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EmOneGarand

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Everything posted by EmOneGarand

  1. Nice idea. If the Lynx had a little more memory something like animated Harry Potter playing cards would be quite cool. Hmm. Perhaps I should do it on a PSP. But even on a Lynx you could have special decks like black cards, cards with transparent areas, giant cards where the number and single suit symbol fill the whole cart. Multiplayer games with passing the Lynx around or using ComLynx could be designed also. But I believe that FreeCell or Klondike is the ones I would play myself. -- Karri What I'm wondering is when you have the deck graphics done.. that would be the most cart memory intensive aspect. Adding other variants would probably take up little space. Aces Up would be a nice addition.
  2. honestly if your gonna do graphics for this, I'd suggest creating the deck graphics from scratch, save you the problem of cleaning up the lettering.
  3. I'd be impressed if you pulled off a game of Montana on the Lynx's tiny screen maybe tiling would be a good choice? You'd only need one stock card with the suit and number as seperate tiles.
  4. The screen is probly alot better then Nomads plus the size is very good thing.. I wonder how hard a cart mod would be..
  5. And the big downfall for the Jaguar in Japan was the "Made in the USA" label. Japanese can be very loyal to their country products (except when it comes to clothes I believe). Their an ethnocentric culture.. anything foreign generally turns them off.
  6. no... thats Mega Man 4 This is 5
  7. It's a tile hack to show a concept of what it might have looked like nothing more then that.
  8. nah, the Grey ones are the Atari Falcon controllers, the one Laury sold to buddies was a black pro controller except the D-Pad was red.
  9. anyone write any schematics?
  10. any links/info how, I am pulling my hair out trying to get a suitable encoder in the UK, maybe a better option Go to CUI. Try this boss. http://www.cui.com/dklist_enco_optical.asp I heard those work pretty well but some need to be broken in a bit to have the hardware move smoothly
  11. Well scan them already! or at least a digital photo! oneday ill get a camera and take pictures buddy. Buddies could get a camera or scanner if he didn't spend so much on Jaguar stuffs
  12. Try one of the PC-Engine forums, while the cd assembly for the Turbo Duo is slightly older the rating for the pots isn't too far off. The pots with the DUO lasers have the same problems as the Jag CD so it's good place to start.
  13. I do understand and certainly do not want to sound like there should NEVER be another game based one the DOOM engine. All I am saying is why make it more of the same? The DOOM Engine could be used for a number of classic updates for instance. How about a nice game of Berzerk? DOOM is a very flexible engine and can certainly be improved upon. An elaborate Maze and ghost game for instance. How about a DOOM based Robotron? With upper and lower levels? And mikeys everywhere? My hope is not to discourage anything but hopefully encourage a different direction. These sources should be used to learn things from...especially how NOT to code the Jaguar as most of the code is performance killing 68k. Breakout 2000 for instance.... That is mostly 68k 'C' code! The Jag aint doing much at all. Imagine if Mario had better tools that could manipulate the GPU, forget main code.....even with local code flipping you would have seen some truly impressive stuff. It's not easy dealing with cache flip based code. Lots to track. Im sure Mario could have done it and I certainly do not blame him for NOT doing it. GPU code is a lot of work. Not the actual code itself...the need to juggle everything around. The DOOM engine should not be thrown away, Im just saying it needs to be revitalized is all. The other trouble is we dont have the custom compiler that the 'id' boys used. Matthias got is working with out it but I beleive he does not intend to release that code. I completely agree. I never meant to suggest that all I wanted from the Doom engine was more Doom. I would expect the Doom source to be revitalized! Actually, I'm imagining something like a full-fledged RPG, too. With the Doom source, and some of your tools, to transfer most of that code away from the 68K, and a lot more added. I remember a really cool RPG that used the Doom engine called 'Strife.' But though it used the PC Doom engine, it was far more than just a Doom clone. But of course you just mentioned that no one has the custom compiler the 'id' boys used, so then wouldn't that mean we are back to square one and all that can be done is more of the same; new characters, weaopns and levels, but no improvement over the original? Yeah, I've seen Matthias code using the Doom source, and I thought it looked really promising. It's a shame that he never intends to release it. That's something I can't quite grasp, why developers take the time to work all this cool stuff that they never intend to release. I think you've mentioned and shown pics of stuff you've worked on that you said wouldn't be released. don't you think that's a waste of hard work? Sure, I know you learn from it, but still... Yeah you can't describe Strife as a DOOM clone because the underlying gameplay was entirely different.
