Jump to content

sh3-rg

Members
  • Content Count

    3,414
  • Joined

  • Days Won

    66

Posts posted by sh3-rg


  1. Battlesphere regular is up for sale:

     

    http://www.ebay.com/itm/161896868588

     

    I asked the seller and no box or manual unfortunately....Could be a good chance for someone to snag the cart "cheap."

     

    I'd like to track down a complete copy someday of OG battlesphere. Curious to see what this one goes for.

     

    Edit: It's funny looking at all the high priced Jag stuff on ebay these days. $500 for a scatbox, really? What about $200 for some old Jag promo VHS tapes? People are definitely unloading with prices as they are, but it's funny to see some of the useless crap people are trying to foist off at high prices. Check out the "Jag Bible" :)

     

    The looks bootleggy as all fuck.

    • Like 2

  2. Hey Sh3rg

     

    Finally had a chance to give this a whirl. What is the hearts function and how do you use them(Edit read the instructions, but do you need to activate them or do they automatically function)? I was having a little trouble modulating the "fly" button, but I was also playing it on virtual Jag and think it would be a lot easier with a real Jag controller. My only suggestion would be to vary the sky color every 20 gates or so, just to keep things interesting. It also allows you to benchmark your progress (like the different types of beams you are landing on in downfall.) The gate counter is never a bad idea either. Had a blast and definitely looking forward to playing more of this and future versions!

    Ta for the feedback. racer is right, hearts will be consumed automatically to protect your multiplier (I really had to think about this because it's been a while - probably months since I looked at anything rb+ and more since it was ufly... oops!).

     

    I had some palette sliding throughout the game to show progress but at that point it was right on the limit of dropping out of 60fps at the fastest blocker rate so I was stripping things back and it went. But I changed more stuff up since that IIRC so I can try sticking that somewhere I know to be less impactful or just cheat and do it on the cheap some other way, because it did look decent going to a moody sunset, but not at the expense of occasional duped frames. Work is over for 2015 and I think the best way back in to rb+ might be to finish this game off, so I'll see how it goes. I've also got a few demoeffectish things to go back to that I think will be used for an invitetro and two other game projects underway:

     

    one is a bit lost without any real inspiration for what the game should really do (vertical platformer - old build):

     

    and the other is an unannounced team-up with GGN and super early, only having a few days spent on it (but much further along in terms of being a game):

    4am early tech test:

    experimenting with level presentation and some pointless RMW scallywagging:

     

    • Like 7

  3. Consider the following as a public announcement:

     

    Whatever progress will be eventually reached, the builds will go only to those who have contributed positive energy to the thread.

     

    Everybody had their chance to figure out their standpoint and what they believe in.

     

    Seems like vast majority prefers to just "go with the masses" and bitch, mock whatever creative progress is made. That's their prerogative.

     

    Incorporating user's feature requests and sharing builds is however mine.

    Look out folks, We have Gorf/Rush 2.0 here!

    ezgif.com-gif-maker2rvy6h.gif

    • Like 4

  4. Yep, do them in the other order:


    CALL Input_SetRotaryMode

    CALL Input_SetJoyPort2


    Then just sub zero_rotary_delta from your 16.16 x-pos. Instead of <<16, I did <<17 to make it more responsive.


    xpos=xpos-(zero_rotary_delta<<17)


    Moves really slick, and so damn simple!

    • Like 2

  5. I had a quick look and got nowhere. GGN took a look, informed me the gfx were likely jagpeg as he browsed the code and stuff

     

    I noticed one file, obviously outdated as it is targeting a 2mb ROM, but maybe it is somewhat informative and might give you some hints.

                               ==============================
    
    
        Description:                                            Memory (k for kbytes NOT kbits):
    
        ------------                                            --------------------------------
    
    Jaguar statup code                                                 8k
    
    
    
    65 wall panels at 32k each with 6.5:1 JPEG compression (we have tried this now on a lot and            320k
    
    of panels and get very good results at up to this ratio or slightly higher). There are more
    
    than 65 panels because all the signs (armoury, medlab etc.) are saved as one base panel plus
    
    overlays, but the artists have accepted the equivalent size of 65 panels to work within.
    
    The true value will probably around 70 as not that many panels benefit from these overlays.
    
    
    
    Animations and objects in maze: these are stored in the same format, and a further complication
    
    is that they can be run direct from ROM if required. In fact there is not enough room in RAM to
    
    have all these items in RAM so we store some uncompressed in ROM and some compressed and then
    
    moved into RAM. Uncompressed there are 747k of animations and 150k of maze objects. The compression
    
    ratio from simple LZW compression (i.e. we can get it done sooner rather than later) is 1.5:1.
    
    There is 600k of RAM free for this data therefore we have:
    
    
    
    600k of compressed anims:                                            400k
    
    300k of uncompressed anims:                                            300k
    
    
    
    Mission screens: 3 full screens at 320x240 pixels CRY, with 4:1 compression using JPEG (generated
    
    scenes do not compress as well as scanned scenes)                                115k
    
    
    
    Computer screens and overlays: the equivalent of 6 full screens' worth (i.e. 3 screens plus overlays)
    
    in 256 colours using LZW compression i.e. 6x320x240x2/3                                307k
    
    
    
    Intro and game completion screens: 2 320x240 generated screens                             77k
    
    
    
    Sound: see attached comments from Chris                                        256k
    
    
    
    Explosions                                                     80k
    
    
    
    Gun overlays                                                     80k
    
    
    
    Code                                                         64k
    
    
    
    HUD overlays                                                     30k
    
    
    
                                                         -----
    
    Total:                                                     2037k
    
    
    
    
    
                                RAM Allocation
    
                                ==============
    
    
    
    Expaned panels (max. of 32 different 32k panels per level)                         1024k
    
    
    
    RAM buffers: 2 320x240 screens and all other buffers as currently used by game system (i.e. clipping
    
    buffer, GPU code overlays, current HUD weapon overlays, object lists, JPEG decompression tables)        424k
    
    
    
    Uncompressed anims in RAM (see above)                                        600k
    
    
    
                                                         -----
    
                                                         2048k

    GGN reckoned running in emulator/RAM dumping/ripping might be a plan. Have to dash, maybe GGN chips in later.

    • Like 2

  6. is there an example of spinner code for rb+?,i dont recall seeing any.

     

    i don't mind trying to get it working but may need a little nudge with working code so i know what i'm doing

     

    If you're using zero player it's super easy, will chat later.


  7.  

    Fumes are bad, mmmkay?

     

    If fumes can empower big old middle-aged men to live out atari teenygirl fantasies, if they fuel dullards and simpletons to explore perverse developer wannabe roleplay, then who's to say the fumes aren't a valuable and necessary resource when they play a part in keeping these people off the streets and safely behind their keyboards?

    What a time to be alive!
    powa-chong-chbfn.png
    With helpfulfriendly input from rear, state of bliss most satisfaction can be reach in optimum givings.
    • Like 6

  8. "best idea" reads like utter nonsense. No need for such convoluted and burdensome hoop-jumping. Just host a file, then, as someone uses a joypad to control the on-screen action:

    Jaguar --> SCART --> xRGB mini --> GCHD --> truth

    At least 4 users on here have this set up or better.

     

    30 minutes later and everyone knows one way or the other.

     

     

     

    Or just send it to Digital Foundry and NX Gamer

    :0)

     

     

     

    maybe 21 and a half if I shove a 5200 controller up my ass.

     

    Haven't read a better use for one of these, ever.

     

     

    Hmm, I should remake that video now YT supports 60fps videos, that one does not do the game justice.

    • Like 5
×
×
  • Create New...