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Member Since 21 Nov 2015
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#3913276 Uwol: The Quest for Money

Posted by tonma on Sat Dec 16, 2017 2:06 AM

I am using Virtual Jaguar.


When I press pause in-game it goes to the 

next level.


Is this correct?


Yep, sorry. I forgot to remove the debug level mode :-D It's christmas before christmas


EDIT: Nevermind, I'm an idiot lol
Ok what's the deal with this level? How do you even get past it?

I lose my shirt and die. You can't jump on their heads so... what's the secret?

EDIT2: I made it further 👍🏻

Great job. The secret is to use the left-right screen. Exit on one side, enter on the other side.

#3911747 Uwol: The Quest for Money

Posted by tonma on Thu Dec 14, 2017 2:04 AM

But, but, but - it's a port of an 8bit game, and not an original game. When will people make original games, Grimm.
Oh yeah, forgot - Hypocritical. As usual.




#3910938 Uwol: The Quest for Money

Posted by tonma on Wed Dec 13, 2017 2:01 AM

The Art Style is however incredibly cute (so it more than compensates) !


Can you draw like this yourself ? Or did you acquire services of some talented pixel artist ? Is it marss perhaps ?

We use the megadrive version by Shiru (with his agreement). Marss improved all assets with more color and animation.


Will this find its way to cart one day?

I hope so, Need to correct bugs before to make a perfect box version.

#3910042 Uwol: The Quest for Money

Posted by tonma on Tue Dec 12, 2017 2:37 AM

Thanks guys


Very nice! Lots of fun!


I noticed the sound only comes out of the right side channel, not sure if you are aware of that?

Yep, I have made mono raw sound to save some space. I need to create and add mod file but didn't find time yet.


Curious.  What did you change so quickly to fix the graphic issues?


It is considerably better than the first download, seems that there is still a bit of slow down that is affecting the audio though.  I am just interested in what could be changed so quickly in the Remover's library to fix the graphics issues.  When I have ran into similar issues like this in the removers library it had to do with how many sprites were being rendering per scan line, and the only ways I know of fixing this is by reducing the amount of sprites being rendered, or reducing your color depth of the sprites.

I've an "old" version only with 8-bits graphx, so I had just change the gameplay engine. The issue come only when I mix between 16-bits and 8-bits sprites.

I see two potential reason for this but need to make more test :  I need to add 16-bits sprite before 8-bits sprites in the sprite list. I can't use different color depth sprites on the same drawing depth/plan. i'm really not sure, i need to test and test again.


You'll need to use branch objects and/or cull unused sprites if you want to fix the tearing.

Yep, I'll try using branch. On this demo, I recreate the full sprite liste every new screen to be sure I didn't keep old sprites. I had this tearing at the beginning of my dev because I had keeping sprite for another screen. Now I have only necessary sprites.
I am sure of that because the two versions use the same engine except the color depth. But I could make a mistake, it will not be the first time :-D

#3903868 Always winter, never Christmas

Posted by tonma on Mon Dec 4, 2017 1:35 AM

I'm waiting wednesday to buy the two carts :-D

#3857990 Arcade to Jaguar ports you would like to see.

Posted by tonma on Sat Sep 30, 2017 1:00 AM

@sd32: It just so happens that John Szczpeniak of Hardcore Gaming 101 interviewed the creators of Osman/Cannon Dancer.


If you and numerous others are up for the challenge, I say go for it.


but http://www.mitchell.jp/index.htmno longer exists.


I tried to contact square-enix for taito but the only mail on their site doesn't works.

#3810870 Upcoming Jaguar SD Cartridge

Posted by tonma on Fri Jul 21, 2017 8:26 AM

I keep thinking about a Jaguar based computer once the JagSD is out. As there's no reason not to build EMUTOS to run on it and have GEM running on the Jag.... potentially with 4MB internal RAM and 16MB external RAM.


Just yummy yummy :-D

#3799697 Upcoming Jaguar SD Cartridge

Posted by tonma on Thu Jul 6, 2017 12:05 AM

Someone just pointed out this article (http://db-electronic...retro-consoles/) about poorly designed flash carts using 3.3v flash in 5v systems. I'm actually really surprised at how dodgy some of the more popular flash carts seem to be! In my mind it's inexcusable not to do things properly using voltage translators in one form or another where appropriate.

