Jump to content

EmOneGarand

Members
  • Content Count

    886
  • Joined

  • Last visited

Posts posted by EmOneGarand


  1. What I don't get is why are Sony selling PS3 cheaply. The actual cost is like $800 for the 20GB model and a bit under $900 for 60GB.

     

    Sony could have sold the entire initial shipment on eBay and made killings. Plus no mugging, mob, riots, burglaries, etc..

    Because thats too much for a game console, if it were not a game system and an piece of audio/video/media hardware like a reciever or a stereo system then people would buy it but most people think of game systems as toys and $800 - $900 for a toy is unfeasible, by lowering the price they make it abit more reasonable to spend so much in the consumers eye. Would you spend $900 on a game console at retail? I know I wouldn't.


  2. Some help with scrolling

    Lynx_Display_World.gif

    The Lynx's display world works like this, with two modes, an 8-Bit mode and a 16-Bit (considerable 9-Bit) for positioning sprites. The phenomenon you are describing is probably when a sprite reaches (0,y) or (x,0) it will immediately be positioned on (255,y) or (x,255) if you continue to decrease the position. This will make it jump/disappear. To prevent this, we can move the display window to a position away from the x=0 and y=0 lines. (95,132) is optimal, and we can accomplish this by writing #95 to $FC04 and $132 to $FC06.

     

    LDA#95
    STA $FC04
    LDA#132
    STA $FC06

     

    The top left of the screen is now 95,132, so you must reposition things appropriately, but now you can scroll easily. You can also just keep your sprites in a static position and alter $FC04 and $FC06 to scroll.

     

    You can define as many palettes as you want, but of course, can only show one at a time. It's as easy as this:

    pal DP 000,005,555,5B5,00B,50B,00F,50F,B0F,F5F,FBF,FFF,505,000,B0B,FBF
    pal2 DP FFF,0FF,EE5,5B5,FFB,50B,22F,56F,B0F,F9F,FFF,FFF,5E6,111,B0B,FBF
    ;color#: 0,  1,  2,  3,  4,  5,  6,  7,  8,  9,  A,  B,  C,  D,  E,  F

    When you want to change palettes, just use SETRGB

     

    SETRGB pal2

    Would change to pal2

     

    You can also modify the color registers directly (They are at $FDA0 through $FDAF (G) and $FDB0 through $FDBF (RB)) and get many cool color cycling effects this way.

     

    As for the sprite error, did you make sure that you left the last sprite with a "0" in its link. If you have a loop of sprite drawing, Handy will crash, as will a Lynx. I never remember an "Overlap" error, but if you neglected top leave the "0" at the end of your drawing trail, the SCB will loop back upon itself and the sprite draw limit will exceed.

     

    Hope this helps

    TC

    Not quite sure where that code goes :/ I've experimented and havn't gotten any results. I'm not sure what you mean by applying 0 to the last sprite. Otherwise I'm quite surprised how quickly things can shape up hah hah.


  3. Ok, first off, I know I should have posted this under programming but my other attempts to get help in the subject of programming for the lynx have gone unanswered.

     

    Everything I see for programming sound is all written in C, all my tutorials are in ASM so it makes learning how to write programs for the Lynx difficult... Secondly I've written a little demo based on the ASM from the Tutorial I've been following yet I get the text but the screen is always blank, I've gone over all the display definitions AND the sprite defs and can't find anything wrong.

     

    Anybody who is developing for the Lynx writing in ASM? If so, a little help please.

     

    Source

     

    You might have seen this:

     

    LynxDev

     

    Sound:

     

    look into sound.asm / .def / .mac in the BLL package.

    This might give you an idea how to use the sound. This engine is quite powerful but very hard to compose sound for it.

    I have, I couldn't get obj files created by Sprpck to convert to olb files. I'm not too keen on how to use cross langauge sources (especially how to compile a C and ASM combination source) so I'm trying to stick with one programming language until I get a better grip on it.


  4. Oh, you're using the CFighter demo I sent you. Very good, this is a good source to learn from.

     

    On a side note about sprites, there are a few things you might want to remember.

