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by dml
Mon Oct 19, 2020 3:35 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

It is better then Anima NeoGeo conversion :P :D Just kidding! It is truly amazing what you and anima did accomplished. Without Anima's work, the AGT sprite performance wouldn't be as good as it is currently. I did code the sprites & generator of course, but a lot of it is based off Anima's methods....
by dml
Mon Oct 19, 2020 2:53 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Thanks for posting the link - I was very much aware of masteries progress on this - but didn't want to post/announce anything until he was ready :-)

:-D

It is pretty awesome isn't it?
by dml
Thu Oct 08, 2020 12:55 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Glad you found a solution, even if I wasn't all that useful :-) I figured I'd be able to just chuck away the project file and make a fresh one in a newer VS, shedding any accidental dependencies / bad settings and the debug runtime. Apparently not. The code must be using something in the VS runtime....
by dml
Mon Oct 05, 2020 3:02 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

This is hopefully fixed now...

1) pull the new packwrap.exe from GIT
2) run ./makedata.sh
3) make clean && make (it's the make stage that runs packwrap on any modified packed assets)
by dml
Sun Oct 04, 2020 5:02 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Well I think that explains it pretty well - the packwrap tool was probably built against VC2010 debug runtime and I didn't notice.

This is one tool I had lost the source for and is not in the repo - but I think I have found it now so I should be able to rebuild it and add to the repo.

Thanks again!
by dml
Sat Oct 03, 2020 9:14 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Thanks for all the info gathered on this issue! I should be able to figure out what is going on now. It does look like a failure in the build process. One thing I'd point out (from the log above) is that Windows can have some issues with user permissions where Cygwin directories overlap with protect...
by dml
Wed Sep 30, 2020 9:20 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Hi again, So it does seem to be isolated to ISOSCROLL . Having purged & rebuilt everything from the repo, I found the following: - I had pushed a debug build of agtcut, which was *incredibly* slow. It might not have completed building the data, or got interrupted? I have pushed a release build now. ...
by dml
Wed Sep 30, 2020 8:47 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Hi Xerus, After release Crownland, my brother is very tempted to use AGT for his next game! Anyway, bravo for all your achievements on our Atari! Thanks for the feedback/suggestions. Hopefully your bother finds time to try it out. Some of the items on your list were in progress, some could be added,...
by dml
Wed Sep 30, 2020 8:31 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Hi,
lastic wrote: Tue Sep 29, 2020 1:57 pm So it does seem to be isolated to ISOSCROLL .
Thanks. I didn't quite get around to this on Monday, but looking at it now.
by dml
Sun Sep 27, 2020 11:04 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Hi, thanks for the interest. I've been trying to run the isometric scroll demo on both Hatari and a 4MB STE but seem to be stuck. Using the isoscrol.prg in the AUTO folder, p2e seems to be unable to find the assets , using the isoscrol.tos , I get stuck on the loading tiles ... part Is it just isosc...
by dml
Sat Sep 19, 2020 9:18 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Hi, sorry for the silence but I had a lot of things going on last couple of weeks. Multi-directional (like 8-way or omni-way, whatever) scrolling cost will depend a bit on the speed at which the camera is moving. If you're scrolling at 1pix per frame then it will just be a handful of scanlines (I do...
by dml
Sun Aug 23, 2020 8:01 pm
Forum: Professionals
Topic: This'll probably go nowhere...
Replies: 19
Views: 2307

Re: This'll probably go nowhere...

Nice work! You can probably do all sorts of stuff with that now :-) If you want to squeeze everything into the i-cache you can just walk the bsp and (for example) output some face pointers or indices only. You can then draw the faces in a separate pass. Also makes measurements simpler if you are opt...
by dml
Sun Aug 16, 2020 9:19 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

There are a few more things on the way but it will take some time to get them ready.
by dml
Sun Aug 16, 2020 9:19 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

[UPDATE] A minor but useful improvement provides a frame-slipping implementation of vblank sync. This lets you prepare 3 buffers (or 4, in dual-field mode) in the playfield config and lock to a minimum period of 1 vblank (or 2 if required, for slower games). Now if your game runs mostly in 1 vbl whi...
by dml
Fri Aug 14, 2020 9:29 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

I'm still working on a few things - if I can get those done soon I'll try to catch up with a video.
by dml
Thu Aug 13, 2020 1:09 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Thanks for trying it :)

Good luck with the endian tree adventure.
by dml
Wed Aug 12, 2020 11:14 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

[UPDATE] Have pushed a new sample 'examples/layerani' which demonstrates how to set up a 2-layer playfield and apply animaton to the top layer. This example shows trees growing slowly and independently at random locations around the map. They are not location-specific - in other words, the tree grap...
by dml
Wed Aug 12, 2020 7:02 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

[UPDATE] The next new thing is something called occlusion maps . This is the product of suggestions & ideas I received (thanks masteries!) to improve performance for very big sprites e.g. end-of-level bosses. partial refresh 1.png When cutting giant sprites (which must be done with the -emc switch),...
by dml
Wed Aug 12, 2020 5:21 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

[UPDATE]

Have committed a new sample under 'examples/giantsprites' showing how to cut & use the giant sprite format shown previously as a W.I.P.

There's a bit more to this sample though - another update will follow.
by dml
Sun Aug 09, 2020 7:00 pm
Forum: News & Announcements
Topic: Many Thanks
Replies: 7
Views: 656

Re: Many Thanks

:thumbs:
by dml
Fri Aug 07, 2020 1:06 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

[TIP] When programming entity tick functions, it's useful to know that entities are never really deleted. They never become 'invalid memory' but rather recycled with a new identity and revision. So it is program-safe to tolerate hanging pointers between entities. e.g... * entity M points at entity P...
by dml
Fri Aug 07, 2020 12:33 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

LaceySnr wrote: Fri Aug 07, 2020 12:17 pm That's a great setup - pretty sure I could leverage those ideas to great effect in Dave :)
I really should come up with a better name...
:-)

The full name is fine, but the short version 'Dave' maybe doesn't do it justice!
by dml
Fri Aug 07, 2020 10:35 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

[TIP] Here's a neat way (one of many) to wake up enemies when a player sprite crosses/touches a specific part of the game map. The idea is to create an entity called TRIGGER in its own collision group, with no draw method (making it invisible). These are placed at key points in the map. The TRIGGER ...
by dml
Thu Aug 06, 2020 8:29 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

[UPDATE] With some help from LaceySnr (Matt), it is now possible to build AGT & projects under WSL (e.g. Ubuntu under Win10). I have only tested projects built within the Linux filesystem e.g. agtools/ cloned under the user home dir - NOT from a shared windows native path. (It might be possible but ...
by dml
Thu Jul 30, 2020 12:50 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 207
Views: 75173

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Hi thanks for the comments. I'm travelling for a few days but there are more updates waiting - will follow up when i get back.

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