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CyranoJ

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CyranoJ last won the day on November 5 2023

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About CyranoJ

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    reBOOTed
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    Male
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    Adelaide, SA
  • Interests
    Coding, Eating, Sleeping ;-)
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    Gravitic Mines
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    .... :D

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  1. There's a section on branch objects in the RAPTOR documentation. I can help if needed.
  2. It's just Jagchris, the forum trogladyte who has been told by Duranik he's wrong but keeps talking crap. This guy just put out a really positive video regarding the Jaguar, which was cool as most bash on it... and what happens? ArseChris posts negativity and whinging in the comments. God forbid anyone does anything nice and positive for the system. I'd suggest everyone go and give this guy a like and a follow just to offset the shithead factor Arsechris put there and give him some encouragement. @JagChris you are a c*nt. Grow the fu*k up. You should be utterly ashamed of youself, your actions and the people you surround yourself with. Idiots like yourself are totally responsible for spreading the negativity towards the Jaguar. Just fu*k off. Oh and feel free to report this post, the more moderators that understand what a pile of human garbage you are the better.
  3. To answer your questions first... 1. Not natively: I have this working in "Jumping at Shadows" and "Rocketeer: Rebounced" (not Mappy format) but have not yet brought it over to the general engine. You can manually change the sprite_gfxbase of the required tile *after* the map update is called. 2. Yes, at a performance hit: This involves a *lot* of transparency which is read/modify/write for the Object Processor instead of a single (opaque) write. There's an example bundled with JS/RAPTOR for split maps, which is just the split at the same screen x/y co-ordinates. 3. Not natively: Vertical flip is impossible at a hardware level, the Object Processor only supports horizontal flip. As with animated tiles, you can update the sprite_flip flag *after* the map update is called. I don't think you are going to gain performance by changing to tiles. You are still drawing the same amount of pixels per line, just using more objects instead of one. The absolute best ways to claw back performance are: Use branch objects - for example, if you are on the score lines at the top, you can skip the entire rest of the list, including all the fighters and background. Reduce the text overlay image as much as possible. If you are only printing to the top 16 lines of the screen, then it only needs to be 16 pixels high. Remember, that this object can be defined on multiple screens, so you can still have full page text for menus, titles, etc. You can also have multiple text objects split. so, eg, if you want a line at the top and the bottom, define two objects, say 8 pixels high, adjusting the gfxbase of the second one by 8 lines. You can then print to this second object by setting y=8. Use the collision lists instead of manually looping around the objects checking hits. Disable objects instead of moving them off screen. Reuse objects instead of having one for each thing you plan on showing. RAPTOR is FAST. Don't re-invent the wheel if there's a RAPTOR function you can call! (eg, auto-moving sprites or object culling)
  4. It's a 70Mhz ARM running the entire game internally using the 2600 as a screen buffer. Think of it as a GBA with a low resolution screen. Probably more CPU power in there than the Jaguar has combined. Not really fair to call them 2600 games at all, let alone have them compete with other 2600 games.
  5. Or better yet, look at the Jaguar Technical Reference Docs and try it yourself?
  6. Been BETA-testing the new (unreleased) firmware I can confirm: No more failed USB transfers (Hooray!) An EEPROM save is now created correctly when a file is sent via USB (Hooray again!!) and.......
  7. There's a list to get on that, but you have to wait.
  8. Moth-Line v1.01 is now available for patreon supporters with the following changes: ;; v1.01 ;; ;; Score line shown on first load ;; Highscore added ;; EEPROM load/save for highscore ;; BLUE Robot turns ORANGE shortly before turning RED ;; Score points float upwards from dots/pills/ghost kills ;; Intro splash screen improvements ;; EYES sprite changed to be more visible ::
  9. Yes, but it won't be as it's a pressure game.
  10. Why wait? Join up and get it right now! (Well, Moth-Line, anyway!)
  11. RAPTORGD.O Replace RAPTORGD.O in your RAPTOR/Jagstudio folder with the above file and bish, bash, bosh, all done.
  12. Full source rebuild. Required to add new monsters and fix the sound, etc. and... maybeeeee
  13. Mine must be the last ever made, manufactured after the stickers and ink ran out... or is it the first?
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