I’m away at the moment but will refresh my image with the latest build and make it public when I get back.
[A]tari [G]ame [T]ools - 2D prototyping engine for STE
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
All my real skills are undervalued
- TheNameOfTheGame
- Fuji Shaped Bastard
- Posts: 2610
- Joined: Mon Jul 23, 2012 8:57 pm
- Location: Almost Heaven, West Virginia
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Wow, good work there! SLAB drawing improvements with x-guardband are nice to see.dml wrote: Sun Sep 04, 2022 12:06 pm I have pushed out a bunch of improvements, mainly to the sprite system. Some of it optimizations and some are consistency fixes.
- EMX & EMH sprite generator improvements, drawing is slightly quicker
- optimization to cliptesting on all paths
- hitflash/drawflags is now observed on all (non-fastpath) sprite paths (e.g. EMXSPR uses it, EMXSPRQ ignores it for slight speed gain on abundant objects like bullets, particles etc.).
- drawflags encoding now supports blinking, strobe-fill (both with decay counter) and invisible mode on these paths. the state for this is per-entity-instance so drawing the same sprite for different entities with different drawflags is ok.
- SLAB (and all other paths) drawing now works with x-guardband clipping. previously SLABs would turn invisible if they touched the left viewport edge.
- fixed bug in SLR custom clear shapes not always working correctly with guardband clipping
- EMX & EMH sprite generator annealing is now multithreaded (it uses 3/4 of available cores while annealing)
- more detailed stats on generated EMX/EMH sprite frames, to help optimize settings for less memory or fewer cycles
Some improvements to PCS also (mainly bugfixes and threadpool now used when generating dualfield & superpalettes).
There are some more optimizations on the way, mainly for EMH but they will probably not surface until next weekend or later.
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Have added a new project: examples/sprtest
The main purpose is to test new sprites and compare the same sprite in different drawing formats with various optimizations and settings. It is not meant for exact performance profiling of anything. It is only provided to make quick comparisons and pick a format. (I would use a different approach to profile the drawing functions more exactly, using batches).
It includes keyboard control to toggle the 4 formats on/off and move them around independently. It includes a scanline timer which shows approx drawing and clearing times (for default clearing method, although clearing is a configurable thing).
The assets script also makes copies of the final files and packs them to show relative compression gains.
To regenerate the sprites, build and prepare the test, invoke this command:
It should list the final file sizes, including the compressed copies, to compare e.g.:
uncompressed:
compressed:
When run, the project shows 3 scanline timings in the AGT console area:
TOT: total time from first scan, including engine overheads (this is always more than the DRW+CLR time)
DRW: just the drawing time, but includes engine overhead for the drawing pass
CLR: just the clearing time, same deal
When no objects are drawn, it will try to calibrate-out fixed engine overheads from DRW and CLR but again, it is just approximate.
To set up your own sprite to test, just change these lines:
TEST=${SRC}/bug80w.png
TESTCUT="-ackeyrgb FF:FF:00"
The first is the sprite sourcedata/image, which should be in source_assets/
The second is the cutting command to match the image. There are 3 different ways to cut sprites but -ackeyrgb (auto cut from crosshair with keyed rgb) is probably the most lazy / easiest to try from a paint package. The others involve specific cutting commands or using a sprite guide script.
Oh yeah - and the scan timer (and rasters of course) only make sense if everything draws in <=1 VBL. If it overruns, the console will print errors and ask you to toggle some objects to get it back under 1VBL.
The main purpose is to test new sprites and compare the same sprite in different drawing formats with various optimizations and settings. It is not meant for exact performance profiling of anything. It is only provided to make quick comparisons and pick a format. (I would use a different approach to profile the drawing functions more exactly, using batches).
It includes keyboard control to toggle the 4 formats on/off and move them around independently. It includes a scanline timer which shows approx drawing and clearing times (for default clearing method, although clearing is a configurable thing).
The assets script also makes copies of the final files and packs them to show relative compression gains.
