Search found 3626 matches

by dml
Tue Nov 10, 2020 4:18 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

P.S. still had to "make clean" tutorial 6 before i could run "make". I don't see any stale assets in the tutor6 dir. I suspect the problem is caused by the Makefile referring to additional targets which don't exist yet. Only tutor6a is in the repo (tutor6b,tutor6c aren't finished yet) but there are...
by dml
Mon Nov 09, 2020 8:56 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

TheNameOfTheGame wrote: Mon Nov 09, 2020 8:45 pm P.S. still had to "make clean" tutorial 6 before i could run "make".
Thanks!

There must be a stale asset in the repo. I'll fix that next chance I get.
by dml
Mon Nov 09, 2020 8:34 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

I just tested a build of 'giantsprites' on a clean Ubuntu VM (after installing mint-cross-tools, git, make, wine etc...) and it does seem to build ok. The makedata.sh also works correctly.

I don't have an emulator in the VM - but with the previous issue fixed, the linked .prg should be ok.
by dml
Mon Nov 09, 2020 7:57 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

That should be fixed now, I think. At least it resolved the 3 bombs in the giantsprites/ sample. Haven't had time to check the rest.
by dml
Mon Nov 09, 2020 7:39 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

I think this new issue (3 bombs) is not Linux-specific, but a consequence of me updating the Windows assembler version so it matches the Mac version, in the last commit. I see the same now under Cygwin & WSL too.

I think I know what it might be, but trying to confirm...
by dml
Mon Nov 09, 2020 7:27 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

Ok, interesting (and weird). Thanks for trying it. I should be able to make progress on this soon.
by dml
Mon Nov 09, 2020 6:55 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

I'm setting up a new Linux VM so I should be able to do some testing/fixes by the weekend
by dml
Mon Nov 09, 2020 5:54 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

The tutorials all compile under Linux after my changes to the rmac files. i am wondering if most of the path issues were caused by the AGTROOT env var being undefined? It needs to be exported in order that projects (both inside and outside of the agtools dir) can set the assembler include paths for...
by dml
Mon Nov 09, 2020 5:40 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

[UPDATE] So I have committed some changes today which resolve most of the problems for: - Cygwin - WSL - MacOS (albeit, using a subset of native binaries for now, avoiding Wine) I cannot test on Linux but it should be close. Hopefully it works. Linux version still uses Wine. I have only tested a few...
by dml
Mon Nov 09, 2020 10:43 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

Hi Doug, thats been fixed for a while now, some very clever folk at codeweavers figured it out. Ok I'll definitely check that out. Wondering actually if it would be better to wrap it all into a container and thus remove any platform dependencies. I've the knowledge from my day job but not the time ...
by dml
Mon Nov 09, 2020 10:34 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

*Edit* Looks like you're using the 64-bit version of upx.exe. Downloading the 32-bit version and replacing the file from your repo fixed the "make" error. Your efforts turned out to be quite useful :-) Thanks! There is some corruption on the "map" examples though. See the image below. Can you repro...
by dml
Mon Nov 09, 2020 2:45 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

Thanks for checking on the issue. I made an edit to my post regarding errors when running the compiled program. Can you tell from my screenshots why this is happening? You will need to run the ./makedata.sh script to build the assets (the sprites and the map) However I believe it will fail for the ...
by dml
Mon Nov 09, 2020 2:39 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

I started working on it today, via MacOS. I was able to reproduce most of the errors, which are caused by some recent WSL build changes among other things. However the most difficult & annoying ongoing problem - and the reason for things breaking so often re: paths - is the fact AGTCUT launches RMAC...
by dml
Sun Nov 08, 2020 9:02 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

Anyhow, does this mean that Thunder Cross demo can have paralax scroll now? :) https://youtube.com/watch?v=DfiaooqDGFg Yes that one could have parallax quite soon :) not quite yet but soon... That demo isn't a particularly good one - I just took the game code from the other Nemesis demo and set up ...
by dml
Sat Nov 07, 2020 10:21 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

Is there a support for horizontal split? To have 2 x 2 gaming area (first game come to my mind is Skid Marks for Amiga)? Will this be even possible with STe hardware? That's something you can do on consoles with programmable HW displaylists etc. STE can only just manage to reconfigure the display r...
by dml
Fri Nov 06, 2020 6:14 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

A short video to go with the earlier BG/tilemap animation update:

https://www.youtube.com/watch?v=Rtpv_gpBh7g
by dml
Fri Nov 06, 2020 3:06 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

[UPDATE] If it's not obvious from the previous video, I have actually added support for multiple viewports : https://www.youtube.com/watch?v=XLKd-f9QJcY This is a modified version of the older 'abreed' demo, with two views on the same game world. The sprites seen in both views are actually the same ...
by dml
Fri Nov 06, 2020 2:10 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

Thanks guys. I've been kinda busy but trying to squeeze a few Atari things here and there. [UPDATE] I think there have been a few comments on different forums concerning the STE and lack of fast/usable parallax support for games. I didn't want to let that one go un-addressed in AGT, so here we are! ...
by dml
Sat Oct 31, 2020 12:02 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

[UPDATE] It is now possible to generate EMS/EMX sprites which consume a fraction of the memory, at the cost of 'snapping' to a grid on the x axis. This basically omits some of the EMS/EMX preshifts for offsets which aren't needed ingame. e.g. passing '--preshift-step 16' (or '-pss 16') will generate...
by dml
Thu Oct 29, 2020 2:10 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

[UPDATE] Just a tiny update this time. The built-in entity_t structure - which defines all the variables owned by a game object (position, velocity, drawing method etc. etc.) - was becoming restrictive in cases where more complicated AI/tick behaviour is needed. While there have always been a few re...
by dml
Tue Oct 27, 2020 5:07 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

[UPDATE] I pushed one more small example (bganim) which demonstrates animation on a single layer background. The new sample differs from the previous BG animation example (layeranim) in the way the animation frames are cut, making things simpler for the single-layer playfield case (i.e. the most com...
by dml
Mon Oct 26, 2020 6:48 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

This is probably not your fault - more likely recent changes to support WSL and Cygwin together have broken builds on Linux. It looks like it is using WSL rules here when it should not be.

I don't know when I'll get a chance to look at this but I'll make a note that it needs attention.
by dml
Fri Oct 23, 2020 5:12 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

calimero wrote: Fri Oct 23, 2020 3:51 pm saying that:
- do you gays have some plans to convert AGT to Amiga?!? ;)
TBH I have enough trouble trying to get my Atari things finished :)
by dml
Thu Oct 22, 2020 1:39 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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

Thanks for the nice comment - AGT probably would not have existed without those mint-cross-tools. So a big thanks for that! And it is great to see some AGT projects in development which are not just my own :-) Maybe when free time is not such a problem I will be able to round off one or two of my ow...
by dml
Mon Oct 19, 2020 3:35 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 324
Views: 85920

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....

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