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EmOneGarand

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About EmOneGarand

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  • Birthday 02/28/1984

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  1. I've been fiddling with scaling at runtime but I can't seem to offset the origin so that its not scaling from (0,0) of the sprite but instead the center of the sprite rectangle. How is that done with the JagStudio API?
  2. Alright, thanks using what you guys told me I was able to get a single clut for my current items by making a very long vertical sprite strip. Its the same width as the original sprite strips but now when I compile the game the sprite is offset on the X-axis and I'm unsure of why or how to fix it... I've included my files below if anybody would like to take a look to see why its doing this. blockchain_breaker.zip
  3. Are there any examples on how to use CLUT properly? I'm trying to convert several of my graphics to 8bpp to reduce their footprint but I'm running into the issue of it only showing one sprites proper palette while scrambling another. It also seems to change the color of my Text layer. How it looks How I'm trying to initialize the CLUT for two sprites, can you not load more then one CLUT at a time? void InitializeCoins() { jsfLoadClut((unsigned short *)STRPTR(SPRITE_DOGEBLK_clut), 0, 255); jsfLoadClut((unsigned short *)STRPTR(SPRITE_BYTEBLK_clut), 0, 255); } assets ABS,SPRITE_DOGEBLK,gfx_clut,ASSETS\GFX\doge_8bpp.bmp ABS,SPRITE_BYTEBLK,gfx_clut,ASSETS\GFX\byte_8bpp.bmp My rapinit entries for the objects ; Block1 dc.l 10 ; (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 60,0 ; 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 32 ; sprite_width ; width of sprite (in pixels) dc.l 32 ; 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 32/2 ; sprite_hbox ; width of collision box dc.l 32/2 ; sprite_vbox ; height of collision box dc.l SPRITE_DOGEBLK ; sprite_gfxbase ; start of bitmap data dc.l 8 ; (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 32*32 ; sprite_framesz ; size per frame in bytes of sprite data dc.l 32 ; sprite_bytewid ; width in bytes of one line of sprite data dc.l 3 ; sprite_animspd ; frame delay between animation changes dc.l 5 ; 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 32 ; sprite_scale_x ; x scale factor (if scaled) dc.l 32 ; sprite_scale_y ; y scale factor (if scaled) dc.l -1 ; sprite_was_hit ; initially flagged as not hit dc.l 0 ; 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 32 ; sprite_gwidth ; GFX width (of data) ; Block2 dc.l 9 ; (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 35,0 ; sprite_x ; 16.16 x value to position at dc.w 32,0 ; 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 32 ; sprite_width ; width of sprite (in pixels) dc.l 32 ; 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 32/2 ; sprite_hbox ; width of collision box dc.l 32/2 ; sprite_vbox ; height of collision box dc.l SPRITE_BYTEBLK ; sprite_gfxbase ; start of bitmap data dc.l 8 ; (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 32*32 ; sprite_framesz ; size per frame in bytes of sprite data dc.l 32 ; sprite_bytewid ; width in bytes of one line of sprite data dc.l 3 ; sprite_animspd ; frame delay between animation changes dc.l 5 ; 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 32 ; sprite_scale_x ; x scale factor (if scaled) dc.l 32 ; sprite_scale_y ; y scale factor (if scaled) dc.l -1 ; sprite_was_hit ; initially flagged as not hit dc.l 15 ; sprite_CLUT ; no_CLUT (8/16/24 bit) or CLUT (1/2/4 bit) dc.l cant_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 32 ; sprite_gwidth ; GFX width (of data)
  4. How is the background color determined with the BG value? I've looked at a couple examples and it doesn't really make sense to me. In the Spritetest C project they have: *(volatile unsigned short*)(BG)=(volatile unsigned short)2000; // Set Background colour. Which produced a Blue color, I changed that to 8000 and got a green color. I then added button inputs to increment or decrement that value and I merely got a darkening or lightening of the color I got at start up while it seemed to loop the same colors. I saw another example use a double digit number to get a lilac like color, what is the format? How would I convert RGB to get a matching color or is there a hardcoded table of color values? Looking at the includes it only shows the memory address for BG.
  5. Thanks, that fixed the issue!