To regenerate the sprites, build and prepare the test, invoke this command:
Code: Select all
./assets_com.sh && make remote && ls -l assets/*.???_
uncompressed:
Code: Select all
24708 Sep 4 15:48 1ems.ems
27444 Sep 4 15:48 2emx.emx
16082 Sep 4 15:48 3emh.emh
952 Sep 4 15:48 4slab.slr
5294 Sep 4 15:48 4slab.sls
Code: Select all
4896 Sep 4 15:23 assets/1ems.ems_
7237 Sep 4 15:23 assets/2emx.emx_
4946 Sep 4 15:23 assets/3emh.emh_
139 Sep 4 15:23 assets/4slab.slr_
3434 Sep 4 15:23 assets/4slab.sls_
When run, the project shows 3 scanline timings in the AGT console area:
TOT: total time from first scan, including engine overheads (this is always more than the DRW+CLR time)
DRW: just the drawing time, but includes engine overhead for the drawing pass
CLR: just the clearing time, same deal
When no objects are drawn, it will try to calibrate-out fixed engine overheads from DRW and CLR but again, it is just approximate.
To set up your own sprite to test, just change these lines:
TEST=${SRC}/bug80w.png
TESTCUT="-ackeyrgb FF:FF:00"
The first is the sprite sourcedata/image, which should be in source_assets/
The second is the cutting command to match the image. There are 3 different ways to cut sprites but -ackeyrgb (auto cut from crosshair with keyed rgb) is probably the most lazy / easiest to try from a paint package. The others involve specific cutting commands or using a sprite guide script.
Oh yeah - and the scan timer (and rasters of course) only make sense if everything draws in <=1 VBL. If it overruns, the console will print errors and ask you to toggle some objects to get it back under 1VBL.
You do not have the required permissions to view the files attached to this post.
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Great, thanks!prog99 wrote: Sun Sep 04, 2022 1:11 pm I’m away at the moment but will refresh my image with the latest build and make it public when I get back.
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Thanks. I'll probably work on y-guardband next, as it would remove the need to store a lot of yclip info in the EMX format (it can be overridden with -nc flag but still annoying) which bloats out the files, and is otherwise necessary for EMX when it crosses the top/bottom viewport edge, otherwise they turn invisible. I think its the final annoying restriction that makes the slower EMS format still preferred over EMX/EMH in too many scenarios. With that solved, the EMS format (and EMX without -nc) will mainly be valuable for mid-screen parallax splits, which do require exact y-clipping to cross playfield edges efficiently.TheNameOfTheGame wrote: Sun Sep 04, 2022 1:46 pm Wow, good work there! SLAB drawing improvements with x-guardband are nice to see.
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Ok, give this a whirl in your source folder. There are a few caveats as per the read me (https://hub.docker.com/repository/docke ... /agt-tools)
docker run -v $(pwd):/agt-tools/build -it prog99/agt-tools
Thats for macOS & linux and other x86 unix-like os's. I've no access to a windows environment where I can run docker to test.
If you have a more complicated structured then you'd have to do some tinkering with how you mount the volume and run your build. I've just done the simplest use case.
All my real skills are undervalued
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
OK ! I've done this steps :prog99 wrote: Sun Sep 04, 2022 9:58 pm Ok, give this a whirl in your source folder. There are a few caveats as per the read me (https://hub.docker.com/repository/docke ... /agt-tools)
docker run -v $(pwd):/agt-tools/build -it prog99/agt-tools
Thats for macOS & linux and other x86 unix-like os's. I've no access to a windows environment where I can run docker to test.
If you have a more complicated structured then you'd have to do some tinkering with how you mount the volume and run your build. I've just done the simplest use case.
Step 1 : Create an account on docker.com and downloaded Docker Desktop for Windows
Step 2 : Installation of Docker Desktop (It complain about WSL 2)
Next Steps tomorrow : Installing WSL2, and learn & learn & learn about how using Docker !
Many Thanks @prog99
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
If you need to discuss offline then just drop me a pm and we can sort out the finer details without going off topic on AGT. Unfortunately the one windows machine I do have access to is a work one and whilst docker is ok with our internal repos docker hub is strictly verboten!
All my real skills are undervalued
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
For some reason I'm not getting notifications here anymore. Not that it's a big deal, but I might be slow to answer stuff...
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Have pushed out latest changes from recent evenings experimenting & some crazy debugging sessions (!). I had most of it working last night but there was at least one bug and I wanted to review all the edits before commiting anyway - a lot of files were hit.
In summary - all sprites can cross all screen borders safely in all scroll configurations. It is now possible to pick and choose sprite formats for speed / memory, without also being cornered with tricky clipping restrictions - which most of the primitives had to some degree or other. This is implemented through configurable X & Y guardbands - hidden drawing area around the screen.
Physical clipping is still supported by some of the primitives but with a guardband active none of them rely on this. I'll document the detailed differences on the wiki soon.
The guardband itself isn't the hard part - this is easy enough on STE. Making it work with *everything else* in every possible configuration was the hard part.
