 29, 2021 14 hours ago, Otto1980 said: ok i found it, and took a look at it. seems quiet usefull.. But it you have some additional docs, feel free to share Ok thanks, found it, took a look at seems easy if you still have some rmotion docs, feel free to share :-Da Well, I was (am) too lazy to write a documentation (and nobody asked by that time ). Raptor's animation system is fast and efficient but if you need to use more complex animations (non-linear), rmotion may help you (ask me, it's always better with a use case). Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted August 29, 2021 Author Share Posted August 29, 2021 API 2.0.20 has been released today - see the first post. A point release for JagStudio will be announced in the next day or so to bring it in line with this. 6 Quote Link to comment Share on other sites More sharing options...
SlidellMan Posted August 29, 2021 Share Posted August 29, 2021 The latest addition was much needed, and something tells me that the new command has something to do with 3D or Mode 7 effects. Quote Link to comment Share on other sites More sharing options...
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