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Found 6 results

  1. Hi all, Finally we have a new release of JagStudio! Please see the main features/changes in the list below. This also includes the latest version of the RAPTOR API (2.0.31). The new version is attached to this post. The https://reboot-games.com/jagstudio/ website has also been updated with the new download and online docs. ------------------------------------------------------------------------------------------------------------------------------------------ 1.11 2023-02-10 * Added build.sh added for Linux users. (Many thanks to WillT and djhardrich). * Added New EEPROM functions - Including separate User Data reading/writing. * Added RetroHQ GameDrive Support and example BASIC project (jaguargd). * Added LSP Sound and Input Engine (https://github.com/ericde45/LSP_Jaguar). See example 'lsp_test'. * Added BigP Emulator as a build option use 'build projectname bigp' (Massive thanks to Rich Whitehouse for permission to include this). Please see: https://www.richwhitehouse.com/jaguar/ * Added Team Tap support. Please see docs and the new example 'teamtap'. * Added Flash Check. This gives the ability to detect the kind of Cart the game is running on. See example 'flashcheck'. * Added Font palette switching/loading - see project "fontpalettes". * Added jsfClearBuffer function. Utility function to clear a chunk of memory (not designed for performance). * Added New Array "rapSpriteTableStarts" contains 16 longword entries that point to the beginning address of each sprite object list (when using multiple lists). * Added Ability to _pack any other type of asset file in assets.txt . See example 'lsp_test'. * Added New example project 'scaling'. Simple demo showing how to scale a sprite. * Added Split screen Tile Maps now possible. See the Tile Map section of the docs for the variables. RAPTOR API contains a split screen example (No JS Example yet). * Added Tile Map variable to support setting Tile gfx bit depth (See raptor_map_bitdepth in rapapp.s). * Updated BREAKING CHANGE: rapHiscoreSort - Now requires the player name in the second function parameter. Eg. rapHiscoreSort(table_to_sort, name). ------------------------------------------------------------------------------------------------------------------------------------------ Enjoy and have fun! jagstudio-1.11.zip LSPConvert.zip
  2. I thought I would do everyone developing Jaguar Homebrews a favor. Just open these up in Paint.net, Photoshop, Aseprite, Paint Shop Pro, Krita, EDGE, Graphics Gale, etc.; add a couple of layers and create some fonts. f_16x16 Template.pdn f_8x16 Template.pdn f_8x8 Template.pdn
  3. 1. No bugs, glitches, or crashing. 2. Good art direction and color theory. 3. Tight, responsive controls. Even Out of this World, Flashback, and Oddworld's grid-based movement was responsive. 4. Decent graphics or better. 5. Good sound effects and music. 6. Appropriate pacing. 7. A decent story or better. 8. Both physical and digital releases. (Yes, I'm including cart and CD.) 9. Addicting gameplay and just plain fun.
  4. Hi guys, I decided to show what I have made so far with JagStudio. Inside the .zip file, I have included a title screen demo, and a shooter demo. I am also working on platformer and overhead demos as well. Pardon the lack of actual screenshots, but I don't know how to take them in Virtual Jaguar. My JagStudio Demos 4-21-2021.zip
  5. I wanted to also know if it is possible to add accented letters (E. G.: Acute, Grave, Cedilla, Diaeresis, Macron, Breve, and Circumflex) and non-standard letters (E. G.: Æ, Ȝ, Ð, Ƕ, Œ, Ø, Þ, Ƿ, and Ʒ) to the Jaguar font? If so, how to program said letters functional?
  6. Hi there, I'm pretty new to programming (considering where JagStudio is at) and I've run out of troubleshoot ideas for this error, and reading up on the manual didn't solve it for me. Basically I'm trying to have a go at displaying my own sprite instead of the quickstart one, the only difference being the size of the sprite being 25 by 48 pixels. I've followed the code exactly as before, swapping out the names and pixel values for the code defining the sprite size. however I get an error message when attempting to run it that reads UNSOLVED SYMBOLS SPRITE_ALU. Here is my code. It's probably a really easy fix, but I'm still learning how to code in the first place. assets.txt rapinit.s
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