This now works for all sizes of sprite and all types, up to screen size. It also works with all clearing methods, including custom SLR clearing outlines (full and edges-only) and embedded occlusion maps (tiles refreshed around sprite edges for very big sprites - a debugging nightmare at my side :-p ). It works with the playfield in y-loopback mode and/or with tilerestore shadow buffer enabled.
Guardbands are configurable globally and y-guard can be different per playfield. x-guard can also be set per playfield but i think it affects some of the 68k map animation code so for now its best to pick one value and stick with it across all playfields. EMX code-generated sprites need to specify the x-guard value at build time anyway so another good reason to pick one value for a project, to avoid confusion at least.
Other improvements, optimizations mixed in, including some optimizer improvements to the cutting tool.
There are some other AGT things I'm still looking at but will probably take a break from this for a while, unless something turns up broken.
In summary - all sprites can cross all screen borders safely in all scroll configurations. It is now possible to pick and choose sprite formats for speed / memory, without also being cornered with tricky clipping restrictions - which most of the primitives had to some degree or other. This is implemented through configurable X & Y guardbands - hidden drawing area around the screen.
Physical clipping is still supported by some of the primitives but with a guardband active none of them rely on this. I'll document the detailed differences on the wiki soon.
The guardband itself isn't the hard part - this is easy enough on STE. Making it work with *everything else* in every possible configuration was the hard part.
This now works for all sizes of sprite and all types, up to screen size. It also works with all clearing methods, including custom SLR clearing outlines (full and edges-only) and embedded occlusion maps (tiles refreshed around sprite edges for very big sprites - a debugging nightmare at my side :-p ). It works with the playfield in y-loopback mode and/or with tilerestore shadow buffer enabled.
Guardbands are configurable globally and y-guard can be different per playfield. x-guard can also be set per playfield but i think it affects some of the 68k map animation code so for now its best to pick one value and stick with it across all playfields. EMX code-generated sprites need to specify the x-guard value at build time anyway so another good reason to pick one value for a project, to avoid confusion at least.
Other improvements, optimizations mixed in, including some optimizer improvements to the cutting tool.
There are some other AGT things I'm still looking at but will probably take a break from this for a while, unless something turns up broken.
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
- TheNameOfTheGame
- Fuji Shaped Bastard
- Posts: 2610
- Joined: Mon Jul 23, 2012 8:57 pm
- Location: Almost Heaven, West Virginia
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Wow, another great update! Thanks for all these improvements.
Just some feedback that I am seeing a problem compiling some of the examples with the new push. The ones giving problems are:
hiworld
map8x8
map8x8x2
map16x16x2layer
parallax
The errors are mostly the same as this:
sprtest is giving a different error:
Any suggestion to get them to compile?
*Edit* Another issue popped up. The example "giantsprites" does compile, but when I try to run it I get this error:
Just some feedback that I am seeing a problem compiling some of the examples with the new push. The ones giving problems are:
hiworld
map8x8
map8x8x2
map16x16x2layer
parallax
The errors are mostly the same as this:
Code: Select all
build/aglib_ste.a(pflib.o):pflib.o:(.text+0x6d2e): undefined reference to `_drawcontext'
build/aglib_ste.a(pflib.o):pflib.o:(.text+0x6d4c): undefined reference to `_drawcontext'
build/aglib_ste.a(pflib.o):pflib.o:(.text+0x6d90): undefined reference to `_drawcontext'
build/aglib_ste.a(pflib.o):pflib.o:(.text+0x6dae): undefined reference to `_drawcontext'
collect2: ld returned 1 exit status
make: *** [../../makerules.mintgcc:10: build/map8x8.tos] Error 1
Code: Select all
sprtest.cpp: In function 'int AGT_EntryPoint()':
sprtest.cpp:541:24: error: 'drawcontext' was not declared in this scope
make: *** [../../makerules:169: build/sprtest.o] Error 1
*Edit* Another issue popped up. The example "giantsprites" does compile, but when I try to run it I get this error:
You do not have the required permissions to view the files attached to this post.
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
The missing symbol is something that was removed from the engine, but added to the samples. I'm pretty sure the changes made it into the repo as I have none outstanding - but I'll double check it.
Try cleaning the project fully to get it to rebuild all the sample & engine code again. The sprites also need rebuilt because the version info changed.
Try cleaning the project fully to get it to rebuild all the sample & engine code again. The sprites also need rebuilt because the version info changed.
