KanedaFr Posted 17 hours ago Share Posted 17 hours ago Hi, I read on some topics on AA what there is a "known" bug on scaling. Since emulators are able to render this bug, could someone explain me this bug ? I'm trying to stack 2x scaled objects on screen but I have +1, +2 or +3 to ypos to avoid empty line. So I'd like to know if I could use scaling or just forget about it and scale bitmap data outside of the Jaguar... Thanks Quote Link to comment Share on other sites More sharing options...
42bs Posted 5 hours ago Share Posted 5 hours ago (edited) Scaling works perfectly. The Jaguar boot is a scaled object. JagNiccc2000 uses a few of them. Scaled and mirrored. Edited 4 hours ago by 42bs Quote Link to comment Share on other sites More sharing options...
KanedaFr Posted 4 hours ago Author Share Posted 4 hours ago (edited) I have exactly the same issue that in this thread -> Is it JagStudio related ? Edited 4 hours ago by KanedaFr Quote Link to comment Share on other sites More sharing options...
42bs Posted 3 hours ago Share Posted 3 hours ago 16 minutes ago, KanedaFr said: Is it JagStudio related ? I'd say only with respect to you using JS and did something wrong Maybe show your code and/or a picture of the result. Quote Link to comment Share on other sites More sharing options...
KanedaFr Posted 3 hours ago Author Share Posted 3 hours ago It's hard to show code w/o filling a full page since I'll need to share rapinit.s I'll try to isolate the problem on one sample project and share the zip + binary Quote Link to comment Share on other sites More sharing options...
42bs Posted 3 hours ago Share Posted 3 hours ago Just now, KanedaFr said: It's hard to show code w/o filling a full page since I'll need to share rapinit.s I'll try to isolate the problem on one sample project and share the zip + binary The part of the object list should be enough. But JS experts might need only a look into your rapinit.S to pin-point the problem. Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted 3 hours ago Share Posted 3 hours ago When using a scaled object set the bitmap pointer address to the address of the bitmap +1 line worth of data. This is fully documented in the... documentation. [edit] or it could be -1 line Too tired to go check, but its one of those. Quote Link to comment Share on other sites More sharing options...
KanedaFr Posted 3 hours ago Author Share Posted 3 hours ago I use a dynamic list : 20 instances of the same object, scaled x2 (64), edited by code so it's not that obvious to debug just with a rapinit.s Something like: object2.y_ = 240-(scale*object2.height) object1.y_ = 240-(scale*object2.height)-(scale*object1.height) Quote Link to comment Share on other sites More sharing options...
KanedaFr Posted 3 hours ago Author Share Posted 3 hours ago 3 minutes ago, CyranoJ said: When using a scaled object set the bitmap pointer address to the address of the bitmap +1 line worth of data. This is fully documented in the... documentation. Oh no!!! not again...:((( What the hell did I miss...?! I only saw The object must be on a 32 byte boundary in 64 bit RAM. which I was trying to debug Quote Link to comment Share on other sites More sharing options...
KanedaFr Posted 3 hours ago Author Share Posted 3 hours ago (edited) ARG !!!!!! Please note that for scaled bitmap objects, HEIGHT should actually be the bitmap height -1. So, for exemple, 16 if not scaled, but 15 if scaled ? and what about framez ? and vbox ? Edited 3 hours ago by KanedaFr Quote Link to comment Share on other sites More sharing options...
Seedy1812 Posted 3 hours ago Share Posted 3 hours ago If you are passing the same values in for both scaled sprites ( different x and y - on screen ) then they should be drawn the same. The pictures you shown from another thread has a shift in the x whilst you talk about the y. Chances are its the SBMO Remainder Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.