Christos Posted December 22, 2014 Share Posted December 22, 2014 Well, I have some problem understanding on how to put an image on the screen. Though I've edited the rapinit file to put my image there, it wouldn't work. Can anyone explain how raptor lists work? (I've done the necessary RTFM). Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted December 22, 2014 Share Posted December 22, 2014 OK, so, here's the BASIC: 100 REM IMAGE 120 CLS 200 RSETLIST(0) 210 RUPDALL(0) 300 GOTO 300 We also need to edit the _RAPINIT.S file to add the object (image) to display: ; Image dc.l 4 ; (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 20,0 ; sprite_x ; 16.16 x value to position at dc.w 20,0 ; 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 16/2 ; sprite_hbox ; width of collision box dc.l 24/2 ; sprite_vbox ; height of collision box dc.l BMP_IMAGE ; 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*200 ; 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 -1 ; 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) and the _RAPAPP.S file to include the actual asset (the image) BMP_IMAGE: incbin "ASSETS/GFX/LOGO.TGA" and finally, add the asset to the auto-convert list: ;; ;; Convert List ;; RAPTOR_autoconvert_list: dc.l BMP_IMAGE,-1 dc.l -1,-1 IMAGE.zip RBASIC.ABS 2 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.