Maximo Virgolini Posted March 14, 2022 Share Posted March 14, 2022 Hello, I just start porgraming for atari jaguar using jagstudio, in c, currently i just want to display an image, this is the code this is the rapinit.s code dc.l 1 ; (REPEAT COUNTER) ; Create this many objects of this type (or 1 for a single object) dc.l is_active ; sprite_active ; sprite active flag dc.w 0,0 ; sprite_x ; 16.16 x value to position at dc.w 0,0 ; sprite_y ; 16.16 y value to position at dc.w 0,0 ; sprite_xadd ; 16.16 x addition for sprite movement dc.w 0,0 ; sprite_yadd ; 16.16 y addition for sprite movement dc.l 320 ; sprite_width ; width of sprite (in pixels) dc.l 200 ; sprite_height ; height of sprite (in pixels) dc.l is_normal ; sprite_flip ; flag for mirroring data left<>right dc.l 0 ; sprite_coffx ; x offset from center for collision box center dc.l 0 ; sprite_coffy ; y offset from center for collision box center dc.l 32/2 ; sprite_hbox ; width of collision box dc.l 5/2 ; sprite_vbox ; height of collision box dc.l back5 ; sprite_gfxbase ; start of bitmap data dc.l 16 ; (BIT DEPTH) ; bitmap depth (1/2/4/8/16/24) dc.l is_RGB ; (CRY/RGB) ; bitmap GFX type dc.l is_trans ; (TRANSPARENCY) ; bitmap TRANS flag dc.l 320*200*2 ; sprite_framesz ; size per frame in bytes of sprite data dc.l 320*2 ; sprite_bytewid ; width in bytes of one line of sprite data dc.l 0 ; sprite_animspd ; frame delay between animation changes dc.l 0 ; sprite_maxframe ; number of frames in animation chain dc.l ani_rept ; sprite_animloop ; repeat or play once dc.l edge_ignore ; sprite_wrap ; wrap on screen exit, or remove dc.l spr_inf ; sprite_timer ; frames sprite is active for (or spr_inf) dc.l spr_linear ; sprite_track ; use 16.16 xadd/yadd or point to 16.16 x/y table dc.l 0 ; sprite_tracktop ; pointer to loop point in track table (if used) dc.l spr_unscale ; sprite_scaled ; flag for scaleable object dc.l %00100000 ; sprite_scale_x ; x scale factor (if scaled) dc.l %00100000 ; sprite_scale_y ; y scale factor (if scaled) dc.l -1 ; sprite_was_hit ; initially flagged as not hit dc.l 0 ; sprite_CLUT ; no_CLUT (8/16/24 bit) or CLUT (1/2/4 bit) dc.l can_hit ; sprite_colchk ; if sprite can collide with another dc.l cd_keep ; sprite_remhit ; flag to remove (or keep) on collision dc.l single ; sprite_bboxlink ; single for normal bounding box, else pointer to table dc.l 1 ; sprite_hitpoint ; Hitpoints before death dc.l 2 ; sprite_damage ; Hitpoints deducted from target dc.l 320*2 ; sprite_gwidth ; GFX width (of data) background is bmp image 16 bits depth, 320 x 200 virtual jaguar output this image I assume that i need to tweak spr_unscale values, is that so? Quote Link to comment Share on other sites More sharing options...
OVERRiDE Posted March 14, 2022 Share Posted March 14, 2022 Try 352x240 pixel background image...clearly your image is displayed correctly, it just doesn't cover the entire screen. BTW I would have assumed a 320x240 screen but it does seem JagStudio is closer to 352x240 by default. @CyranoJCyranoJ can we adjust the display resolution? Is something like 640x480 possible? I know the Jag has programmable video modes, just not sure how much of this is exposed. Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted March 14, 2022 Share Posted March 14, 2022 That looks correct for what you have show. The screen area is more like 352x240. You can adjust the PWIDTH bits in VMODE to change the horizontal width. Everything should still work except edge detection. Quote Link to comment Share on other sites More sharing options...
Maximo Virgolini Posted March 14, 2022 Author Share Posted March 14, 2022 thanks to all, screen area is effectly 352*240 Quote Link to comment Share on other sites More sharing options...
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