JumbleJag Posted August 13, 2021 Share Posted August 13, 2021 (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 Edited August 13, 2021 by JumbleJag Quote Link to comment Share on other sites More sharing options...
JumbleJag Posted August 13, 2021 Author Share Posted August 13, 2021 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. Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted August 13, 2021 Share Posted August 13, 2021 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? Quote Link to comment Share on other sites More sharing options...
JumbleJag Posted August 14, 2021 Author Share Posted August 14, 2021 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" Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted August 14, 2021 Share Posted August 14, 2021 Interesting, we'll have to take a look at this - thanks! 1 Quote Link to comment Share on other sites More sharing options...
JumbleJag Posted August 14, 2021 Author Share Posted August 14, 2021 Thanks CyranoJ 1 Quote Link to comment Share on other sites More sharing options...
Clint Thompson Posted August 14, 2021 Share Posted August 14, 2021 Could this be due to rapinit.s text layer being set to wrap instead of ignore? Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted August 14, 2021 Share Posted August 14, 2021 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. 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.... 2 Quote Link to comment Share on other sites More sharing options...
JumbleJag Posted August 19, 2021 Author Share Posted August 19, 2021 That worked,thanks CyranoJ 3 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.