    When working with many similar sprites (like in a background) that share a palette and size (but have a different position, like you would want to tile the same pattern across the screen), you can tell Suzy to not reload all of this information to speed up the drawing process like this:

     

    L1BG10_col	  db 0
    L1BG10_SCB	  dc.b $01,$10,$00
    			dc.w L1BG11_SCB; < This tells the Lynx to draw "L1BG11_SCB" immediately after finished with this sprite, so you can save code space.
    			dc.w L1BG1_data
    L1BG10_x		dc.w 095
    L1BG10_y		dc.w 207
    L1BG10_scx	  dc.w $100
    L1BG10_scy	  dc.w $100
    			dc.b $56,$00
    
    L1BG11_col	  db 0
    L1BG11_SCB	  dc.b $01,$08,$00; < The $08 here tells the Lynx to not reload scaling or distortion information and to reuse the palette information from the previous sprite drawn
    			dc.w L1BG12_SCB
    			dc.w L1BG1_data
    L1BG11_x		dc.w 127
    L1BG11_y		dc.w 207

     

    Also, as a measure to conserve space if you are not using hardware collisions (which are slow anyway)

     

    L1BG10_col	  db 0;	  < You can remove this extra value to save RAM
    L1BG10_SCB	  dc.b $01,$10,$00
    			dc.w L1BG11_SCB
    			dc.w L1BG1_data
    L1BG10_x		dc.w 095
    L1BG10_y		dc.w 207
    L1BG10_scx	  dc.w $100
    L1BG10_scy	  dc.w $100
    			dc.b $56,$00

     

    Also, try playing with these registers:

    $fc04

    $fc06

     

    $FDA0 through $FDAF and

    $FDB0 through $FDBF

     

     

    Write some random value to them, or just apply an INC or DEC instruction, I think you'll find the results helpful.

    I tried the BlockSCB approach to reloading, Handy doesn't like it much gives me an overlap error. Dunno if that'd be the same if I run it on the actual Hardware.

     

    Is there a way to define extra sets of Palettes? or is it only one universal palette def with the values in the dc.b altering the color?

     

    My other problem at the moment is scrolling, it scrolls but when any scrolling object just touches the edge of the screen it disappears leaving a huge gap between the next segement. Dunno if theirs a definition for that I overlooked.


  5. OK now Ultra Vortek VS Kasumi Ninja?

     

    On eor the other better or are both good enough to own? I'm a big 2 player fighter game fan so if they are both good I will grab them both.

     

    Also what the hell is the Virtual Light Machine?? :?

     

    EDIT: Is Double Dragon 5 as bad on the Jag as it is on the Neo Geo CD? If so I'm for sure gonna pass on that one cause the Neo didn't do it right so I doubt any other machine at the time could have either but I will see what you Jag fans say before totally putting the kabosh on it.

    Double Dragon V is a entirely different game then Double Dragon for the NeoGeo, personally.. the Neo Geo game is ALOT better then DDV for any system and worth alot more.

     

    edit: The AES cart is worth more


  6. Ok, first off, I know I should have posted this under programming but my other attempts to get help in the subject of programming for the lynx have gone unanswered.

     

    Everything I see for programming sound is all written in C, all my tutorials are in ASM so it makes learning how to write programs for the Lynx difficult... Secondly I've written a little demo based on the ASM from the Tutorial I've been following yet I get the text but the screen is always blank, I've gone over all the display definitions AND the sprite defs and can't find anything wrong.

     

    Anybody who is developing for the Lynx writing in ASM? If so, a little help please.

     

    Source


  7. So I've finally gotten some working dev tools and the CVFighter source, been fiddling with it but every time I stray one line from the original I get more errors then you can shake a stick at. I've tried to redefine all the additions I've added but when I get one thing to work something else keeps the assembler from assembling a file.

     

    Some of the actions I wanted to remove were Punch, Kick, Airkick, and Airpunch and switch the up button to one of the action buttons for jump, yet my attempts to change this always result in this... and I can't quite get how you get animation to work :/ besides what the author of the original CVfighter source had for walking.

