Belated reply, but hey I'm trying to catch up with the thread!
1. Now that I have found where and how I can print text onscreen, how do I modify the color of it and is it strictly limited to only 15 degrees of change? (as seen in the colour 0-15 variable) I didn't see anything referencing what 0 color is and what 15 color is or what's in between. So basically 16colors. How can I change that to 256 colors or dare I go even higher than that, or is it possible?
Big subject, requires a big reply, will get back to this later.
2. Is or was it not possible to include or create a function for title screens in the .bas file so I can just say, hey! I want to insert this graphic image at this resolution and done such as:
title mystupidgraphic.bmp (320,240,24) (x, y, bit)
Could you elaborate a bit on this? I didn't get it...
3. I've created the spiderman dancing to dubstep and was going to use another sound file but it pushed the entire image over to about 2.2mb and then it says "YOU CAN'T DO THAT IDIOT! NOT IN ABS!" but I punched in:
build chessboard rom
Should that not then create a rom and load it in VJ that way instead of ABS? What am I doing wrong.
build.bat is unfortunately case sensitive. Try "build chessboard ROM".
But even that will give you an error too. See, in the project's "assets.txt" the music file is being imported in ram, not rom. When rb+ is building a rom, it's simply taking whatever should be in ram and places it in rom. Then when the machine boots, it simply copies the binary to ram. So even if it fits in rom, it still won't fit in ram! So you'll have to change assets.txt so the file will be imported to rom.
4. What program do I use to export an image to replace the image.bmp used in the pack project so that it'll just work?
I love that I can toss in any MP3 and it'll just work but graphics are such a PITA.
Any program that can save an unpacked BMP as 24bit image should do the trick.
Gfx import is supposed to be a PITA unfortunately because there's so many modes the Object Processor is supporting, you'll have to decide beforehand which one are you going to use (there's 1,2,4,8 bit paletted, 16bit, 24bit and CRY). Just take some time to read about it and it'll become clearer!
5. Maybe an extended question on the sound thing but what are the limitations? Are the size limits based on the Jaguar RAM or if I wanted to include a full-on 2MB MP3, it'll pull it from the ROM if I make a cart or that's the idea anyway. Also, it'll do 44khz just fine without an issue yeah? I noticed it was set to something absurdly low at 8000 but I guess that's expected on SFX? Either way... I want to bypass the mod garbage and loop short but high quality MP3s for title screen music and probably even in-game music.
I still can't fathom that jumping in through 12 different projects and trying to piece together a project based on those examples in countless trials and errors is the best route for someone new or beginning like myself because it's really angering, part of the reason I started this thread and in all seriousness, I'm the best target for someone new to the game because outside of creating a bomber for the TRS80 and some goofy randomized line drawings while listening to cassettes on the Atari 800 in basic, Eliza aside, I've got very little programming experience but know enough to wreck everything and cause complete failure... even if it's not my fault lol
The limitations are simple: You get 2mb of RAM, and either 1, 2, 4 or 6 mb of ROM.
You can't play an mp3 directly, it's auto converted while being imported. So a 2mb MP3, depending on your replay speed and quality will have different size when it gets to the Jaguar. And to add to the confusion, there are also some packed formats supported which can achieve some compression. You'll have to study a bit more I'm afraid and do some tests. The build folder will always contain the converted files so you can check for actual sizes. So anyway like I said above, it's a much saner idea to place your streamed music in rom and have it played from there.