Hi Res Compiler v3.0 Doesnt work

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EstTeeEfEm
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Hi Res Compiler v3.0 Doesnt work

Postby EstTeeEfEm » Sat Mar 05, 2016 2:09 pm

Ok, so even AFTER changing all the inks, pens and papers :P The "new" compiler kills even the standard sprites built in Hi-Res.

I've had to resort to the old 2.6 compiler in order to get some graphics and sprites in hi-res. This obvs needs fixing. I was planning to do an all ST/TT/Falcon version of Lunar Lander, now it looks like its going to be standard ST only :(

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Re: Hi Res Compiler v3.0 Doesnt work

Postby exxos » Sun Mar 06, 2016 10:49 am

EstTeeEfEm wrote:Ok, so even AFTER changing all the inks, pens and papers :P The "new" compiler kills even the standard sprites built in Hi-Res.

I've had to resort to the old 2.6 compiler in order to get some graphics and sprites in hi-res. This obvs needs fixing. I was planning to do an all ST/TT/Falcon version of Lunar Lander, now it looks like its going to be standard ST only :(


I never tested/used STOS in Hi-res, its only 2 colour so would be pretty pointless for sprites etc anyway ? Not sure if joeys can be used in hi-res ? would be better to use some other method than sprites if possible anyway.

Also some files may be missing in the compiler folder for hi-res stuff. So you might want to look at the files in the folder itself, as likely there could be some files missing in V3 folder as I never thought anyone would ever bother with hi-res :)

If you are trying to do a ST and falcon version, Anything compiled in the V2.6 compiler probably wont run on later TOS versions.

You are not stuck in hi-res on falcon either, I wrote a game in 256 colours in 600x200 ( I think) using the falcon extensions. Problem is all ST extensions (sprites etc) are all geared up for ST 16 colour modes. I can't remember much about it now though....http://www.exxoshost.co.uk/atari/great/index.htm I *think* you can use the sprites but can only use the first 16 colours. Then you can have 256 colour backdrops. Also DMA sound etc

My vote, ditch the ST version, and do something new in STOS on the falcon. I think my game was the only STOS creation on the falcon. Never got chance to finish it. But if something is done to show off STOS on the falcon, then maybe more people will follow. You have a lot more CPU power, higher resolutions, wav sounds, even background tracker music..
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Re: Hi Res Compiler v3.0 Doesnt work

Postby EstTeeEfEm » Sun Mar 06, 2016 10:43 pm

I never tested/used STOS in Hi-res, its only 2 colour so would be pretty pointless for sprites etc anyway


If you play the Arcade version of Lunar Lander, or even watch a youtube video, you'll see the extra resolution helps loads...

The game is two colour vector graphics, i converted them to sprites because i wasnt doing vector maths in STOS ;)

I DID manage some working floating point routines to fly the craft but it needs more work. The acceleration and horizontal movements work well but its vertically challenged Ha !! :P

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Re: Hi Res Compiler v3.0 Doesnt work

Postby exxos » Mon Mar 07, 2016 3:20 pm

EstTeeEfEm wrote:
I never tested/used STOS in Hi-res, its only 2 colour so would be pretty pointless for sprites etc anyway


If you play the Arcade version of Lunar Lander, or even watch a youtube video, you'll see the extra resolution helps loads...

The game is two colour vector graphics, i converted them to sprites because i wasnt doing vector maths in STOS ;)

I DID manage some working floating point routines to fly the craft but it needs more work. The acceleration and horizontal movements work well but its vertically challenged Ha !! :P


Can you post your code including banks and I will see if I can figure out why it doesn't compile with V3 compiler.

Problem is the compiler code used is a un-released version by lionet, So we don't know exactly what works and what doesnt. Atarizoll fixed the TOS tables issues, but there still needs fixing in the drawing routines to be compatible with the falcon, so not a easy job to fix, its nothing I can do as I don't do assembly code. It needs somehow who has experience in assembly and debugging someone else's code.
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Re: Hi Res Compiler v3.0 Doesnt work

Postby EstTeeEfEm » Wed Mar 09, 2016 9:56 am

Can you post your code including banks


Sure.. if you compile it using version 3 .. the sprites dont show..

Using the standard 2.6 compiler they work fine.

I've included all the files.. this is VERY early work so no complaints on the code ;)
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Re: Hi Res Compiler v3.0 Doesnt work

Postby exxos » Thu Mar 10, 2016 12:04 pm

EstTeeEfEm wrote:
Can you post your code including banks


Sure.. if you compile it using version 3 .. the sprites dont show..

Using the standard 2.6 compiler they work fine.

I've included all the files.. this is VERY early work so no complaints on the code ;)


OK, so been puzzling over this, if you change your IMG=9 to IMG=1 then it shows up a sprite. Though you didn't have your MBK file loaded...
LANDER.zip


That is compiled with V3 compiler. It shows sprites 1-15 about once a second.. included the TOS file also. Seems to work fine in monochrome mode.

There might be something odd with the compiler, though when compiled and I quit, I cant quit to desktop with "system" command, I get bus error. :shrug: So once compiled you should probably reboot just to be sure something isnt messing up once the compiler quits.
You do not have the required permissions to view the files attached to this post.
4MB STFM 1.44 FD- VELOCE+ 020 STE - Falcon 030 CT60 - Atari 2600 - Atari 7800 - Gigafile - SD Floppy Emulator - PeST - various clutter

http://www.exxoshost.co.uk/atari/ All my hardware guides - mods - games - STOS
http://www.exxoshost.co.uk/atari/last/storenew/ - All my hardware mods for sale - Please help support by making a purchase.
http://ataristeven.exxoshost.co.uk/Steem.htm Latest Steem Emulator


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