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Sporadic

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Everything posted by Sporadic

  1. Instead of a fail counter, you could just remove a small portion of time for each failed attempt. Perhaps scale the amount of time deducted by difficulty. Eg. Loose 2 seconds on easy, 5 on medium, 10 on hard. Something like that. Just have a little graphic showing the deduction amount when it happens and perhaps a sound. Then you wouldn't need to add a whole new section to the UI.
  2. cls It is in the documentation, although not with the print commands. Note that it's not performant, so it's not something you want to call constantly. But for transitioning screens it's fine.
  3. Yeah, scrolling a backdrop in that manor is also shown in the "imagescroller" example project supplied with Jagstudio.
  4. Nah, we need at least another 5 years yet 😇
  5. Or to put it another way, that was an easier crowbar we could use to get it to fit immediately to allow development to continue. It's not necessarily the final solution. We have other ideas to address the storage constraints.
  6. No we can't, there is no current release date for any of these. We certainly aren't going to be applying any deadlines to ourselves as this is a pure passion project undertaken in our spare time whenever that's available. Believe me when I say we want this done asap and for everyone to be able to have a play, we just can't put a timeframe on it.
  7. It's had work done on it but theres more to do. But the plan is to include fixed networking (and possibly enhanced).
  8. For anyone who fancies reading the current change log. Here are the main highlights. Doom Slayer Edition Change log. Last Updated; 2023-10-15 23:42 (BST) ================================== - Music. -- Now plays during gameplay. -- Music volume control added to options menu. - New Enemies. -- Spectres (Invisible pinkies). -- Spider Mastermind Boss. -- Cyberdemon Boss. - Maps / Textures. The following missing items are now all included; -- All original PC Maps. -- All Wall, Floor & Ceiling textures from the PC. -- Animated walls. -- All switches/buttons. - Enemy Behaviours. -- Added missing POSDTH3 sound effect. -- "Sound tubes" or "Sound traps" - Enemies can now hear you from afar (in other sectors of the map). -- Teleporting. Enemies can now walk through teleports. - Power ups (Missing ones from PC added). Both have appropriate effects on screen too. -- Light amplification visor. -- Player Invisibility. - Episode Progression. -- The original 3 Episodes have been added and can be chosen from the new Menu. -- When an Episode is completed, you see the original completion message text. --- You will then start the next episode back with just a Pistol. (Same as PC). - Menus. -- Sound effects added to menus. -- Dedicated Episode & Map select screen. -- Changed the Difficulty names to the PC wording. -- Main menu "Slayer" option added containing; --- Slayer Options (see below). --- Slayer Cheats (see below). - Intermission updated. -- Stats count up with extra sound effects (similar to PC). -- Timer added for level time. - HUD Selection. -- JAG - The original Jaguar HUD. -- MINI - A Mini HUD showing just the essential details. -- PC - The original PC style HUD. - Controls. -- Strafe added for Procontroller shoulder buttons. Allows for easy circle strafing. - This means 4 & 6 also strafe. - Therefore weapon buttons have been remapped; -- 1,2,3 unchanged. 5=Chaingun. 7=Rocket Launcher. 8=Plasma. 