ray@unlv.UUCP (05/25/86)
I am having troubles with the Animation system that comes with the system kernel (V1.1 Animate(), et al.). My animation object has 4 sequences, each sequence made up of an AnimComp with only 1 bob per comp. I am *pretty* sure that I have initialized all of the structures for the AnimOb (an AnimComp, Bob, and VSprite for each view). I am trying to get my AnimOb to start in position 100-Y, 50-X, but it always gets drawn in the upper-left corner of my screen. I have set the AnX and AnY fields in the AnimOb structure to my desired initial values, but it seems to ignore it. I have also set the X and Y positions in the Bob's VSprite structure to my initial values with no change. I have mixed and matched setting the AnimOb only, the Bob only, and combinations of both, but still come up with the same thing- my AnimOb starts from the upper left corner. My AnimOb moves fine, the Animate(); SortGList(); DrawGList(); calls work fine - at least as far as having my AnimOb move across the screen and change views, but the initial position is screwed up. Also note that I grabbed the swimming fish demo that was posted by C-A, and it ran fine, however, when I tried to change the X-Y positioning of that thing, the position stayed the same as before. There must be something very basic that I am missing. If anyone out there could offer any help, it would greatly be appreciated. Thanks in advance. --Ray Tripamer University of Nevada, Las Vegas !seismo!unrvax!unlv!ray
nick@hp-sdd.UUCP (Nick Flor) (05/27/86)
> I am trying to get my AnimOb to start in position 100-Y, > 50-X, but it always gets drawn in the upper-left corner of > my screen. I have set the AnX and AnY fields in the AnimOb > structure to my desired initial values, but it seems to ignore > it. I have also set the X and Y positions in the Bob's VSprite > structure to my initial values with no change. I have mixed > and matched setting the AnimOb only, the Bob only, and > combinations of both, but still come up with the same thing- > my AnimOb starts from the upper left corner. HAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHAWHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA Hint -- LSR #6,DN ; This was my hint as to what was going on. Sorry to laugh. I ran across the same problem. None of the Amiga people were any help. Neither was the net. Perhaps I should tell you to use WACK and single step through the assembly language for the Animate command, (like I did) but I won't... THE PROBLEM: The problem is that most (if not all) the position variables/fields are fixed point numbers. AnX,AnY fields are fixed point numbers (26.6??? -- I forget), not 32.0. I think RingTriggerX,Y and TransX,Y are 26.6 numbers too. You were trying to start at 100,50, but since you specified a 32.0 number, the routine was plotting it at 100/64, 50/64. So, multiply your numbers by 2^6, and everything should be alright. Nuff said. Now, will someone help me with my FFP problem. Does someone have a program that actually uses the SPSin, SPCos routines? I can't seem to get it to work. And I don't want to single step with WACK again... And is the net interested in a Robotron-like game? Nicko -- ---------- Nick V. Flor ..hplabs!hp-sdd!nick "You going to help me find a Thylacine?" 'Nope' "But IBob needs the whiskers to close the gaps between our world and the next. Hideous creatures are pouring through even as we speak" 'What hideous creatures?' "Richard Simmons! John McEnroe! Mary Lou Retton! Sally Jessie Raphael! I hardly know where to stop" -- The Badger to the Wombat
mykes@3comvax.UUCP (05/28/86)
In article <237@hp-sdd.UUCP> nick@hp-sdd.UUCP (Nick Flor) writes: > >Now, will someone help me with my FFP problem. Does someone have a program >that actually uses the SPSin, SPCos routines? I can't seem to get it to >work. And I don't want to single step with WACK again... >And is the net interested in a Robotron-like game? > >Nicko >-- > How about this for a trick (I bet it is even faster than FFP). The standard video game trick is to use your fixed point math and a calculator to generate a lookup table of sines/cosines. The overhead of the lookup has got to be a lot less than the subroutine call to the FFP routine, it can be stored in an optimal format (you should be doing all of your object locations in fixed point). As a matter of fact, I think I will post a short tutorial on how the "true" coin-op arcade machine operating systems worked (I used to write video games for Stern, makers of Berserk, Scramble, Super Cobra, etc.).
jdg@elmgate.UUCP (Jeff Gortatowsky) (06/02/86)
In article <523@3comvax.UUCP>, mykes@3comvax.UUCP (Mike Schwartz) writes: > As a matter of fact, I think I will post a short tutorial on how > the "true" coin-op arcade machine operating systems worked (I used to write > video games for Stern, makers of Berserk, Scramble, Super Cobra, etc.). I'd enjoy seeing this. Don't make it too short! Tricks & Tips are always welcome! Post away! -- Jeff Gortatowsky {allegra,seismo}!rochester!kodak!elmgate!jdg Eastman Kodak Company <Kodak won't be responsible for the above comments, only those below>