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Matmook

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Posts posted by Matmook


  1. Your English was fine matey! hell of a lot better than my French (which I kept to 'merci' as that was safe :) )

    Thanks for the support ! :)

    Glad you liked the chocs, I have never seen so many sweets as were at AC2011 ! :)

    And there was less sweets than last year because GT was not present ! :D


  2. A big thanks to all for this very very nice week-end !! :yes:

    Those chocolate were ( :cry: ) 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 ...) :blush:

     


  3. I just tested it again on PT 0.95 and you're right, it does work fine ! My memory is failing me...

     

    Actually, this is very interesting, because RMW doesn't work correctly in PT for most other games (for example, the floating logos in Do The Same have a transparent background, instead of translucent)...

    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...


  4. Same thing here -- the RMW effects in LadyBug don't work correctly in PT 0.95 for me.

    post-194-1300867073_thumb.png

    The "moving circle" on the right of "new game" on this screenshot use the RMW bit.

     

    post-194-1300867088_thumb.png

     

    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... :D


  5. I recall reading somewhere that you have to have at least 2 objects in the object list or the OP can become upset, this is usually two branch objects at the start of the list that essentially frame the screen. My object list at the moment is just 2 16bit bitmap object and a stop object. Could it be something weird happening because I do not have the branch objects at the start perhaps?

     

    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

     


  6. OK if I actually copy the code into the same source file it works under a new name. But if I include a source file with the code in it doesn't work!

     

    WTF!?

     

    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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