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Everything posted by Matmook
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SebRMV is back !!! \o/ Well done !! (and yes for a binary of example #15)
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Happy new bug !!! This will be the year of the Poulpe !
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Merry Christmas !!!! ...and an happy new BUGGGGGGG !
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Yessssssss !!!!!!!!!!!!!
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Merci !!!! Thanks !!!!
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new jaguar homebrew tool - JiFFI by GGN of Reboot
Matmook replied to sh3-rg's topic in Miscellaneous
Excellent !!! -
@Zerosquare & Fadest : I finally found the Windows 98SE CDs ... could you send me your postal address please ?
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Thanks for the support ! And there was less sweets than last year because GT was not present !
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A big thanks to all for this very very nice week-end !! Those chocolate were ( ) very good too ! Thanks a lot ! I just hope that next time I will have the power to make a full english sentence !! (I can ~think~ in english but I can't talk ...)
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You're right ! The only difference with DTS and LB is the depth of the bitmap used for those "mask" : 16 bit in DTS, 8 or 4 bit in LB...
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The "moving circle" on the right of "new game" on this screenshot use the RMW bit. The level background use the RMW bit too for the transparency. But perhaps we don't talk about the same thing...It will not be the first time I don't understand something...
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I use RMW bit in CRY mode in LadyBugged and it works in PT...but perhaps I'm lucky !
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Happy +1 !!!
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PT works fine on Windows 7 (at least on 32bit version) !
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Sure ! AC2011 is the place to be !!! I don't drink alcohol but I would be very happy to try an unknow Low-alcohol beer !
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Yes, you must have 2 branch object to inform the OP to not draw : - before VDB - after VDE It could be that ... Here is the piece of code I use (not sure the comments are good ...) : ;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; create initial branch object ; a1 : addess of stop object ; a0 : current op list pointer op_create_branch: movem.l d0-d4,-(sp) move.l a1,d2 ; compute next object link make_op_link d2,d3 clr.l d0 or.l d2,d0 ; create first branch objet ; branch if VC > a_vde ; stop displaying sprite if VC reach the bottom ; of the (visible) screen move.l #(BRANCHOBJ|O_BRLT),d1 ; VC < VDE move.w a_vde,d4 ; for YPOS or.l d3,d1 ; Do LINK overlay lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ ; store object move.l d1,(a0)+ ; create second branch objet ; branch if VC < a_vdb ; stop displaying sprite if VC is less than the begin ; of the (visible) screen move.l #(BRANCHOBJ|O_BRGT),d1 ; VC > VDB move.w a_vdb,d4 ; for YPOS or.l d3,d1 ; Do LINK overlay lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ ; store object move.l d1,(a0)+ movem.l (sp)+,d0-d4 rts _op_create_branch: .macro make_op_link andi.l #$3FFFF8,\1 ; Ensure alignment/valid address move.l \1,\2 lsr.l #8,\1 lsr.l #3,\1 swap \2 clr.w \2 lsl.l #5,\2 .endm
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Strange... Perhaps a stupid question but who know ... Is your object on the top of the screen (0,0 for example) ? If yes, I will look in the video init rout (VDB). If no, have you more information please ?
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Just an idea... Have you, at the end of the included source file a carrier return ? ALN/MAC will not take the last line of included files if there is not a CR/LF. If it's the case then "rte" will not be included...
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You could also use DosBox for aln and mac.
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I've just tried that and it's a very interesting feature !