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CyranoJ

Member Since 23 Nov 2006
OFFLINE Last Active Today, 8:25 PM

#4092505 What was the Jaguar truly capable of?

Posted by CyranoJ on Today, 3:36 AM

 

You know as well as I know that the DSP is only 32bit processor that have full access to main ram unhinged without a workaround at full speed despite being on a 16bit bus, it's the only processor that controls all of the i/O ports on the system and is sited by Atari themselves for these facts.

 

The 68000 is:

 

a 32-bit processor

has full access to main ram unhinged without a workaround at full speed

is on a 16bit bus

can control all the IO ports on the system

 

Just sayin'




#4092497 Arcade to Jaguar ports you would like to see.

Posted by CyranoJ on Today, 2:59 AM

 so I won't be able to record it this weekend, but I ordered Roxio GameCapture,which is supposedly able to capture at 60 fps, and that should arrive next week. Hopefully, I ordered proper adapter too...

 

I'm sure if you watched it on youtube you'd know exactly what to order :)




#4092224 JagZombies

Posted by CyranoJ on Yesterday, 4:11 PM

"Font by RAPTOR" lol. 

 

The specific reason I defaulted to that font was because it's so ugly people would change it. Oh well.




#4091734 RAPTOR Lists

Posted by CyranoJ on Tue Aug 14, 2018 11:38 PM

Branch objects are for skipping over things in the list depending on what scan line you are on. I'd recommend avoiding them until you need to and concentrating on other things first.

 

Objects can scale out of proportion, but to do what you want, you'd need to use the blitter drawing the texture to a framebuffer, unless your graphic was drawn that shape, then you could scale it up. 




#4091526 RAPTOR Lists

Posted by CyranoJ on Tue Aug 14, 2018 4:35 PM

Yes, omf's list editor is just as valid for the API as for rB+




#4091060 RAPTOR Lists

Posted by CyranoJ on Mon Aug 13, 2018 8:48 PM

Thanks for the nice words.

 

A RAPTOR List is a linked list of objects used to composite the screen.

 

The list can contain Bitmap Objects, Scaled Bitmap Objects, or BRAnch objects.

 

So, for example, a title screen list (pseudocode) might consist of:

 

[list]

 Background picture

 text layer

 selection pointer

[end]

 

whereas a game screen list might look something like:

 

[list] 

 Background

 Enemy sprites

 Explosions

 Enemy Bullets

 Player Bullets

 Player sprite

 text overlay (scoreboard)

[end]

 

You can have 16 lists in total, with a maximum of (from memory) 512 objects in total spread across all lists.

 

However, trying to display 512 objects will certainly cause the Object Processor to melt. This is why objects flagged as 'inactive' get skipped during processing.

 

In the above example, if nothing is currently 'exploding' then all the explosion objects would be set inactive, and would be skipped over.  Similarly, the player, or enemies might not be shooting, so those unused objects would be skipped.

 

That is it, in brief - please feel free to post any follow up questions, but I'd encourage you to just play with the API. Also, a lot of things in the rB+ forum that specifically deal with API function calls would be worth a read.

 

Enjoy!




#4091004 What was the Jaguar truly capable of?

Posted by CyranoJ on Mon Aug 13, 2018 6:37 PM

The DSP really is the best processor considering that it's the only chip that has full access to main memory and has the highest system priority... 

 

21a43w.jpg




#4089173 Atari ST Games Ported to the Jaguar

Posted by CyranoJ on Fri Aug 10, 2018 6:36 PM

GPU in  Main­™ won't solve the framerate issue?

 

No, but multi-threaded octa-buffering might help ramp it up ;)




#4088660 Atari ST Games Ported to the Jaguar

Posted by CyranoJ on Fri Aug 10, 2018 2:55 AM

He even has one of those machines like in Willy Wonka where he can digitize himself and inspect the game in person..

 

Gotta be careful you don't get hit by the next frame, much easier to dodge that in Supercross, though ;)




#4088604 Atari ST Games Ported to the Jaguar

Posted by CyranoJ on Thu Aug 9, 2018 10:41 PM

Just as I believe you're using VirtualJaguar, right?  Or do you have an actual Jaguar Dev kit? 

 

I use pretty much all methods to code and debug things.  VirtualJaguar, Skunkboard, BJL and Jagtopus :)




#4086650 Atari ST Games Ported to the Jaguar

Posted by CyranoJ on Mon Aug 6, 2018 8:28 PM

Since I do not have any way of playing these on my actual Jag , how can I play these on the emulator? Is there a different starting address for each game?

 

The -skunk locked ones look for a Skunkboard, so won't work under emulation.

 

I'm not releasing unlocked ROMs due to them immediately appearing on ebay when I do. (First post updated)




#4084994 Aaron the Aardvark (WIP)

Posted by CyranoJ on Fri Aug 3, 2018 6:52 PM

Is it?

 

Hey guys, any pixel artists out there like to work with atari2600land on this?

[now just wait]




#4084960 Aaron the Aardvark (WIP)

Posted by CyranoJ on Fri Aug 3, 2018 5:41 PM

I attempted to draw an aardvark. Actually, I replaced most of the graphics. I wanted it to look real, and the result of me drawing them is it looks more like a cartoon.

attachicon.gifaaronscreenshot20180803.png

 

That's why you need to find a pixel artist. Slapping random clip art from sites into the same composite image just does not work.




#4084605 90's Sam Tramiel Video

Posted by CyranoJ on Fri Aug 3, 2018 7:40 AM

he compares the system bus to a highway.


Maybe the M25 lol.


#4084334 Aaron the Aardvark (WIP)

Posted by CyranoJ on Thu Aug 2, 2018 4:21 PM

I want to work on this some more but I don't know what to add. Does anyone have any suggestions on what I should do next?

 

Find a pixel artist to work with :)