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CyranoJ

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Posts posted by CyranoJ


  1. 1 hour ago, masteries said:

    Great game engine tool!

    Thank you!

     

    Quote

    Is this C capable game engine for Atari Jaguar suitable for port the Atari STE Metal Slug port?  xD  Port of a port...

    Most likely, I'm not the C guru you need though.  I handle the API/Integration/Assembler.

     

    Quote

    Can Atari Jaguar support 8 bit graphics? 

    RAPTOR API supports: 1,2,4,8,16 bit images

     

    Quote

    Are preshifting sprites needed such on the STE?   If I can drop preshifting, 2 MB can be enough.

    No preshifting nonsense.  And no sprite 'drawing' just define an object and give it an x/y ;)

     

    Quote

    What are the typical storage device? Cartridge or CD?

    Cart.  I don't have any plans to integrate CD, although there is no reason you can't load/use the CDBios directly.  MemoryTrak is supported. With the JaguarGD you can bank switch to have 16MB of storage.

     

    • Like 1

  2. 16 minutes ago, JaggingUK said:

    As for Defender of the Crown, surely Atariage must be running out of them if it was limited to 300 copies as mine was copy 200 and something and that was bought near the original release date which must be at least two years ago so surely they must be running out them by now unless the IP owners has allowed Albert to do more as that was a game I figured would sell out a long time ago.

    Possibly, but its not 'run out' as its still there, for a lot less. So there's no need for these prices.

    • Like 2

  3. 1 hour ago, ls650 said:

    Jaguar prices have gone crazy!

    There are constantly people posting "Where did you get that?" under homebrew releases on facebook posts.  I gave up with responding ages ago. 

     

    If folks want to think the entire internet is facebook.com then let them get on with it.

    • Like 2

  4. First, I apologise for editing your post... I'm new to this moderator lark ;)
    To answer your question.
     

    Quote

    Does it utilize Tom and Jerry or is it mostly 68k based?

    RAPTOR API (At the heart of this) is GPU (Tom) bound.

    Whatever audio engine you select is DSP (Jerry) bound.

    Your application code will run on the 68000 interfacing with the DSP/GPU via library function calls to accelerate performance.


  5. Sad to see the ports up there for hundreds of $$$ - worth messaging Gaz to see if he has any left.  DOTC and Xenon2 are available here in the AA store for a lot less.

     

    You could buy 4 games from the AA store for the cost of that DOTC, including both DOTC and Xenon 2.

    • Like 1

  6. 46 minutes ago, Clint Thompson said:

    Isn’t that only true with red book audio games? Which I guess would be all official released CD games? (Except Primal Rage?) since AFAIK, load the levels and then play the audio track while the game runs from RAM?

    Either way, you are streaming data from the CD and processing it. Half a dozen of one....  It's a mess either way.

    • Like 1

  7. The Jaguar can't play CD Audio for 'free' like other systems because the Jaguar treats CD Audio as a data stream that it has to read and process via an interrupt, and then mix in with anything else its currently doing.

     

    Like everything else JaguarCD related, its horrific.

    • Like 6

  8. 45 minutes ago, Sauron said:

    Very nice that this supports both Basic and C! Now only if you could add in support for FORTRAN and COBOL.... :cool:

    You joke, but the way we've built this if we can find an extendable compiler it might be possible.  I'm partial to a bit of Pascal, myself.

     

    However, I suspect that Assembler, BASIC and C cover 99.999999% of everyone. Warp 10 is impossible :)

    • Like 5
    • Haha 1

  9. 4 hours ago, LordKraken said:

    I've noticed a small issue, the first time I compile a project, virtual jaguar starts with a black screen. Then if I kill VJ and rebuild the project it works.

    This might be the BIOS setting. Please make sure it is configured as below in settings:

     

    image.png.30bf4441cf437f27d255daf1fc9adc81.png

    • Like 1

  10. 187261651_Jag_Studiosmall.png.b29b5152fd7682e15fa806c2acf282cc.png

     

    JagStudio is an advanced development suite for the Atari Jaguar that allows you to code using Assembler, BASIC or C and is based around Reboot's powerful RAPTOR API. Regardless of your programming capabilities, Beginners to Advanced coders can utilize this flexible package that will fully suit the needs of anyone looking to program exciting new games for the Jaguar. 

     

    The benefits of using JagStudio are the Hardware Abstraction Layers (HALs) and the combination of external modules available to use. This allows you, the developer, to get on with writing your games while taking advantage of the Jaguar's powerful chipset without worrying about tedious, underlying mundane routines.

     

    The same results that once took days or weeks to achieve can now be done in a matter of minutes, thanks to the power of JagStudio!

