Doomy Doomer Posted January 17, 2022 Share Posted January 17, 2022 I'm trying to create a simple RGB Test Pattern "slideshow" that would have a few test patterns you can flip through and have it run on my GameDrive. I'm very new to JagStudio but I understand core logic concepts since my day job revolves around JS and TS. I'm embarrassingly stuck at the beginning steps in the quick start guide though. At the moment, all I'm trying to do is get a bmp of test bars to appear on screen. I can get the project to compile fine in Virtual Jaguar but the image is distorted, so I'm obviously doing something wrong My BMP is 16bit color depth and 320x240. Again, I'm new to all of this so this setup might be the issue but I tried to follow the "clut" description for this setup using the Reference Manual file. In fact, I tried using ref manual for most of the below info that didn't make sense to me initially. Here's a snippet of my rapinit file: ; RGB_PATTERN dc.l 1 ; (REPEAT COUNTER) ; Create this many objects of this type (or 1 for a single object) dc.l is_active ; sprite_active ; sprite active flag dc.w 0,0 ; sprite_x ; 16.16 x value to position at dc.w 0,0 ; sprite_y ; 16.16 y value to position at dc.w 0,0 ; sprite_xadd ; 16.16 x addition for sprite movement dc.w 0,0 ; sprite_yadd ; 16.16 y addition for sprite movement dc.l 256 ; sprite_width ; width of sprite (in pixels) dc.l 256 ; sprite_height ; height of sprite (in pixels) dc.l is_normal ; sprite_flip ; flag for mirroring data left<>right dc.l 0 ; sprite_coffx ; x offset from center for collision box center dc.l 0 ; sprite_coffy ; y offset from center for collision box center dc.l 320 ; sprite_hbox ; width of collision box dc.l 240 ; sprite_vbox ; height of collision box dc.l RGB_PATTERN ; sprite_gfxbase ; start of bitmap data dc.l 16 ; (BIT DEPTH) ; bitmap depth (1/2/4/8/16/24) dc.l is_RGB ; (CRY/RGB) ; bitmap GFX type dc.l is_opaque ; (TRANSPARENCY) ; bitmap TRANS flag dc.l 320*240 ; sprite_framesz ; size per frame in bytes of sprite data dc.l 320 ; sprite_bytewid ; width in bytes of one line of sprite data dc.l 0 ; sprite_animspd ; frame delay between animation changes dc.l 0 ; sprite_maxframe ; number of frames in animation chain dc.l ani_rept ; sprite_animloop ; repeat or play once dc.l edge_kill ; sprite_wrap ; wrap on screen exit, or remove dc.l spr_inf ; sprite_timer ; frames sprite is active for (or spr_inf) dc.l spr_linear ; sprite_track ; use 16.16 xadd/yadd or point to 16.16 x/y table dc.l 0 ; sprite_tracktop ; pointer to loop point in track table (if used) dc.l spr_unscale ; sprite_scaled ; flag for scaleable object dc.l 32 ; sprite_scale_x ; x scale factor (if scaled) dc.l 32 ; sprite_scale_y ; y scale factor (if scaled) dc.l -1 ; sprite_was_hit ; initially flagged as not hit dc.l no_CLUT ; sprite_CLUT ; no_CLUT (8/16/24 bit) or CLUT (1/2/4 bit) dc.l can_hit ; sprite_colchk ; if sprite can collide with another dc.l cd_keep ; sprite_remhit ; flag to remove (or keep) on collision dc.l single ; sprite_bboxlink ; single for normal bounding box, else pointer to table dc.l 1 ; sprite_hitpoint ; Hitpoints before death dc.l 2 ; sprite_damage ; Hitpoints deducted from target dc.l 320 ; sprite_gwidth ; GFX width (of data) Here's my asset desc: ABS,RGB_PATTERN,gfx_noclut16,assets\gfx\RGB_Test_Pattern.bmp Attached is the actual BMP. I appreciate any help you guys can offer! RGB_Test_Pattern.bmp Quote Link to comment Share on other sites More sharing options...
Sporadic Posted January 17, 2022 Share Posted January 17, 2022 Hi, If it's a 16bit image, you need the *2 for these values; sprite_framesz = 320*240*2 sprite_bytewid = 320*2 sprite_gwidth = 320*2 The rapinit.s for the project template should have comments detailing this; Your assets.txt entry looks correct. PaintShopPro 7 couldn't open your BMP, but it does display in Windows image preview so i'm not sure off hand if that's corrupt or not. Try those values above and see what you get - post an image of what you see if it still fails ? Cheers 1 Quote Link to comment Share on other sites More sharing options...
Doomy Doomer Posted January 17, 2022 Author Share Posted January 17, 2022 Appreciate the fast response. It still fails but it at least now resembles the color bars. I originally created the BMP in Photoshop but I just tried GIMP as well to try and rule out the image itself. Same results for both images. So to further rule out the image, I decided to use one of the images from an existing project in the JagStudio. I pulled "2.bmp" from the "background" project and here's how that looks: I'm obviously still doing something wrong ? Quote Link to comment Share on other sites More sharing options...
Sporadic Posted January 17, 2022 Share Posted January 17, 2022 2.bmp from the background project is only 4 bit so that won't work without further changes. Try background.bmp from the doger project. That is a 352*240 image and 16 bit compatible. So change all your sizes in rapinit.s to 352*240 and those 3 properties I mentioned earlier set to sprite_framesz=352*240*2 sprite_bytewid=352*2 sprite_gwidth=352*2 This will help rule out if your image is incompatible. If it still doesn't work for you, please zip and post your project files here. Then we can help further. 1 Quote Link to comment Share on other sites More sharing options...
Doomy Doomer Posted January 17, 2022 Author Share Posted January 17, 2022 That image works great so it's gotta be my bmp. Is there any suggestions as to how I can create a proper Jag worthy BMP specifically in Photoshop if possible? I'm a little surprised my photoshop exported BMP isn't up to snuff. Quote Link to comment Share on other sites More sharing options...
Sporadic Posted January 17, 2022 Share Posted January 17, 2022 I think there's some other threads here and in the old RB+ subforum that suggest graphic programs to use. I tend to use Paintshop Pro 7 personally although that's hard to find now. I can't suggest Photoshop options as I haven't tried it. Quote Link to comment Share on other sites More sharing options...
Doomy Doomer Posted January 17, 2022 Author Share Posted January 17, 2022 No problem, I do more research. I really appreciate the help here. You've helped me narrow down the issue and I've learn something. 1 Quote Link to comment Share on other sites More sharing options...
Clint Thompson Posted February 3, 2022 Share Posted February 3, 2022 @Doomy Doomer did you ever manage to figure this out? Do you have xnView? Quote Link to comment Share on other sites More sharing options...
Doomy Doomer Posted February 18, 2022 Author Share Posted February 18, 2022 On 2/3/2022 at 12:55 AM, Clint Thompson said: @Doomy Doomer did you ever manage to figure this out? Do you have xnView? I haven't had a chance to get back into it. I'm not even sure what xnView is so I probably don't have it lol Quote Link to comment Share on other sites More sharing options...
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