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Everything posted by BitJag
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Supercross 3D. The stuff of nightmares... Tempest 2000 and Iron Soldier are the ones I suggest for most people upfront, and they are "affordable" at the moment. Don't know if they will be tomorrow though.
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my start with RB+ - barbarian project- need help
BitJag replied to F.L's topic in RAPTOR Basic+ (Deprecated)
Tested it a week ago, and noticed the problem with the audio as yo have described. Sorry don't have a solution. -
No other games are physically harmed in the production of Flappy McFur There isn't an exact date yet, but the goal is sometime this year.
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The plastic shells are unused original Atari stock. The PCB's are reused rejected stock (didn't pass QC back in the day maybe...). Pull the old chips off, solder new ones on with your game.
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Properly Clearing Frame Buffer for fb2d Functions
BitJag replied to BitJag's topic in Atari Jaguar Programming
Good to know may be a better way of approaching this. I haven't taken the time to look into this my self, and I am not at a skill level with assembler to approach this at the moment. Seb does have a clear_screen() function that I could dig into and see what is going on there (I assume it is just writing a specific value to the created frame buffer to "clear" it). Right now when I add this function to my code, it doesn't seem to be fast enough (lots of screen flicker), and therefore may not be using the blitter in similar way as you mentioned, or at all. Seb does mention on his site that the fb2d functions are still an "on-going work". I am working on getting to a point where I can dabble in the assembler level of things so I can add optimizations like this. For now, and because of my lack of programming experience, I am working within the limitations of the engine. -
Thank you for the support. We are planning on a rerelease of Flappy McFur sometime this year, along with a couple other surprises.
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Properly Clearing Frame Buffer for fb2d Functions
BitJag replied to BitJag's topic in Atari Jaguar Programming
This was just a "no duh!" moment for me, after you guys made it clear. Thanks again! -
Properly Clearing Frame Buffer for fb2d Functions
BitJag replied to BitJag's topic in Atari Jaguar Programming
That did it! The image I tested with originally has black only on the interior of the image, nothing along the border. I added a black line around the edges, and now it is working. Thank you so much neo_rg! I knew this was something stupid simple. If you have a second, could you tell me why this is needed, or point me to material that explains why a black border is needed? What is the minimum requirement for this? (one pixel thick line around the whole image, a single pixel in the top left corner) Thanks again! -
Properly Clearing Frame Buffer for fb2d Functions
BitJag replied to BitJag's topic in Atari Jaguar Programming
I believe so. He doesn't have the source image for the graphic included, but I was able to rip it from the binary, and it does have black. A few days ago I had the same idea, so I swapped the graphic I use in the video with another that does have black in it, but it has the same effect. Still smearing. I will try it again, just in case something has changed since then... -
I already dropped an email to Seb, and I am still waiting for a reply. But I thought I might be able to save him some time by asking for help here. I have been beating my head against a wall for a few days on this one and can't figure it out. So, any suggestions are appreciated. I am learning from his Example #2 program how to use his llinear and affine transform functions. I have a basic understanding of how to use the functions, but what has me confused is the visual difference between my program and his example program. In my program, when I make a translation or rotation with the affine/linear transform functions the graphics data will "smear" in the frame buffer. I have seen this before when manipulating frame buffers with the fb2d functions in the past. In the example program, this doesn't occur though. Somehow the fame buffer is cleared, and the graphics data is updated with no smearing between frames. I am thinking it might have to do with my graphics data not being created correctly, as I have copied his example code, line for line, with the only difference being the graphics data. And any other differences in code, I have tested to see if they make a difference with no results. This leads me to believe there is something fundamental with exporting my graphics that I don't understand that is creating this difference between my program and the example program. I have tried various bit depths, and other options with the removers image converter with no success. I have uploaded the source C files for both the example and my program for comparison. Also a video file for for comparison, since most people probably aren't setup to build programs with the removers library (first program is the example the second is my program). Thanks in advance for any help! Example Program - https://drive.google.com/open?id=1mJX9XcSJ64zL-ndVxXLAzwTnPNIo_C70 My Program - https://drive.google.com/open?id=1wlf6ZeYIlNJQynaDuEKgDr0Pj1P2pxz1 Video - https://drive.google.com/open?id=19fO04bKRaan9GsMsT2PSVtSoKYCXrSPB
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Turns out the office console is a K model as well. It has the same starting problem after you have stopped a song with '0'. Something else I noticed that was weird is sometimes after a cold boot, if I spam song 6 button it starts making weird noises. As soon as I stop pressing the button over and over again, the song returns to normal. And even weirder, the '0' stop music button begins to work properly (I am able to start songs again after stopping them). If I get a moment sometime soon, I will shoot a video and post.
