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matmook

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  1. Yep, that' why it's important to test on the real hardware from time to time.
  2. Nice effect! Another option is to NOT use interrupts for your rasters but a sprite instead. You will have an extra sprite to manage and write to but you won't interrupt the GPU on each line.
  3. Sound Blaster or Gravis Ultrasound or ... I did not follow the PC scene by that time for that... too many different configurations... On ST it was easier, same configuration (but the ram sometimes) everywhere.
  4. That looks very complicated (and I can see some missing nop again) but what are you exactly trying to do (which effect) ?
  5. Hi! Do you know "the Big Screen" demo from the "Europeans demos/Overlanders" on ST? I really like this screen a lot so here is my Atari Jaguar version: http://www.barreteau.org/atari/jaguar/BigScreen/BigScreen.zip It's a 1MB ROM usable on a Skunk. It was done for NTSC but it works in PAL too (PAL just hurts my eyes...). Matmook
  6. And not that too (add a nop too). I may be wrong but you can't be sure r20 is written before jumping? movei #align_last_sprite,r20 jump NE,(r20)
  7. I won't do that but add a nop between both opcodes: moveq #31,tmp and dst,tmp
  8. matmook

    JagStudio

    Well, 8bit is the best option. No preshifing (all is managed by the sprite engine). Cart max 6MB.
  9. matmook

    JagStudio

    Well, this happens to me all the time on the first VJ call, (not with JagStudio and the binary is already in place). I think it's more a VJ issue than a JagStudio issue.
  10. Well, I was (am) too lazy to write a documentation (and nobody asked by that time ). Raptor's animation system is fast and efficient but if you need to use more complex animations (non-linear), rmotion may help you (ask me, it's always better with a use case).
  11. Well, I will make a longer answer later (on my phone, boring), but you can start by looking at Raptor examples (2 of them use rmotion).
  12. Okay, in this case that's interesting (got a very big loop with some of them so.. ). Thanks!
  13. Okay, so if it's more efficient, it means 2 wait_states take more time than 1 addq and 1 another useful instruction (wait_state <> cycle) ?
  14. Okay for the "Nop (or some other code)" (interleaving). But I also added "addq #4, r14" and for me it means more cycles used...?
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