9=BFG. 0=Automap. - Gamma control added to in game Options menu. - PWAD Support - Or now known as JWADs. - Basic Save Game to eeprom (might be enhanced further). -- This allows for a fair restart if you need to power off the console. -- In game at any point press "Options" and then "5". This will save and close the options menu. -- On the Episode select screen you will then see a new "Continue" option. Choose this to start from the beginning of the level you saved at. -- Items saved are; Current Level, Current Difficulty, Guns, ammo, max ammo. - Bug/Feature Fixes -- Doom guy Ouch face now correctly displayed when the player receives > 20 damage in a single frame. -- Berserk screen fade now lasts longer (like PC). -- Boot loader incorrectly using 0 as a list terminator. -- Status bar panel realigned (was 15px out in the source code release). -- Sound played when Secret Area found. -- AutoMap cheat codes changed so they can actually be used in game. --- Open Automap and type; "123" to show all walls. "456" to show all items. - The Jaguar version was missing the following special triggers and switches. These have all been added; -- Triggers (Walk over lines) -- 100: Build Stairs Turbo 16 */ -- 108: Blazing Door Raise (faster than TURBO!) -- 109: Blazing Door Open (faster than TURBO!) -- 110: Blazing Door Close (faster than TURBO!) -- 119: Raise floor to nearest surr. floor -- 121: Blazing PlatDownWaitUpStay -- 124: Secret EXIT -- 130: Raise Floor Turbo -- 141: Silent Ceiling Crush & Raise -- 105: Blazing Door Raise (faster than TURBO!) -- 106: Blazing Door Open (faster than TURBO!) -- 107: Blazing Door Close (faster than TURBO!) -- 120: Blazing PlatDownWaitUpStay. -- 125: TELEPORT Monster ONLY -- 126: TELEPORT Monster ONLY. -- 128: Raise To Nearest Floor -- 129: Raise Floor Turbo -- Buttons -- 114: Blazing Door Raise (faster than TURBO!) -- 117: Blazing door raise -- 118: Blazing door open -- 115: Blazing Door Open (faster than TURBO!) -- 116: Blazing Door Close (faster than TURBO!) -- 123: Blazing PlatDownWaitUpStay -- 132: Raise Floor Turbo -- 99: BlzOpenDoor BLUE -- 134: BlzOpenDoor RED -- 136: BlzOpenDoor YELLOW -- 138: Light Turn On -- 139: Light Turn Off -- Switches -- 111: Blazing Door Raise (faster than TURBO!) -- 112: Blazing Door Open (faster than TURBO!) -- 113: Blazing Door Close (faster than TURBO!) -- 127: Build Stairs Turbo 16 -- 122: Blazing PlatDownWaitUpStay -- 131: Raise Floor Turbo -- 133: BlzOpenDoor BLUE -- 135: BlzOpenDoor RED -- 137: BlzOpenDoor YELLOW -- 140: Raise Floor 512 -- Special Sectors -- 4: STROBE FAST/DEATH SLIME -- 17: SE Light flickers randomly (firelight) -- 11: SE Damage 20 Health and End level on death ================================= Slayer Options Menu (Mostly related to helping framerate a little) ================================ - Undertaker -- Remove monster corpses a few seconds after death. - No Flashing -- Remove all strobe/flashing lights - No Swagger -- Remove gun sway and view bob - Quick Draw -- Hide weapon graphic unless shooting - Nighttime -- Remove sky texture - No Flats -- Remove floor+ceiling textures - HUD Type -- JAG - The original Jaguar HUD. -- MINI - A Mini HUD showing just the essential details. -- PC - The original PC style HUD. =============================== Slayer Cheat Menu =========================== - GOD Mode (Same as existing in game cheat). -- Infinite Health+Armor. - Fully Loaded (Same as existing in game cheat). -- Start with all weapons+ammo+keys. - All Map Walls (Previously in-accessable cheat). -- Show entire automap. - All Map Items (Previously in-accessable cheat). -- Show all map items. - Auto Run. -- Always run forwards/backwards/strafe. Turn left/right at normal speed unless run button held. - Boomstick. -- Extra powerful shotgun. - Extra Gore. -- More blood splats. ===========================
  9. You'll want the ROM file, if you have put assets in there. The abs is part of the build at that point.
  10. On the original Doom, the 4 & 6 buttons (the shoulder buttons) mapped to weapon selection. So we have remapped the buttons to allow the shoulder buttons to work as strafe. Pro controller isn't mandatory though. We don't have a release date yet, there are still some issues to iron out and a proper optimization pass to do.