     

    Heres the error output from BLL, some help from any knowledgable programmers would be really appreciated.

    error_output.jpg

    the modified CVfighter source:

    Homebrew demo source (ASM)


  8. Duo's on Ebay have always had me wary, I've been wanting one for quite some time (to play Akumajo Dracula X: Rondo of Blood and Bonk 3 on an actual unit not Magic Engine xP ) But their always too expensive and you never know if the CD drive still works which makes me wish I had gotten a brand new one when Turbo Zone Direct still had them :sad:

     

    I was gonna get a Japanese Turbo Duo D but not being able to play US HuCards is something I don't think I can do without


  9. So, I've gotten the cc65 program with the lynx libraries, problem is I can't get any obj files created from Sprpck to be converted to olb files by the ar65 app with cc65.. I tried to get Bastian Schick's BLL dev programs but his site just has broken links. Kinda frustrating when I can't create a simple "Hello World" program cause the Lynx has no printf :x


  10. Maybe I should be alittle more specific.. a tutorial I'm following says I need to convert an obj to a library and the app Libr65 is suppose to do just that. It doesn't work, gives me illegal errors everytime. Anybody know of any other Librarian for Lynx development?


  11. Hardware optimization yes, but graphically, what resolution are you planning to have it running in? I remember the SNES and Sega CD ports had low res graphics.
    Dunno about the SNES and SegaCD ports, but I believe the original computer version used 320x200 (which already looks decent on a TV ; most commercial Jaguar games use similar resolutions). If it's feasible technically, and if the author agrees, we'd like to support 640x400 and antialiasing as well for the polygon engine. ("prettying" up the bitmap elements would be cool also, but it requires more work.)

    I think just the boost in Resolution would look great :) but the game itself is great no matter how you present it.


  12. Also.. for the Out of this World port, is their going to be any optimization for the Jag's hardware capabilities? or will it be a straight port?
    If you mean optimizing the code to take advantage of the Jaguar's power (compared to, say, an STF), which means e.g. eliminating slowdowns, then the answer is yes.

     

    If you mean things like enhanced graphics : we'd like to add this as well, but we need the agreement of Éric Chahi (the game's original author) first ; we've not discussed this with him yet.

    Hardware optimization yes, but graphically, what resolution are you planning to have it running in? I remember the SNES and Sega CD ports had low res graphics.


  13. I dunno if anybody else has posted about this but I'll post my question anyways.. I cannot get Libr65 to work, everytime I enter the command line under command prompt I get an illegal error and the library file isn't created. What am I doing wrong?

     

    I was told to use "libr65 A filename.olb filename.obj"

     

    I'm pretty new to programming in C with my only experience being QBasic and Visual Basic which all have nice simple commands, so all these tool trees confuse me :/ Any help would be appreciated.


  14. The thought of playing Out of This World on the Jag is very exciting news indeed, along with several original Titles, it's gonna be a good end of the year and into the next for the Jag :)

     

    Also.. for the Out of this World port, is their going to be any optimization for the Jag's hardware capabilities? or will it be a straight port?


  15. Just came across a video of this while perusing Youtube, looks incredible. From the look of this topic it hasn't be posted in for awhile. Is this game still in development?

     

    Check this out.

     

    ^^^ - Name change, design change, etc., but YES, the game is still in active development.

    Awesome, hopefully it won't be too hard to get a copy when it's released :D


  16. Gotta give the Channel F some credit, it did bring cartridge gaming to the industry.

     

    Actually I think the VideoBrain may have beaten them to the punch by a few months. I need to check some dates...

     

    Tempest

    Huh.. well I'll have to look into that as well, but never heard of the VideoBrain. I know of Atari's Gamebrain though but that was never released and was developed after Fairchild released the Channel F. There were consoles with Cartridges before but they didn't have any actual data in them, like the cards for the Oddyssee that merely completed circuits. Fairchild Channel F was first to offer programmable cartridges to the market which helped cause the Video Game Crash of 77.


  17. Just came across a video of this while perusing Youtube, looks incredible. From the look of this topic it hasn't be posted in for awhile. Is this game still in development? Released? But one other question.. arn't you afraid of Sega and Sunsoft filing lawsuits if you sell this? The backgrounds are practically identical to those of Airzonk, and the likeness of Sonic is uncanny :?

×
×
  • Create New...