Anyway, I just wanted to clarify the Jag SD design is chock full of level shifters. All the magic happens at 3.3v with the CPLD, RAM and FLASH but the interface to the Jag's 5v bus is entirely through level shifters. There's bloody loads of the buggers! Must be 6 At least I think. I'll post a pic when I get the first cart built up! :)

I have no doubt about it. Good work :-D

#3767507 FlappyBird test

Posted by tonma on Mon May 22, 2017 11:59 PM

I think I got a working color lsd on my SainT SD cart from somebody here. I can't remember who sent it to me initially but I don't think they would mind if I fished it off the SD cart and reposted it???

I remember having posted one on the forum but if you have a version that works, you can post it, Flappy does not belong to anyone. :-D

#3758549 New futur jaguar game : Zombie night

Posted by tonma on Tue May 9, 2017 1:04 AM

Thanks all.

Yes we always work on it. I prefer working on all aspects of game (technical) before working on gameplay.


The problem is really about how to cut a large files into smaller ones with the same palette. I will certainly make my own program.

#3758037 New futur jaguar game : Zombie night

Posted by tonma on Mon May 8, 2017 8:31 AM

I'm trying to optimize the palette of assets to have more space. (256 colors)

I have an image file with all the tiles and sprites that I would like to split into separate files. With a text file, I have the position, size and name of each object:

<TextureAtlas imagePath = "test.png">
<SubTexture name = "back1.png" x = "0" y = "0" width = "400" height = "104"
<SubTexture name = "back2.png" x = "0" y = "104" width = "400" height = "176" />
<SubTexture name = "tree1.png" x = "0" y = "280" width = "56" height = "48"
</ TextureAtlas>

I found a software "shoebox" that does this but it converts my images into 24bits while I want to keep my palette and the correct order of colors for each file. The goal is to have only one file to work and then run the cutout to insert into the game.

#3723353 trying to identify a st game

Posted by tonma on Tue Mar 21, 2017 2:17 AM

Maybe twinworld !





  • jhd likes this

#3721207 New futur jaguar game : Zombie night

Posted by tonma on Sat Mar 18, 2017 7:30 AM

I find a way with the transparency, I need to clear the memory before using it :grin:


But I have always a glitch as you can see on sf image. I didn't have all the picture.




I join the two bin if you can test on real hardware.

Attached Files

#3721150 New futur jaguar game : Zombie night

Posted by tonma on Sat Mar 18, 2017 3:14 AM

I worked on the tilemap engine to create a memory image of the game room (pre-rendered).

It works quite well and it's fast enough but I have a problem with the transparent color when I add my layer (background and object). I have this bug only with virtual jaguar 2.1.2 Windows, no worries with version 2.1.0 or Linux.
You can see it on the attached image, left linux and right Windows.

Can anyone test on a real jaguar to tell me if the bug exists too? I don't want to be stuck on it if it's only emulator glitch.
I don't know what is best: .cof or .bin for testing so I add both. I never tested the bin,

I added a summary collision management with the walls. Next step, collision with enemies.





Attached Files

#3701354 new game problem to make srpite collision

Posted by tonma on Tue Feb 21, 2017 2:23 AM

You are using Windows or Linux ?


You can see the name of the function in include / lynx.h. You use TGI_detectioncollision instead of tgi_setcollisiondetection. Maybe it's a first mistake, but using tgi_ioctl (5, 1) it's the same

#define tgi_setcollisiondetection(active) tgi_ioctl(5, (void*)(active))

Can you put your code for the the depository ?

Something like this would work and draw 0 on screen. Don't forget the drawing order. Maybe your text is under Sprite.

typedef struct {
  byte depository;
} sprite_collideable;

sprite_collideable robot =  {
  0x0,  {
    0, robot,
    20, 50, 0x0100, 0x0100,
    { 0x01, 0x23, 0x45, 0x67, 0x89, 0xab, 0xcd, 0xef }

itoa(robot.depository, text, 10);
tgi_outtextxy(30, 48, text);