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The console I tested on in my previous post model is a K model. It is my primary console for programming, been using it for years and haven't seen any abnormal behavior in games or programs that I am working on. I just tested on another model K (but happens to have a model M bios in it right now... Don't ask), and the '0' key does stop the music, but I believe I am only getting a few instruments of each song playing playing through the speakers now. My guess this is a symptom of the older bios in a newer console though, I have been told there can be funkiness when you put an older bios on a newer board. I did test Raiden and Fight for Life to double check my speakers to make sure something didn't go bad, and the audio seemed fine in those games. I mention this only because it might be a clue to point some of the more experienced individuals here to a/the problem. I believe I have a model M at my office, that has it's proper bios in it I will give it another try tomorrow and let you know how it goes.
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I understand you aren't asking for suggestions, so please ignore if you decide to not work on this anymore. It would be nice to have some kind of simple screen saver option (jaguar logo bouncing around or teleporting on a black screen maybe...), or a way to toggle the graphics on and off. Don't want to permanently burn that awesome technicolor jukebox into my CRT.
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Looks and sounds great on a CRT I may have found a bug on real hardware though. After the program starts, if I start a song, and then press '0' to stop the song, there is a short buzz sound, and then I can't get any of the songs to play. If I let the program sit there, there is a short buzz sound that repeats (sounding a bit different each time) about every 20 seconds. I have tried re-downloading and flashing a couple times with the same results. I can't seem to reproduce the bug in an emulator though.
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For others reading this, and to support SainT and his efforts in getting this great product to everyone that wants one, I want to vouch for SainT's excellent customer care. I have been subscribed to this thread since the beginning, and SainT has done an excellent job answering questions, and taking care of people in general. This includes the first answer that SainT gave to Dragonstomper. I tested his first answer/reply to Dragonstomper, and after clicking on the link, I was able to find the answers to all the questions in just a few seconds. Upon further complaint from Dragonstomper that Saint still wasn't doing enough to answer his questions, SainT went out of his way to copy and re-post those easily accessible answers. SainT, you are awesome in my book! And I understand that we wouldn't have these products without the producer. Thanks for all you do!
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It seems the alluded to sometime this year a while back. http://atariage.com/forums/topic/151560-zaku-for-the-atari-lynx-official-thread/?view=findpost&p=3570120
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Yes it is. It seems we won't be seeing a legitimate physical release then?
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Nice mention on Endgadget's Best Games of 2017 list, also a mention of Wayvern Tales and Alpine Games. Congrats! https://www.engadget.com/2017/12/28/the-best-games-of-2017/#weltenschlachter
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It took my copy about 8-9 days to get to the western United States. Lots of fun. Had a Christmas party with the family, and had about 10 or so nieces and nephews put about an accumulative hour into it. The high score on Robot Run for the night was 445. This was a wonderful Christmas gift, thank you for putting this together!
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Thanks for the reply tonma! This is info is helpful. We had a few people stop by the office yesterday, and one thing I noticed was how easy it was for people to pick up and start playing, but the game was just difficult enough to keep it interesting. Everyone generally enjoyed playing. Good work! One piece of feedback I would have is when there are two blocks separated by an empty space, it seems you need to be almost pixel perfect in the center between those two blocks, in order to jump between them. Is there anyway to program a routine that if the player jumps, and they aren't quite perfectly centered, they are pushed by the program towards the center a few pixels, to increase the chances of making a successful jump up, instead of hitting the blocks above them? My feeling is that the collision boxes feel a bit unforgiving. (This is a bit ironic coming from the guy who made Flappy McFur...)
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It is considerably better than the first download, seems that there is still a bit of slow down that is affecting the audio though. I am just interested in what could be changed so quickly in the Remover's library to fix the graphics issues. When I have ran into similar issues like this in the removers library it had to do with how many sprites were being rendering per scan line, and the only ways I know of fixing this is by reducing the amount of sprites being rendered, or reducing your color depth of the sprites.
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Curious. What did you change so quickly to fix the graphic issues?
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Been looking forward to this for a while. Congrats! I am going to drop this on to our console in the office for people to try out.
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pm sent
