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Everything posted by Matmook
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[Jagware/Yaronet/AtariAge Contest] Receive the game "Do The Same" for the Atari Jaguar CD, free of charge.
Matmook replied to Matmook's topic in Site
First (beautiful) postcard received from -Kza-/Jagware this morning ! -
[Jagware/Yaronet/AtariAge Contest] Receive the game "Do The Same" for the Atari Jaguar CD, free of charge.
Matmook replied to Matmook's topic in Site
Nothing is wrong with FJP ! It's just we only have 30 game to give (10 for each). But most users on FJP have an account on AA, jagware or Yaronet so they could play. -
Très Bon anniv Fredifredo
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Shame on me, I forgot to say that Atari_fan has made the German translation !
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Here is some picture of the packaging of "Do The Same" !! [it's a prototype, there still some errors] Wonderful work from Odie_one and Pippin !!!
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Hi, Rebuilding my GPU code from scratch because I now need to have a double object list... and have a clean code too (test + test + test == unreadable code ). Here is the object list refresh mechanism I'm going to do... Don't know if this is a good method so your opinion are welcome Here is the context : Each "sprite" is defined in a structured array (Pseudo-Strange code) : Struct { Phrase1; // 1st bitmap phrase (YPOS, DATA,LINK...) Phrase2; // 2nd phrase (XPOS, FLAGS ,...) Phrase3; // scaled bitmap phrase PosX; PosY; Layer; Mode; ... } Sprite; Each Sprite include space for a copy of the whole object (4 LONG for bitmap object and 6 for scaled object). I used 2 different Object List (one currently displayed and one for modifications) : - Branch OBJECT (before display start-> Stop) - Branch OBJECT (after display end -> Stop) - Bitmap - Bitmap - ... many bitmap... - Stop I use 2 pointer for those Object List : @currentlist @worklist The OLP always use @currentlist for the display. * The GPU is set to build the new list on each VBL (via the 68k interrupt) : Use @worklist Jump over the 2 legacy branch objet (@worklist = @worklist + 4 LONG) For i in 0 to numsprite { load saved phrase from sprite struct (we must (at least) correct the LINK). compute next link (ie +4 or +6 depending of the type) change X, Y, zoom, ... save phrase to @worklist @worklist = @worklist + 4 LONG (or 6) } add stop object swap @worklist / @currentlist Set OLP use this new @worklist stop GPU. Is this a good method or not ?
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Thnaks to Zerosquare, here is a video :
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Here is the method I currently use : - My sprite list is defined in an array (X, Y, bitmap, animation ptr, transparency,.... and also a copy of the corresponding OLP object phrase) - One active object list - One secondary object list For the moment I manage to modify my sprite list using 68k but I hope to swap GPU code for that in the future. On VBL I do the following things : - play music (SebRMV's player) - set a flag in G_RAM to inform the GPU that the VBL is here (I think I can use GPU interrupt for this in the future). On GPU I do the following things : - clear my vblflag - swap active and secondary object list (I display the last computed one) - compute the next object list using my sprite list information (simply restore object's phrase if nothing has changed or compute the new object if change happened ... like animation ....) - wait for the vblflag (in local ram) to be set again and loop I don't know if it is the good method but it runs so I'm going to improve this one. Next I need to create a chained list in my sprite list to simplify sprite deletion/replacement/move and build a tool to create all animation (done by hand for the moment).
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Thanks for sharing ! It's very useful for beginner like me.
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Happy +1 !
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Happy +1 Odie_one !
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je dirai entre 10h et 11h ...
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Ouf, je fait pas trop la grimace
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Bon +1 !
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Bon +1 PmData !
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Bon +1 !
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Bon anniv !
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I've asked him a Jag-CF and a lot of new game for our jaguar Merry Christmas to everybody !!!
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It looks great ! Just an idea: use a "warrior" army instead of wall to destroy ?