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Everything posted by swapd0
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I've been looking at the makefiles and I think that it's the -flto flag (link time optimization)(again...), I removed it from the library and from Classic Kong long time ago, but this game it's using it... Copy&paste bug
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There's something wrong with my linker setup? I've some weird issues, I have an assert to check if I call to build the sprite list several times in a frame (sort of), the flag it's defined as static int16_t _building = 0; (It's data or bss?) but if I write a couple lines of code (actually two in a particle system) the assert it's triggered at the start of the execution(The init code builds an empty sprite list) !!!! WTF!? Or maybe there's something wrong/mismatch with the compiler flags for the game and the library? ENTRY(_start) MEMORY { rom (rx) : org = 0x802000, len = 2M-0x2000 ram (rx) : org = 0x004000, len = 2M-0x4000 } stack_top = ORIGIN(ram)-4; _end = ADDR(.heap); SECTIONS { .text : { KEEP(*(.init)) *boot.o(.init) *.o(.text) . = ALIGN(4); /* needed for cstartup */ __section_init = .; } > ram .data ALIGN(8) : { *(.data) . = ALIGN(8); } > ram .bss ALIGN(8) : { *(.bss) . = ALIGN(8); } > ram .heap ALIGN(32) : { } > ram }
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I think that the module player has some bugs, If I remove the play module call it works, but with the module player it hangs but not always on the same place, it's weird, and I've run out of ideas to find the bug. Later I'll try with an older version. False alarm... now it also hangs without the music, f*ck!
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Do you have a Yamaha emulator running on the DSP or samples captured from the ST?
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If you want make 7800 compatible with 2600 you must include TIA.
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mmmm nice x68000, did you saw the price?
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I've done some testing and I think that this is the best way to draw scaled bitmaps without wasting some cycles drawing an extra scan line (scaled), and without leaving an empty scan line in the bitmap. 1. always decrement object height by one (even if y scale it's $20) 2. set remainder = scale y I haven't done many test with smaller objects (y scale < $20) but for now it looks ok.
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Ok then I'm going to clean a bit the code, maybe I have something wrong somewhere.
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Sometimes when I set the CLUT I've some missing colors, it's like some colors are not set. There are any issues with setting a color? I have to set them in the vbl IRQ and not in the middle of the screen when the OP it's reading the CLUT?
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You forgot the most important part, a sprite engine with scaling (for free?). Even if you build the arcade with a single 68000 you couldn't match it on home computers/console.
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I would like to know witch features will have.
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Look into your orders. By the way, I'm #150
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Who cares, it's an awesome game.
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Forget BJL if you have a skunkboard, it's slow and you'll have a lot of problems with big files, I never could upload the native demo until I coded a different upload routine. Also it was conected to the parallel port so good luck with a modern PC or a Mac. Get a skunkboard or a JagGD.
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It's interesting that some people gets alarmed when they to hear the F-word but it's ok to "kill" other people in Fortnite, COD, etc...
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I've no idea about internet programming but It would be nice to make an API and some code for each atari platform to generate a QR code with the highscore. Also, it can be nice to build this for the Jaguar but with more memory. https://atariage.com/store/index.php?l=product_detail&p=1194
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Cool, more wasted cycles drawing nothing.
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It would be nice if the source code of all unreleased games could be found and released to the scene.
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Defender of the Crown and Treasure Island Dizzy Arrive on the Jaguar!
swapd0 replied to Albert's topic in Atari Jaguar
A long time ago when I played this game on the Atari ST I never won a joust, and never beat the game. A few years ago I played it gain, and won several joust and beat the game several times. It's just about timing. -
1. Yes but if it's scaled all images have the same issue. 2. of course.
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$4000 as always. With a debugger this issue (I don't know what it's happening) would be fixed in a few minutes...
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I need to finish Burger Time, I've some weird issue that it doesn't work as ROM but it works if you load it at ram. Then it will be released with Classic Kong and Christmas Craze.
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The extra scanline it's at the bottom of the bitmap, it's drawing one extra scaline and it's drawn scaled. The other issue it's that the first scanline it's drawn two times.
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How do I calculate the correct value of REMAINER field in a vertical scaled object? I've tried to put it to zero, use the same value as the VSCALE field, but all of them have some issues. Some times the OP draw more scanlines(extra scan line with random pixels), or it draws first scan line bigger than the others.