Code: Select all
> make clean-all && make disk1
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
I have built examples/parallax with gcc 4.6.4 on a PC and built examples/map8x8 with gcc 7.5.0 on the RPI (pulled from git) and don't see any link errors so I presume these are just stale objects needing cleaned from the last version.
For the last error loading spritesheets (screenshot), that's exactly what it is signalling. The clean-all rule should zap all the data and code back to a clean slate.
For the last error loading spritesheets (screenshot), that's exactly what it is signalling. The clean-all rule should zap all the data and code back to a clean slate.
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
- TheNameOfTheGame
- Fuji Shaped Bastard
- Posts: 2610
- Joined: Mon Jul 23, 2012 8:57 pm
- Location: Almost Heaven, West Virginia
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Thanks, that "make clean-all && make disk1" worked for all but the sprtest which give this error.dml wrote: Fri Sep 09, 2022 6:33 pm The missing symbol is something that was removed from the engine, but added to the samples. I'm pretty sure the changes made it into the repo as I have none outstanding - but I'll double check it.
Try cleaning the project fully to get it to rebuild all the sample & engine code again. The sprites also need rebuilt because the version info changed.
Code: Select all
> make clean-all && make disk1
Code: Select all
sprtest.cpp: In function 'int AGT_EntryPoint()':
sprtest.cpp:541:24: error: 'drawcontext' was not declared in this scope
make: *** [../../makerules:169: build/sprtest.o] Error 1
But running assets_com.sh for sprtest gives an error:
Code: Select all
extracting unique tiles...
emitted tilemap [assets/bg.ccm]
emitted map visualisation [assets/bg_mapvis.tga]
emitted map index visualisation [assets/bg_index.tga]
...done
final dictionary contains 116 unique tiles with footprint @ 0.127193 of original image.
tile reuse seems ok but keep an eye on things...
converting 116 8-bit tiles into planar format...
...done
CRC=8df312f9 w=7442
emitted tiles [assets/bg.cct]
[A]tari [G]ame [T]ools: playfield/sprite/slab cutter v0.474 / dml
preshift step=1 scale=0
key colour from rgb: r(ff):g(0):b(ff):
error: invalid argument: -mpl
press any key...
Last edited by TheNameOfTheGame on Fri Sep 09, 2022 7:32 pm, edited 2 times in total.
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
I'm able to built some tutos/exemples now with the help of @prog99 and his Docker ! Thanks to him !
But all exemples wich contain assets give me an error...
It complain about the line with :
set -e
in the "assets_com.sh"
Error is Invalid command... So PRG build is OK, but I have no Assets (EMX, EMS, etc etc)
But all exemples wich contain assets give me an error...
It complain about the line with :
set -e
in the "assets_com.sh"
Error is Invalid command... So PRG build is OK, but I have no Assets (EMX, EMS, etc etc)
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Ok the sprtest example is probably broken at my end. I'll look at that.
The scripts - I guess Windows stripped them (grr) but I'll fix that first.
The scripts - I guess Windows stripped them (grr) but I'll fix that first.
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
What shell are you using? The 'set -e' should cause the script to exit on an error. It's not critical but I had assumed that was already working on various shells.Playmobil wrote: Fri Sep 09, 2022 7:28 pm But all exemples wich contain assets give me an error...
It complain about the line with :
set -e
in the "assets_com.sh"
Error is Invalid command... So PRG build is OK, but I have no Assets (EMX, EMS, etc etc)
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
I'm under Windows 10, and using PowerShell in Administrator...dml wrote: Fri Sep 09, 2022 7:35 pm What shell are you using? The 'set -e' should cause the script to exit on an error. It's not critical but I had assumed that was already working on various shells.
