Jump to content

TXG/MNX

Members
  • Content Count

    2,252
  • Joined

  • Last visited

Posts posted by TXG/MNX


  1. we have seen a lot of additional hardware expansions like video cards, disk adapters, dual pokey etc...

     

    but is there not a FPU which would work with 6502 somehow? (i don't mean here having an adruino board as slave ;))

     

    something what 8088 etc have?

     

    I think the Veronika cartridge is ideal for this

     

    Verstuurd vanaf mijn Le X829 met Tapatalk

    • Like 1

  2. I prefer to use old cd writers that can write real 1x or 2x speed. Most drives set to 1x or 2x burn on 10x so it seems sometimes its burning low speed but then they use something like burnproof , ultabuffer, safeburn

     

    Also there are cd+r discs that have a minimum burn speed most spindles I see now are minimum 10x to be reliable.

     

    Also the disc itself can make a difference. I have seen people using 'black' cd's they didn't work on my jagcd but did read on pc, when I copied the disc it works.

     

    But remember when the Jaguar CD was released it was not really common to use cd+r discs

     

    Because making a cd at the the time the jaguar CD was released was time consuming and did cost alot, was the reason Atari made CD devkit. The idea was that people burned 1 CD with all the game assets and sounds (data) on the CD and the bootcode and program track where emulated on an Atari Falcon030 with an interface that did connect to the DSP port of the Falcon030 and that interface did connect to a flatcable that was mounted inside the Jaguar Dev CDROM player.

    The CD was emulated on a SCSI harddisk.

    I got this kit at home but need to install in on my Falcon030 to see how it works but that is planned later on this year.


  3. I took a look at the headers of both files, and it seems like the field that specifies number of colours is zero in txg's bitmap. At least if I counted right (reference: https://en.wikipedia.org/wiki/BMP_file_format).So it probably does bad things.

     

    If you want a free and (from our experiments, working) program that can write 16 colour bmp files try xnview.

     

    Hi,

     

    After trying several programs (paint, paint.net, psp 8) I did manage to export the picture with xnview and it displays fine now in 4-bit

     

    I only used the save function within xnview but found out that the export function did allow me to export 4-bit with or without transparancy.

    The exported file does display correct just like I see it in any program.

     

    Thanx for the help, I was lost by the fact that paint.net/paint/psp 8 did load and save the file and did preview fine. The properties from the file in windows did show also 4 colors.


  4. Hi,

     

    I got an issue when I save a bmp as 8-bit and load without clut it looks the same in vj as my created graphics.

    But now I did save the same picture with 16 colors, tested it afterwards in xnview en paint from windows the picture looks good but VJ does display it not the same.

     

    Anyone knows what issue this is ?

     

    The attached demo.bmp is 4-bit color.

     

    I got this set in RB+

     

    =========================

     

    Sprite info

     

    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 112 ; 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 320/2 ; sprite_hbox ; width of collision box
    dc.l 112/2 ; sprite_vbox ; height of collision box
    dc.l BMP_water ; sprite_gfxbase ; start of bitmap data
    dc.l 4 ; (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*112/2 ; sprite_framesz ; size per frame in bytes of sprite data
    dc.l 320/2 ; 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 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 320/2 ; sprite_gwidth ; GFX width (of data)


    Build.info

    Reading assets.txt line
    Processing ASSETS\GFX\demo.bmp
    Converting BMP internally into gfxdata/clut...
    File is 320 pixels wide, 112 pixels high and is 4 bits/pixel

    Asset info

    abs,BMP_water,gfx_clut,ASSETS\GFX\demo.bmp

    In main code

    loadclut(strptr(BMP_water_clut),1,16)

    demo.bmp

    post-2754-0-35777400-1486563296_thumb.jpg

×
×
  • Create New...