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DrTypo

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DrTypo last won the day on May 5 2013

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About DrTypo

  • Birthday 04/23/1977

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    Paris, France

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  1. DrTypo

    MAZE (WIP)

    Yes indeed! You're a true "ST connoisseur" @CyranoJ !
  2. DrTypo

    MAZE (WIP)

    Thank you guys for the nice comments. Now I have to get back building mazes. By the way, MAZE is loosely based on a ST/Amiga game released in 1990. You control a craft in a maze-like map, with force-fields to destroy. There are turrets and various enemies to shoot at and various collectibles. The first one to find the title of the game will get the "ST connoisseur" award!😉
  3. DrTypo

    MAZE (WIP)

    Here is MAZE, a new game I'm working on. The goal is simple: find the exit. Avoid lava floor and use keys to cross new areas. The game features flat shaded 3D with coder colors and the new Hively player by @Ericde45 and @42bs. It tested it on real hardware with a skunkboard and on BigPEmu. Enjoy! MAZE.zip
  4. Excellent news! I tested it, it works fine!
  5. That was it! It sounds great! Nice to hear the Jaguar producing new kind of sounds. Good job @Ericde45 and @42bs. Now what would be nice for games is a sound FX channel, like PCM samples. I guess it is not trivial to integrate with the current logic of the player, and the DSP is already nearly full. Do you think something could be done? Maybe reducing the number of synthesis channel to 8 could free up some memory to add the additional logic...
  6. I'm interested in this player. I compiled hvl2stream in visual studio. I had to hack together a unistd.h but it seems to convert hvl and ahx to streambits successfully. A usage demo of the player would be nice since I didn't manage to get anything to play. I set the parameter field as indicated in the source code : pointer to stream, pointer to AHX_FilterPrecalc.bin, pointer to AHX_panning.bin, master volume set to 255. I set REGPAGE in D_FLAGS before starting the DSP.
  7. Bump! I went back to Shoot'em up 3D. There are now 4 levels, new enemies and new tunes. I tested it on actual hardware with a Skunkboard and under BigPEmu. Enjoy! shootemup3D_1_1.zip
  8. Very strange @K3V This looks like headtracking was enabled with no headtracker. In this case the camera points to the side. Maybe you pressed "option" by accident? This button toggles headtracking.
  9. I make the 3D objects with Blender. I export them as Wavefront objects (a text format, very easy to parse) and convert them to a specific binary format that can be understood by my renderer with a simple C# tool I wrote. The actual level data (enemy waves, area size) is written directly in C code.
  10. Yes, I wrote my own renderer for this. It runs entirely on the GPU. A new version of the game will be coming "soon". I already added a few levels.
  11. Thank you all for your feedback! I think I'll get back at it. I will try to make differents levels with differents corridors, to break the monotony. Faster movements would indeed be nice. This should be easily fixed. Making the game actually more fluid is more difficult. I would have to change the way I do 3D. This could lead to years of numberwang so I'm not keen on going this way...
  12. Here is a new shoot'em up in 3D for the Jag. VR is supported through BigPEmu. This is a short game that has been on the back burner for quite a while but I decided to complete it thanks to the recent developpement of BigPEmu. The game runs on a real jag with a skunkboard. It should work on a JagGD. Using the VR mode is explained in the readme file. Don't do it on a real jag, your view will be upside down and locked to the side. Unless you've got a jagvr headset, then it might work. Have fun! shootemup3D.zip
  13. You need SteamVR and the Oculus software. I don't have a quest 2 so I don't know exactly how to do it but I found a tutorial here: https://www.roadtovr.com/enable-oculus-air-link-quest-2-guide/
  14. With the recent support of Jaguar VR in BigPEmu, I decided to quickly put together a demo using the head tracker. To have the full experience you need BigPEmu v1.7 and a SteamVR compatible headset. You have to enable VR in BigPEmu Video settings and set-up a head tracker as a second device in the Input settings. You move forward and backward with the jagpad up/dow, rotate by 45° with jagpad left/right. You can strafe by pressing A and left/right. It runs on real hardware but without a headtracker the view is upside down and to the side. You can disable headtracking by pressing the option button. Now, does it work with an actual Jaguar VR headset? That will probably remain a mystery... Big thanks to Rich Whitehouse for his magnificent emulator and the help he provided me to get the headtracking data. jagvr.zip
  15. The Jaguar was a gaming console released in the mid-1990s, and its hardware specifications were not as advanced as those of modern consoles or gaming PCs. As a result, the Jaguar's 3D capabilities were limited, and it struggled to achieve high frame rates in 3D games. The Jaguar's graphics hardware was based on custom chips designed by Atari, which were not as powerful as those found in competing consoles of the time, such as the Sony PlayStation or Sega Saturn. Additionally, the Jaguar's CPU was not optimized for 3D graphics rendering, which further contributed to its low frame rates. Furthermore, game developers for the Jaguar had to work with limited resources, including memory and processing power, which made it difficult to create highly detailed 3D environments while maintaining acceptable frame rates. This was especially true for early Jaguar games, which were often rushed to market and lacked the optimization necessary to achieve smooth performance. Overall, the low frame rates of Jaguar 3D games were largely a result of the console's hardware limitations and the challenges faced by game developers in working with those limitations. Yeah, ChatGPT makes more sense.
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