  14. id's stand on DOOM sources.. and I'm pretty sure this would apply to the Jag source is it can be used, modified and distributed as long as it does not include the commerical versions of the wads nor is it used for profit. First of all you are simply restricted from using the game images and name and audio, you can however use the code for any purpose, even commercial but at this point in time why would you want to? Have'nt you played ENOUGH ray traced FPS's for one life time folks? I must be getting old! I still love playing ray traced FPS's! I'd LOVE more on the Jag personally. The Jag didn't have enough! Has anyone ever looked into the possibility of using the Towers II engine/source? I know the developer's would need to be contacted and all that jazz... if the Towers 2 engine could be optimized to use the GPU more then I would say hell yeah! The frame rate was just too piss poor.. especially compared to the lightning fast Jag Wolf engine.. I love Towers but if it were as fast as Jag Wolf it may have been received better. edit: i wonder if they guy taht had bought the apline from carl that had been used for Towers 2 had the source on it.. that'd be sweet.. as that coupled with the Jag DOOM source could be beneficial for future JAG FPS games.
  15. id's stand on DOOM sources.. and I'm pretty sure this would apply to the Jag source is it can be used, modified and distributed as long as it does not include the commerical versions of the wads nor is it used for profit. First of all you are simply restricted from using the game images and name and audio, you can however use the code for any purpose, even commercial but at this point in time why would you want to? Have'nt you played ENOUGH ray traced FPS's for one life time folks? I must be getting old! I still love playing ray traced FPS's! I'd LOVE more on the Jag personally. The Jag didn't have enough! Has anyone ever looked into the possibility of using the Towers II engine/source? I know the developer's would need to be contacted and all that jazz... I have to say I agree whole heartedly with Gunstar Steve.. the Jag could use an awesome game like Disrupter.. it used Ray tracing but the sound was superb.. I myself am too much of a fan of old 2D raytraced games to see them die I can only hope I can make sense of the reverse endian crap and churn out something awesome with the doom source!
  16. id's stand on DOOM sources.. and I'm pretty sure this would apply to the Jag source is it can be used, modified and distributed as long as it does not include the commerical versions of the wads nor is it used for profit.
  17. well if you could create a reverse endian wad out of the original TC wad it'd work. Either that or rewrite the code to accept standard wads. I'd be up for endian-reversal. Does JagDOOM use the standard bitmaps or cry? I wouldn't know I havn't the means to dump the JAGDoom wad from my cart myself to try and take a look. The original PC wads had the pics and sounds in RAW as the app I used to edit wads converted BMPs, most everything else was in a generic file type called LMP's, the music however was in mus format (though I'm unaware of what the music files for Jag Doom are). Maybe the guy that contacted Carmack could find out? Thats another thing.. has anybody bothered to ask where in the source the routines for reading the WAD are? EDIT: Actually.. I think the sounds may have been in a format called SND.. most of the programs especially WinTex did most of the conversions for you
  18. I'd vote the SuperGrafx.. even though it wasn't released outside of Japan it was pretty tacky looking
  19. well if you could create a reverse endian wad out of the original TC wad it'd work. Either that or rewrite the code to accept standard wads.
  20. I wonder if the Kasumi Ninja source will surface <.< I can dream can't I?
  21. Alright this is horseshit. And what I mean by that is, for the DS, that's ONE GUY who ported Quake to the DS. And yet no one here has managed to pull off anything close to that on our Jaggy that we know of. Do we not love our Jaggy? Does this mean that DS owners/fans love their DS's more than the Jag fans love their Jags? Though he used the devkitARM r20 toolchain the system has only been out what, a few years, compared to the Jags 15 years? well.. think about the cpu.. the ARM has been out in many forms.. the Jag's custom chips have not. There have been more chances for people to learn about ARM's then the Tom and Jerry set. Edit: I bet when Gorf finally releases his C compiler and tool set we'll see more projects like this for the Jag
  22. Wow, it's running that full screen?? Why the hell did they have to window Beyond Tolerance if it could do flat shaded polygons?
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