Atari Jaguar: Official Gamer's Guide
This excellent book is a must-have for any Atari Jaguar game developer,
enthusiast, or collector, it features hints and tips for many games, and
lots of valuable information about the system.
Click on the book to find out more and order.
| Please DO NOT copy this file on any other site,
add only a link to download this file from this page or my index. Please
do add links to my site along with screenshots. Please also leave comments.
| Not much change to the opening screens
of Badcode1, from Badcode0, just a new frame bitmap. Note that the title
graphic is not a full-screen bitmap, see Badcode0 explanation for more details.
Do note, however, that you can press OPTION at almost any time to reset the
Jaguar back to the BJL dump screen, or STUB ROM monitor, with a call to the
ILLEGAL M68K instruction, the normal way. (It triggers a M68K TRAP, calling
the ROM code.)
| This is the new menu screen which appears
is a little unorthodox, as is Badcoder. Don't forget to make screens such
as the menu interesting, however, the player will see them often.
The menu consists of 6 OP objects, each a transparent 8-bit bitmap, which
bounce left and right across the screen, each one down the menu moving a
little faster than the previous one. As these are objects they each have
an X and Y coordinate, and using multiple moving objects means your object
list code must be able to dynamically refresh/repair the objects every
| There are no changes to the information
screens, they just work as they did with Badcode0. See the Badcode0 information
for more explanation on this.
Note that the scrolling isn't particularly smooth, I will change this scroll
routine to use the blitter (the 64-bit data manipulation 'engine') later,
to demonstrate the difference it makes.
Another way would be to move the text up/down the screen, adjusting the size
and starting offset, but I wanted to be able to scroll text on whilst the
other text scrolled off if I so desired, which you cannot do if you move
the object itself.
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