Give me that :
Code: Select all
PS C:\test2> docker image ls
REPOSITORY TAG IMAGE ID CREATED SIZE
prog99/agt-tools latest 49dcadb05562 5 days ago 250MB
PS C:\test2> docker run -v ${PWD}:/agt-tools/build -it prog99/agt-tools
BUILDING COMMON ASSETS: giantspr
./assets_com.sh
./assets_com.sh: 5: set: Illegal option -
make: *** [Makefile:193: cache/assets_common.tag] Error 2
PS C:\test2>
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
if I remove SET -e then it give me that :
Code: Select all
PS C:\test2> docker run -v ${PWD}:/agt-tools/build -it prog99/agt-tools
BUILDING COMMON ASSETS: giantspr
./assets_com.sh
: not foundm.sh: 7:
: not foundm.sh: 9:
: not foundm.sh: 13:
: not foundm.sh: 16:
: not foundm.sh: 19:
configured AGT native tools @ /agt-tools/agtools/bin/Linux/x86_64
: not foundm.sh: 23:
: not foundm.sh: 27:
: not foundm.sh: 29:
: not foundm.sh: 30:
: not foundm.sh: 34:
: not foundm.sh: 37:
: not foundm.sh: 40:
: not foundm.sh: 44:
/agtcut: not found6: /agt-tools/agtools/bin/Linux/x86_64
: not foundm.sh: 47:
: not foundm.sh: 50: /agt-tools/agtools/scripts/pack.sh
: not foundm.sh: 51: /agt-tools/agtools/scripts/pack.sh
: not foundm.sh: 52:
: not foundm.sh: 53:
: not foundm.sh: 57:
: not foundm.sh: 59:
: not foundm.sh: 60:
: not foundm.sh: 63:
: not foundm.sh: 66:
: not foundm.sh: 70:
: not foundm.sh: 74:
: not foundm.sh: 77:
: not foundm.sh: 81:
/agtcut: not found5: /agt-tools/agtools/bin/Linux/x86_64
: not foundm.sh: 86:
/agtcut: not found0: /agt-tools/agtools/bin/Linux/x86_64
/agtcut: not found1: /agt-tools/agtools/bin/Linux/x86_64
: not foundm.sh: 92:
/agtcut: not found6: /agt-tools/agtools/bin/Linux/x86_64
/agtcut: not found7: /agt-tools/agtools/bin/Linux/x86_64
: not foundm.sh: 98:
: not foundm.sh: 99:
: not foundm.sh: 102: /agt-tools/agtools/scripts/pack.sh
: not foundm.sh: 103: /agt-tools/agtools/scripts/pack.sh
: not foundm.sh: 104: /agt-tools/agtools/scripts/pack.sh
: not foundm.sh: 105: /agt-tools/agtools/scripts/pack.sh
: not foundm.sh: 106: /agt-tools/agtools/scripts/pack.sh
make: *** [Makefile:193: cache/assets_common.tag] Error 127
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
That's not a build environment tested with AGT... Is that the environment provided in the docker image?
d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
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Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
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Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
The giantsprites example looking great! Could never imagine something like that running on a STE.
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Yes ! From prog99, some posts above...dml wrote: Fri Sep 09, 2022 7:52 pm That's not a build environment tested with AGT... Is that the environment provided in the docker image?
prog99 wrote: Sun Sep 04, 2022 9:58 pm Ok, give this a whirl in your source folder. There are a few caveats as per the read me (https://hub.docker.com/repository/docke ... /agt-tools)
docker run -v $(pwd):/agt-tools/build -it prog99/agt-tools
Thats for macOS & linux and other x86 unix-like os's. I've no access to a windows environment where I can run docker to test.
If you have a more complicated structured then you'd have to do some tinkering with how you mount the volume and run your build. I've just done the simplest use case.
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
I found a new issue with sprtest sample (and which is in the engine itself) but I think I'm done for the night - I'll follow up with a fix for that next time 

d:m:l
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Home: http://www.leonik.net/dml/sec_atari.py
AGT project https://bitbucket.org/d_m_l/agtools
BadMooD: https://bitbucket.org/d_m_l/badmood
Quake II p/l: http://www.youtube.com/playlist?list=PL ... 5nMm10m0UM
Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Edit assets_com.sh and remove the line that sets AGTROOT. Then try again. The docker image sets this for you.Playmobil wrote: Fri Sep 09, 2022 8:01 pmYes ! From prog99, some posts above...dml wrote: Fri Sep 09, 2022 7:52 pm That's not a build environment tested with AGT... Is that the environment provided in the docker image?
prog99 wrote: Sun Sep 04, 2022 9:58 pm Ok, give this a whirl in your source folder. There are a few caveats as per the read me (https://hub.docker.com/repository/docke ... /agt-tools)
docker run -v $(pwd):/agt-tools/build -it prog99/agt-tools
Thats for macOS & linux and other x86 unix-like os's. I've no access to a windows environment where I can run docker to test.
If you have a more complicated structured then you'd have to do some tinkering with how you mount the volume and run your build. I've just done the simplest use case.
The image defaults to running make but you can also run other commands too such as -
docker run -v ${PWD}:/agt-tools/build -it prog99/agt-tools make clean
or if you fancy a poke around in the shell
docker run -v ${PWD}:/agt-tools/build -it prog99/agt-tools bash
etc...
Just refreshing the image with the latest changes.
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