  6. Well, almost have it looking right. I tried to change the image to 16-bit but it turned out scrambled even when I adjusted it (with *2 instead of *3). with the 24-bit settings: dc.l 24 ; (BIT DEPTH) dc.l 320*200*3 ; sprite_framesz dc.l 320*3 ; sprite_bytewid dc.l 320*3 ; sprite_gwidth with a 16-bit image and settings: dc.l 16 ; (BIT DEPTH) dc.l 320*200*2 ; sprite_framesz dc.l 320*2 ; sprite_bytewid dc.l 320*2 ; sprite_gwidth
  7. Alright, I've been going through trying to learn the ins and outs of the JagStudio after doing the tutorial, I'm having a hard time understanding how to work from the tutorial block for new assets in the rapinit.s file. I tried basing a background image off of the rapinit entries in a sample that had them but I get an image that is compressed horizontally and has horizontal black lines running through it. The image is 320x200, saved as an 24-bit bmp. The recolored bug2 sprite in the screenshot I did to see if it was just Photoshop messing up the format when I save it, that one showed up fine. How do I get an image to display properly? How it looks after build: What the image should look like: bg1.bmp assets.txt and rapinit.s entry ABS,SPRITE_BUG,gfx_clut16,ASSETS\GFX\bug.bmp ABS,SPRITE_BUG2,gfx_clut16,ASSETS\GFX\bug2.bmp ABS,explode_sam,sfx_raw8000,ASSETS\SFX\explosion.wav ABS,BG_STARS,gfx_clut16,ASSETS\GFX\bg1.bmp ABS,SPRITE_BUG3,gfx_clut16,ASSETS\GFX\bug3.bmp ; BG1 dc.l 1 ; (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 0,0 ; sprite_x ; 16.16 x value to position at dc.w 0,0 ; 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 32/2 ; sprite_hbox ; width of collision box dc.l 5/2 ; sprite_vbox ; height of collision box dc.l BG_STARS ; sprite_gfxbase ; start of bitmap data dc.l 24 ; (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 ; sprite_framesz ; size per frame in bytes of sprite data dc.l 320 ; 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_ignore ; 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 ; sprite_gwidth ; GFX width (of data)
  8. Only changed the red color in the Color Table in photoshop to a different color, didn't change it from indexed or alter its dimensions from 960x16, saved it as a 4bpp bmp file. I'm trying to understand how the jsfFontIndx function works since it just uses an integer to select the row in the image if I'm understanding it correctly. I thought just changing the color of the second row would make the text color change if it pointed to jsfFontIndx(1) instead it just gives me that gibberish.
  9. Why does changing the color of any of the letters in any of the font bmp files generated cause the text to scramble? Does it not just point to that 8x8/8x16/16x16 location in the image? Top one is the original, the bottom one I changed the lower row of letters to a yellow color.
  10. So has anybody in the US had issues getting Evercade preorders through Amazon? Apparently there are issues going on with Amazon but I can't find any info on what the issue is but still haven't gotten the Indie Heroes cart I preordered in April and the game released near the end of June. My bigger concern has been is this going to happen to all the future releases? I have the VS and the Intellivision collection preordered and all Blaze Entertainment is saying is to buy from another retailer. I noticed the only retailer in the US with the Indie Heroes cart is Funstock which is selling it at a higher price hell I've noticed all the newest releases starting from the Lynx collections are all being sold at higher prices then the retail price.
  11. You would think the title of the Wiki "Ideas" would be a huge indicator.
  12. The guy just asset swaps basically. You've played one, you've played them all.
  13. You don't have to, he said he bought games from Wave 1...
  14. I blame the retro gaming Youtubers for causing the huge increase in prices because they get people interested in items that were previously not sought after and then unscrupulous people flip these items and the people just getting into the nostalgia think those prices are normal and buy shit up and it makes everybody think they can get that price as if their copy of Super Mario Bros/Duck Hunt is plated with gold. Everybody wants a wall of old games like AVGN, MetalJesusRocks, Nintendrew... etc... The prices are so obscene for a lot of things I've had to stop collecting because the cost outweighs the fun of collecting. Everybody also in the collecting community only seem to care about the value of the item they just got, you'll always see posts on r/gamecollecting asking first and foremost "how much is this worth?" hell you have these same people snapping up vSmile games.
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