Jump to content

TXG/MNX

Members
  • Content Count

    2,252
  • Joined

  • Last visited

Posts posted by TXG/MNX


  1. On 2/26/2021 at 10:21 PM, nemike said:

    I have an update, I was able to score an ATR-8000 that appears to include the 8088 addon, I will be receiving it shortly, this will help with reproducing the ATR-8000 and now maybe the 8088 add-on also.  I plan to use this to confirm my schematic and then I will send out for the first board run!

     

    Mike

    Hi Mike I own an original ATR-8000 without the 8088 addon card. Would it be possible to connect the new 8088 board you may add also be used in the original ATR8000 ?


  2. Might be worth adding a "If you bought this you have been ripped off, the disc is free here:" kind of thing to the start.  Just noticed it's split into a bunch of parts and Nero.. if there are ways this could be made simpler for people to burn then may help too.
     
    Some people I imagine will want the box and label and simply won't be interested in burning themselves.  Unless you are going to produce them on demand it's always going to happen.
    Will share a full iso link today

    Verstuurd vanaf mijn POCO F1 met Tapatalk

    • Like 2

  3. No mind reading needed, I wanted to create a transulant box over an existing background see picture above. I also posted the changes I made to get it working. Varmode_on did the trick for me. Thanx for pointing me to the right direction CJ.

    Verstuurd vanaf mijn POCO F1 met Tapatalk


  4. Hi,

     

    I read the JAG_V8.PDF

     

    Okay I turned VARMODE ON and now I can mix cry with RGB, and have a transulent color

     

    in rapapp.s

     

    raptor_video_VARMOD                equ                vidVARMOD_ON    

     

    In assets.txt I added this line:

    ABS,sprite_overlay,gfx_cry,ASSETS\GFX\overlay.bmp

     

    and in rapinit.s

    overlay
        dc.l    1                                                                   ; repeat
        dc.l    is_active                                                           ; active
        dc.w    100,0                                                                 ; x
        dc.w    90,0                                                                 ; y
        dc.w    0,0                                                                 ; xadd
        dc.w    0,0                                                                 ; yadd
        dc.l    160                                                                 ; width
        dc.l    80                                                                 ; height
        dc.l    is_normal                                                           ; flip
        dc.l    0                                                                   ; coffx
        dc.l    0                                                                   ; coffy
        dc.l    160                                                               ; hbox
        dc.l    80                                                               ; vbox
        dc.l    sprite_overlay                                                   ; gfxbase
        dc.l    16                                                                 ; gfxbits
        dc.l    is_cry                                                           ; gfxformat
        dc.l    is_trans                                                         ; gfxbacktype

     

    Cry and rgb.JPG

    jag_v8.pdf


  5. 28 minutes ago, CyranoJ said:
    jag_vidmode		equ			vidRGB16
    jag_videnable	equ			vidENABLE
    jag_varmod		equ			vidVARMOD_OFF

    It's in _rapinit.s

    All documented in the manual.

    Hi,

     

    In the manual I see these modes:

    CRY16, RGB16, RGB24, DIRECT16

     

    When using RGB16 only RGB values are supported right or can I still use CRY objects? What about DIRECT16 mode I cannot find the info on that in the manual.


  6. Hi,

     

    I like to mix RGB and CRY pictures, is that even possible? I did set the mode in the objectlist to is_Cry

    The reason is that I would like to try if I get a picture transulant instead of transparant.

    I failed to set a picture to cry any help would be great.


  7. On 12/6/2020 at 3:51 PM, matmook said:

    There is only one 256 color clut in the Jaguar.

    You can use multiple 8bit sprites but they will all share the same clut.

     

    The last loadclut overwrites previous loaded clut.

    yep fixed it not using 256 color images right now


  8. On 12/2/2020 at 8:35 AM, tonma said:

    Can you send an image to test ?

     

    ; sprite 0 - decors GFX  ************
    	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	48,0								; sprite_x						; 16.16 x value to position at
    	dc.w	16,0								; 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	256								; sprite_width					; width of sprite (in pixels)
    	dc.l	192								; 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	0 ;32/2							; sprite_hbox					; width of collision box
    	dc.l	0 ;5/2								; sprite_vbox					; height of collision box
    	dc.l	decorsGFX						; 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_opaque						; (TRANSPARENCY)				; bitmap TRANS flag
    	dc.l	256*192							; sprite_framesz				; size per frame in bytes of sprite data
    	dc.l	256								; 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_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	%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	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	256								; sprite_gwidth					; GFX width (of data)
    
    
    assets.txt :
    abs,decorsGFX,gfx_clut,assets\GFX\decor\dec.bmp
    
    in abs:
    ' chargement des palettes
    loadclut(strptr(decorsGFX_clut),0,256) ' palette DecorS

     

    Hi,

     

    I was playing around with to images 8-bit 256 color bmp files. The first does display right when I disable the second object in the rapinit.s

    When enable both pictures the first objects gets corrupt and doesnot look the same. It seems its using the clut table of the second picture.

     

    Both pictures are 8-bit bmp

     

    loadclut(strptr(sprite_background_clut),0,256)
    loadclut(strptr(sprite_girlb_clut),0,256)

     

    How can I handle two or more 8-bit bmp files with cluts ?

     

    picture 1: Jaguar is 256 color bmp

    picture 2: Jaguar + clut enabled + second sprite girlb 256 color no clut in code jaguar ok, girlb sprite not ok

    picture 3: Jaguar no clut in code and girlb clut enabled in code girlb displays ok, jaguar don't

     

    Could someone show me an example code of two 256 color bmp files shown on screen ?

    jaguar.JPG

    2nd 8bit sprite enabled no clut.JPG

    2nd 8bit sprite enabled clut.JPG


  9. 1 minute ago, JAC! said:

    There is an inherent difference in the way dialogs and windows are built.

    Dialogs have components and absolute positions. In the planned version this whole dialog has already been reworked.

    The point with the addresses I don't undestand the current dialog always sorts by address.

     

    EditEquates.png

     

    Hi,

     

    Yes sorting is in the windows view but not in the .equ file it saves. I want to be able to edit the equ file manually aswell sometimes its much quicker.

    Also the label size is limited, I see in picture above you can set comment ? Is that also available in 3.6 ? I havenot found that yet but that could work for me because I am disassembly a big project and really need the comment option.


  10. Hi,

     

    I got a banner loaded in my 7800basic program. I noticed when load it as 160A picture its showed ok but only a few colors. When I load it in 160B I can set 12 colors, my picture currently uses 8.

    The weird thing is that the picture looks weird in 160B mode the most right part of the banner is displayed in the middle. Also it seems the banner is 1/2 heigth compared to the input png.

     

    I hope someone can help me with this. The input picture is 160x107 pixels

    test.png

    issue-picture.jpg

    mytest.bas


  11. Hi

     

    I got issues to get graphics converted.

    Bmp7800 does crash on windows I made bmp files. 4-bit with 10 colors and 256color also gfxconv does complain.

    Is there a simple sample that shows a full picture? In the samples directory of 7800basic I have not seen such example.

     

    Verstuurd vanaf mijn POCO F1 met Tapatalk

     

     

×
×
  • Create New...