Jump to content

Sporadic

+AtariAge Subscriber
  • Content Count

    578
  • Joined

  • Last visited

Community Reputation

1,163 Excellent

About Sporadic

  • Rank
    Dragonstomper

Contact / Social Media

Profile Information

  • Custom Status
    Probably RB+ing
  • Gender
    Male
  • Location
    UK
  • Interests
    Programming, Jaguar, Android, music etc etc
  • Currently Playing
    AstroStorm or Gauntlet 2!!!!
  • Playing Next
    NotOutrun! Not, not outrun but NotOutrun

Recent Profile Visitors

6,792 profile views
  1. Not soon, unfortunately. I'm working on it as much as time allows though. I want to see it complete more than anyone!
  2. It'll come, I've just had a lot on and also working on Nitrous when time allows.
  3. This HVS developer comparing NBA or WMCJ to Doom of all things is ridiculous. It's comparing apples and oranges. Doom is a pseudo 3D engine performing many calculations, utilising the BSP tree to see what's visible, rendering multiple rooms if required. Loads of sprites potentially on screen and various AI routines to run. It's designed in such a way that it can be flexible and react to any of those things changing. NBA Jam and WMCJ are basically fixed cameras just panning, zooming, a single scene with a touch of rotation. They have fixed quantities of sprites on screen and no real visual clipping to perform. Of course they will run at different frame rates. That developer sounds just like another chest beating numberwag ego driven developer. He may have written some decent code but he lost credibility for me boasting about his FPS compared to Doom. They are both totally different, there's no comparison.
  4. The majority of people aren't going to be using the USB, so it makes sense hiding it out the way. Also, you aren't going to please everyone with its orientation. It's only ~5 inches different left or right so it shouldn't affect anyone. It's an awesome piece of kit and for development it allows you to iterate so much faster. The usb could be on the front for all I care! 🤣
  5. I have just attached a JagGD MRQ file to the first post. So it'll look better in the GD menu now and the saved scores will work.
  6. It's a very capable program! All the colour depths "just work" too, no messing around. I also use Paint.Net for some things.
  7. Tiles is a little puzzle game I decided to create over the course of the last 10 days. Just random hours here and there. It's a simple idea, fill the grid with the specified 'Win Tile' in as few moves as possible, as fast as you can. There are a couple of random power ups that can appear: - Mirror: You get a mirrored cursor for 8 seconds. - Fill All: You can replace all tiles of one type. Included are 4 difficulty settings; The tileset graphic changes with each and the allotted time reduces. Naturally, theres a separate scoreboard for each difficulty too! The project started as a fun little thing to see how quick I could go from zero to completed game whilst trying to keep the presentation at a level i'm happy with. Tools used: - Raptor API & rB+ by Reboot. - U235 SE by Linkovich. - Paintshop Pro 7. - Audacity. Hope you all enjoy. ROM included below - it is locked to JagGD and Skunkboards only (emulation will not work). MRQ file added for the JagGD. Tiles_V1.01_JagGD_SK.rom Tiles_V1.01_JagGD_SK.mrq
  8. The JagGD is an awesome development tool! It takes ~4-6 seconds to upload a dev ROM Vs what... 40 seconds on the skunk?
  9. Sorry, I'm still not following why you need to shift it 1 pixel right per row. Why not have it 0,64,128,192 on every row? That'll create a grid. By shifting right 1 pixel per row, the final iteration will draw between X = (192+15) and (192+15+64) - that'll overflow at the end of the destination bitmap.
  10. I'm possibly not following what you are trying to accomplish, but do you need the + i ? *A1_PIXEL = (y << 16) | x + i;
  11. You aren't waiting on the blitter in the loop - could it be corrupting/overwriting itself before it's finished? It's hard to see exactly what's happened from the screenshot, are you able to post anything clearer?
  12. Thanks, that looks great. I appreciate the enthusiasm I've been gradually getting back into things lately. Time has been tight the last few months. Some features I've been wanting to add for a long time are coming to fruition. After that it might finally be time to get serious on the graphics 😉
  13. Looks to me like the guns on opposite sides are mirrored. So they move opposite directions. This means you'd only need left/right for the horizontal guns and up/down for the vertical ones.
  14. Yeah the manual was included with the console when loose. Also a controller overlay.
  15. Cheers Yeah, we're working from source.
×
×
  • Create New...