  11. The abs assets are loaded into ram at boot along with code etc. The ROM assets stay on the cart and are referenced directly from there. However, having sprites that live in ROM can impact performance, depending on your game. What you can do instead if you need the space is to store them in the ROM, packed. Then when you load a level (for example) you can unpack those graphics into ram and point a sprite to that. Sprites from ram tend to be more performant. But you can use a mixture of all options above to what suits you. Edit: there's a sample project that shows how to use packed assets. It just shows a large image. But you can change it for smaller sprites.
  12. Work in progress. But there's a lot of progress
  13. Yes, create the rotations in a sprite and either animate it or manually change to the rotation frame graphic you require.
  14. https://reboot-games.com/jagstudio/ReferenceManual.html#general You will need to use rapNTSCFlag to determine if you are running on a PAL or NTSC console. This tells you if it should be 50 or 60 ticks per second. Then you'll need to look the the current rapTicks value. If you track the difference of rapTicks from your last frame, you can then divide with the 50 or 60 from above to work out timing.
  15. You could also precalc the relevant values and store in a lookup table.
  16. It's technically possible, but will come down to if any substantial optimisations can be made with the time we're able to put into it. We're not going to be rewriting the entire engine. It's also not just about performance but also memory. Currently we're more focused on features and content.
  17. The rapinit.s file should have an example object that lists the relevant changes you need to make. If not, then look at that file in some of the examples. It should tell you where to put a /2 or /4 or *2 etc etc. If you can't find it then I'll paste it in here when next at the computer.
  18. ...and for some sh*ts and giggles, I've added another new Hud option. The "mini" hud. This is mainly designed as an option to reduce bandwidth and help performance. So we now have "Jag", "Mini" and "PC" hud options for the player to pick from the Slayer options menu.
  19. Small update for today; Added a new optional PC HUD. You can now pick Jag or PC HUD in the options menu.
  20. There is no gfx_clut8. For 1,2,4 or 8 bit palette images, just use gfx_clut. That will create the clut index asset for you. Then as you have done, in the object definition you tell it the bit depth you're using. For a 16-bit image, just use gfx_clut16. I'm not in a position to check your graphic file at preset to confirm it's 4bit. I couldn't spot anything else wrong though. "For graphics conversion you can use "gfx_clut" or "gfx_noclut" to convert a .BMP file into jaguar raw format and optionally export the paletter or not (clut=yes, noclut=no). ' This applies to 1-, 2-, 4- and 8-bit graphics only. ' For 16-bit and 24-bit graphics no clut is created (because there isn't a need for one). ' Finally for 16-bit images you have to use gfx_clut16 or gfx_noclut16." EDIT: I've just noticed in your original post that you said it was 4bits (16 colour). But in your later post you said you used "Indexed color 8-bit". Which would be a 256 colour 8 bit image. If it is 8bit, then you still need gfx_clut in assets, but your object definition would be wrong. You need to put 8 in the bitdepth and remove the /2 in all the "size" properties. LoadClut would also need adjusting to 256. This should be detailed in the rapinit.s sample object and in the documentation in the docs folder.
  21. You just want gfx_clut in there, no 8 on the end
  22. The sprite_CLUT in your object definition should really be 0 since your jsfLoadClut is loading the 16 colours into CLUT 0. That wouldn't cause the corruption though (unless the no_clut is actually causing it).. Perhaps post your assets txt entry and also the actual image you are displaying so they can be checked.
  23. you only want to use STRPTR if the asset is in RAM. If it's in ROM then it's not required. Check out some of the c examples to see. Eg. ABS (RAM) jsfLoadClut((unsigned short *)STRPTR(spritename_clut),2,16); vs ROM jsfLoadClut((unsigned short *)(void*)(spritename_clut),2,16);
  24. The first and last objects in the list must always be active. So that's worth checking.
  25. One of the new options we've added is "boomstick". Which makes the shotgun basically one shot anything to oblivion 😄
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