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JagStudio v1.11 Released


Sporadic

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Hi all,

 

Finally we have a new release of JagStudio!  Please see the main features/changes in the list below.  This also includes the latest version of the RAPTOR API (2.0.31).

 

The new version is attached to this post.   The https://reboot-games.com/jagstudio/ website has also been updated with the new download and online docs.

 

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1.11        2023-02-10

* Added        build.sh added for Linux users. (Many thanks to WillT and djhardrich).
* Added        New EEPROM functions - Including separate User Data reading/writing.
* Added        RetroHQ GameDrive Support and example BASIC project (jaguargd).
* Added        LSP Sound and Input Engine (https://github.com/ericde45/LSP_Jaguar).    See example 'lsp_test'.
* Added        BigP Emulator as a build option use 'build projectname bigp'  (Massive thanks to Rich Whitehouse for permission to include this).
                            Please see: https://www.richwhitehouse.com/jaguar/ 
* Added        Team Tap support.  Please see docs and the new example 'teamtap'.
* Added        Flash Check.  This gives the ability to detect the kind of Cart the game is running on.  See example 'flashcheck'.
* Added        Font palette switching/loading - see project "fontpalettes".
* Added        jsfClearBuffer function.  Utility function to clear a chunk of memory (not designed for performance).
* Added        New Array "rapSpriteTableStarts" contains 16 longword entries that point to the beginning address of each sprite object list (when using multiple lists).
* Added        Ability to _pack any other type of asset file in assets.txt .  See example 'lsp_test'.
* Added        New example project 'scaling'.  Simple demo showing how to scale a sprite.
* Added        Split screen Tile Maps now possible.  See the Tile Map section of the docs for the variables.  RAPTOR API contains a split screen example (No JS Example yet).
* Added        Tile Map variable to support setting Tile gfx bit depth (See raptor_map_bitdepth in rapapp.s).
* Updated    BREAKING CHANGE: rapHiscoreSort - Now requires the player name in the second function parameter. Eg. rapHiscoreSort(table_to_sort, name).

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Enjoy and have fun!

 

jagstudio-1.11.zip

LSPConvert.zip

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As noted by a few people, there is a rather stupid (on my part) issue with RAPCollide (or in Raptor, the RAPTOR_GPU_COLLISION function).

 

The issue:

  • Anywhere else objects are referenced by their object ID for any object, in any list, starting at 0 in the first list to 'x' in the final list.
  • For collide, the object ID resets to 0 for each new list

This will be changed in the next release of RAPTOR so that objects for collide do not reset to 0 for each new list.

 

The easy fix:

  • Have something like LIST2START=LastObjectInList1+1
  • In the rapcollide call you can then do (ObjectID-LIST2START) for the parameters
  • Once I make the change, you can then set LIST2START=0

Why didn't I notice this? Because I usually start with a game and add everything else around it (Menus, etc) - so all the colide functions are on the first list.

 

 

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