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Luigi301

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  1. I'm working on a turn-based strategy game targeting the XL/XE. Since this is a strategy game, the map screen's going to be static most of the time other than animating softsprites when the player does something. Right now, I've got the map display as a 160x144 mode E region of my screen (for 16x12 8x12 tiles), but I want to take advantage of more recent software modes to get more than 4 colors out of the GTIA with a high-res bitmap. I have a copy of AGS and it has a 16-color (well, 4 hue and 4 chroma) 160x200 "MCP" interlaced mode that looks perfect for my purposes and even looks good on my NTSC machine. However... the documentation is in Polish and I can't make sense of the modular assembly output that it produces. I can't seem to find English documentation on this mode, anyone have a link they can share to what this mode is?
  2. Luigi301

    Jaguar CD

    Im writing a new Jag emulator and Im looking for a Jaguar CD for my lonely console. Located in USA, can pay with PayPal. Thanks!
  3. I see you stock plenty of accessories but I dont see the actual computer for sale
  4. I got a good composite monitor now so Im looking to expand my collection and pick up a TI-99 computer, Extended BASIC cartridge, and a VDP RAM sidecar. Located in the USA.
  5. Ooh, Ive got a CDi and no controllers. If these are available, Id like one.
  6. Ive been pretty busy with other projects this month, but Ive been working on a RISC assembler/debugging tool in Common Lisp. Not much to show yet, but Im hoping that it will let me figure out the internals of my engine better than clicking Refresh in Virtual Jaguar...
  7. I have a Rainbow TOS ROM set in my 1040STF and my boot disk softkicks 2.06. If you have a 4MB upgrade in your ST you might want to load 2.06 at boot time - it preserves compatibility with almost all ST booter software since you have the correct version in ROM, while your HD boots to 2.06 for desktop use.
  8. I fixed the weird glitchy lines flying off of polygons and did some cleanup, pipelining and optimization - I calculated that I get about 3,000 flat-shaded polygons per second at the moment. Not bad for my first shot at a Jaguar 3D engine! Of course, that's without Z-buffering...
  9. The drawing is inaccurate, it's pretty slow and unoptimized, and there's no Z-buffering yet... but I got my model importer working and can set up scenes now! Three objects and over 100 polygons at once!
  10. The camera can move around the scene! It also supports multiple objects - the player is really a cube that isn't rendered. Some problems with shading though...
  11. Yeah, I set it up so writes to $800000 (unmapped) get logged to a debug log. I also rebuilt my workflow under WSL instead of Cygwin, making the compile/debug loop a lot faster. Together, this let me figure out that a typo in my view matrix function was screwing up the shading. Now I have 16 light levels projected from the camera - so everything's bright, but at least it's shaded properly.
  12. Ha. Now do that one where your computer is locked until you send in some bitcoins.
  13. Working on a model converter that will turn my OBJ files into raw data for the 3D engine at the moment. I’ve also got debug spew going to the screen now, using a simple 40x24 1bpp text layer. Trying to figure out why the lighting seems to be coming from a weird “angle” when it should be projected from the camera. I wish Virtual Jaguar could hook the jaglib skunkboard console output. Maybe I can hack that into VJ somehow. Sent from my iPhone using Tapatalk
  14. Flat shading based on the angle from the triangle's surface normal to the camera. It mostly works! This is fun.
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