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JumbleJag

rapLocate

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Posted (edited)

Can anyone confirm this isn't working with a screen width of 640.Not super important or anything just curious.

 

 

320 works fine for what I'm doing to

 

ezgif-com-gif-maker.gif

Edited by JumbleJag

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I reversed engineered a lot of williams Wacko arcade game,the 32x32 & 32x64 entities are kinda to big on jaguar screen,that's why I'm asking about higher res.

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5 hours ago, JumbleJag said:

Can anyone confirm this isn't working with a screen width of 640.Not super important or anything just curious.

Not sure what you mean? What isn't working?

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DPOKE VMODE, (DPEEK(VMODE) & 511) | (1 << 9)


jsfSetFontIndx(0)
jsfSetFontSize(0)
rapLocate 400,20
rapPrint "INSTRUCTIONS"

rapLocate 500,40
rapPrint "MATCHED CREATURES WILL"

rapLocate 540,60
rapPrint "DISAPPEAR WHEN HIT"

rapLocate 580,80
rapPrint "300 POINTS"

Untitled.png

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56 minutes ago, Clint Thompson said:

Could this be due to rapinit.s text layer being set to wrap instead of ignore?

I'm going to go with the particle x/y dimensions being wrong for the changed resolution as the cause for this.  The code probably doesn't need any changing.

 

image.thumb.png.6a0e2058cbd085dae3a612979db8d20a.png

 

Change those to something wider at the top of _RAPAPP.S and I bet it'll fix it.

 

Of course, a huge overlay of the new size is going to chew more b/w so....

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