You keep changing the game!
Ever since the discovery of DATLib you created MegaShocked!
I have been reformatting all of my codes to catch up with DATLib 2.0 and still haven't caught up. Now 3.0 is out! I am fresh off vacation but feel like I need to call in sick for weeks just to learn 3.0. This is crazy!
We are no worthy!
The Future is now!
Thank you for all your hard work and for evolving the development process past our wildest dreams.
HP the Man!
Every emoticon that is cool is required!
I have a question - how to incorporate a romwak commands to example program makefile, for simplification of MAME launch-ready roms building?
Did you re-export the sprite with the updated animator ?
Data format was changed.
In the hash .xml, for your game, use load16_word to load the raw code/char binary.
<rom loadflag="load16_word" name="char.bin" offset="0x000000" size="0x400000" crc="00000000" sha1="0000000000000000000000000000000000000000" />
Adjust offset/size to fit your project.
You need files for P/V/S/M/C data.
2018-04-09 at 07:10pmEdited by Mega Shocked On the 2018-04-10 at 12:53pm
Thanks for your help!
A few notes on what I experienced transitioning to DATLib 0.3
aSpriteInit - function has been enhanced so you will need to add the new FLAG parameter to all of your existing calls.
(I am using AS_FLAGS_DEFAULT as per the examples...I don't know enough about this parameter yet...)
SpritePoolnit - function has been enhanced you will need to add "bool clearSprites".
( I am setting this to true as per the example...there is an explanation not sure yet of why we do this maybe clearing the screen?)
Sprite - "currentStepNum" variable was changed to "stepNum"
You must reopen all of your Sprites with the new Animator tool and re-save them or you will be me in my last post!
There are so many new features I don't know where to begin....
Step 1: Ensure all existing code still works....will take a bit but I am up for the job.
Step 2: I am on that colour streaming like white on rice! Yeah baby! Also did someone say fix! Hyped Up!
Please start a new thread called something like... "How to load custom Neo Geo rom's in mame"
If you do this I will give you all the bad advice I have.
We need to reserve this thread to celebrate and discuss the DATlib 0.3 release.
You have to know where you have been to know where you are at. HPMAN continues to change the game!
Definately an over sight on the missing that Sprites must be re-exported to work with 0.3.
I have been using the excellent documentation you whipped up. I thought what I wrote might be useful for someone new to the thread that is migrating to 0.3. I was going to keep adding to what I have wrote as I discovered more nuances between the two versions of the library.
To be clear what I am writing will probably be useless to some of the more advanced programmers but for someone that might be interested in some quick notes on the change over I thought I would document my experience.
Sorry for misinformation on the scale support. I did notice that there is a call to intialize a scale.
One question I do have that I have been meaning to ask..
You provide support to hide pictures and sprites is there a way to hide scrollers?
Not atm but you can clear the 21 scroller sprites. It will show up again when you update position.
What I must do, if I want to make animated sprite to switch its animation to anim=1 not after B button pressing, but during sticks movement, and switch it back to anim=0 again when sticks are inactive?
All my GFX use the RGB value for Magenta as the background colour.
R - 255
G - 0
B - 255
Your GFX can have more than 1 palette but initially try to use 15 colours + magenta. Just to make sure you can get the magenta to be ignored.
I believe the magenta is hard coded so that when GFX are compiled it gets ignored. If I remember correctly HPMAN also supports transparent .pngs so the Transparency will also be ignored after the GFX are compiled.
Tip: Open HPMAN's Blue Mary Sprite and sample his background colour.
The official documentation has this info.... Probably in the "Framer" section.
Use: aSpriteSetPos(&enemy, x, y); to move position. You could also use aSpriteMovePos(&enemy, xVel, yVel); also. Set well move sprite to screen location, but Move adds a velocity to the current position.