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Simple title screen


mdkdue

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Hi everyone

 

Can someone please point me in the direction of some example code to generate a simple title screen where i can simply display an image and have the option to 'Press A/B/C etc to start' and then have it run my program?

 

At the moment when i launch my project it just jumps straight in, it would be nice to be presented with the name.

 

I looked in the guides and couldnt see anything to help me.

 

Thanks in advance.

 

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  • 2 weeks later...
On 12/31/2022 at 2:01 AM, Jag_Mag said:

Thanks for this.

I had a look, and whilst i understand what it is doing with regards to the main game loop and calling the subroutines, when i put this into my .bas file as the first thing in the game loop its just being ignored.

 

Time for me to accept i am just not clever enough for this and give up i think.

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Thank you. I am not near my pc right now, but I have been using the ‘shootbang’ example project as my starting point, so it would essentially be inserting the title screen into that .bas file. 
 

I figured it needs to go above where it calls the routine to move enemies?

Edited by mdkdue
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You'll need to change a few things around in shootbang in order to display title screen ect,have you tried to create a project on your own yet?title screen,game screen and a sprite or two?If you want I started this in basic incase there is a JagJam 2023,you're welcome to go through my code.

 

 

Edited by Jag_Mag
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10 minutes ago, Jag_Mag said:

 

Oh wow, this is great! Very cool!
 

Yes I did try that initially, just using the beginners guide in Jagstudio. I managed to change the background and add a couple of sprites.

 

I am open to any suggestions, and really appreciate them, so anything you can share with me would be great. Thank you so much.

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15 hours ago, Jag_Mag said:

How is the learning coming along mdkdue?I can do space invaders in parts if you want to follow along,soundfx,music,collision ect..

 

 

 

Source and assets

invaders.7z 1.49 MB · 1 download

I haven’t looked at it in the last week or so as I kinda lost hope , realised it was probably beyond my brain capacity 🤣

 

But yes please ! Any help you can give would be greatly appreciated.

Im gonna check this out.

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On 1/13/2023 at 9:42 PM, Jag_Mag said:

How is the learning coming along mdkdue?I can do space invaders in parts if you want to follow along,soundfx,music,collision ect..

 

 

 

Source and assets

invaders.7z 1.49 MB · 3 downloads

Been looking at this, trying to get my head round the main game loop and all the sub routines. Its making a little more sense now.

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  • 8 months later...

@Jag_Mag, the screens files are great, thank you for sharing. I've been tinkering with it and have a few questions if you have the bandwidth. I have tried replacing the background image with a new one:

image.png.498e98d44e06d65b37f7ab46a5ddf501.png

Instead of seeing the screen as I am expecting, I see the following:

image.thumb.png.9f61163962122baca1a51861ead49030.png

In addition to the screen being off center there is issues with the color I am noticing. 

 

This is my entry in rapinit.s:

; TITLE
	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	352								; sprite_width					; width of sprite (in pixels)
	dc.l	240								; 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	352/2							; sprite_hbox					; width of collision box
	dc.l	240/2							; sprite_vbox					; height of collision box
	dc.l	TITLE							; sprite_gfxbase				; start of bitmap data
	dc.l	8								; (BIT DEPTH)					; bitmap depth (1/2/4/8/16/24)
	dc.l	is_RGB							; (CRY/RGB)						; bitmap GFX type
	dc.l	is_opaque						; (TRANSPARENCY)				; bitmap TRANS flag
	dc.l	352*240						    ; sprite_framesz				; size per frame in bytes of sprite data
	dc.l	352							    ; 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_wrap						; 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	no_CLUT							; sprite_CLUT					; no_CLUT (8/16/24 bit) or CLUT (1/2/4 bit)
	dc.l	cant_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	352        						; sprite_gwidth					; GFX width (of data)	

 

Any thoughts on either issue? Perhaps someone else has some insight? Thanks in advance.

 

I'm sure these are basic questions so if there is a reference that would help I would appreciate being pointed to it.

 

This is the background file in question:

start-screen.bmp

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