     

    You are one click away from 64-bit creativity!

     

    The current release of JagStudio along with any previous versions can be obtained at its homepage: https://jagstudio.reboot-games.com

     

    Some of the features of JagStudio are:

     

    • Code in your language preference of Assembly, BASIC or C.  (Assembly and C are currently in Beta... help us make them better!)
    • Commands have been renamed (from rB+) to reflect the individual modules they control and prefixed as such: rapPrint, u235PlaySample, etc.
    • RAPTOR API Debug Function brings useful program variable visibility to the forefront, aiding ease of game development.
    • GameDrive support along with MRQ file creation.
    • ROM builder now adds FAST GPU depack by default for quicker startup times.
    • Ability to build and split ROMs up to 6MB into HI/LO for EPROM burning.
    • Updated both RAPTOR and U235 Sound Engine APIs to current versions, bringing additional benefits of both in a single updated package.
    • Added universal JagPad Input - A single call that works with either U235 or ZeroSquare sound engine so projects can be easily converted between the two should your needs change.
    • Many enhancements and bug fixes to the original rB+ code (eg, you can now include files >4mb, all files unpacked using GPU by default)
    • All documentation and examples have been updated with a simple rB+ to JagStudio conversion guide to bring your old projects over to the fully updated JagStudio.
    • Includes project examples for all supported languages (Assembly, BASIC and C) for anyone looking to get started quickly.
    • We plan on keeping this alive and active, with ongoing improvements and new features and look forward to seeing what you all make with it.

     

    If you have any questions, please feel free to ask in this newly created sub-forum.

     

    Happy coding, everyone!
     

    The JagStudio Team.

    @CyranoJ  @Sporadic  @Clint Thompson   

     

    A huge "Thank-You" to ggn for creating rB+ upon which all this is based. Please do not pester him with support requests for JagStudio.

    • Like 35
    • Thanks 12

  11. 54 minutes ago, gianlucarenzi said:

    Thanks a lot mate. Is the 5.25" floppy drive a PC Standard One? It seems to have a special 40/80 track selection switch. Usually PC 360K 5.25" hadn't that switch. This is a Cumana Drive, quite common back-in-the-day. What about if I have only a 5.25" 1.2MB DSHD drive and wanted to write/read a SSSD 90K or SSED 180K disks? I know their rotation per minute should be 288 rpm and not 300 rpm nor 360 rpm as always found on those type of drive...

    No idea really, best to ask a greaseweazle expert :)


  12. RAPTOR API 2.0.11

     

    It has been over 2 years since the last release of the API.  In that time various updates have been pushed into the API in order to improve the rB+ experience but these have not been implemented into the API release - until now. 

     

    This release bundles all the previous updates along with some new functionality into a new baseline build.

     

    So, what are the major changes?

     

    • a new website and domain at: https://raptor.reboot-games.com  <<< DOWNLOAD HERE!
       
    • new HTML documentation has been created.
    • the U-235 library is now 100% external to RAPTOR. A wrapper object file is included to preserve backwards compatibility. Support is for the new builds from 0.24 and above.
    • the MemoryTrack functions are now 100% external to RAPTOR. Again, a wrapper object file is included to preserve backwards compatibility.
      • additionally, 512 bytes of user data tagged with the MemoryTrack save routines.
    • inactive objects are dynamically culled from the list - they're not just ignored by the engine as previously, they are no longer visible to the Object Processor.
    • dynamic object redefinition. Objects in the list can now be redefined completely at run time - including GWIDTH.
    • BLiTTER use! RAPTOR internal BLiTTER use can be disabled or set to automatic. There is also a new powerful new BLiTTER function for running batches of commands on the BLiTTER via the GPU.
    • an on-screen debugging console is now available during code execution.
    • the GPU collision calls now return a table of objects that collided - no need to search through the object data to see what was hit anymore.
    • highscores - RAPTOR now supports 5 unique highscore tables.
    • several internal variables/pointers are now exposed allowing access so some internal operational data.
    • examples have all been updated to reflect API changes.
    • updated logo files.
    • bugfixes - several bugfixes in the library.
    • probably more!

     

    With all that said, go grab the API and start making games!

     

    Push all the buttons!

     

     

    • Like 9
    • Thanks 5

  13. 7 hours ago, Class316 said:

    You have a better choice for either Jaguar or 3DO emulation? 

    That isn't what you said.

     

    You said the emulation was "pretty much perfect" which is far from the truth.

    • Like 1

  14. 15 minutes ago, cubanismo said:

    How many JagCD units and CD burners have you tested? It very much varies unit to unit, but for the JagCD drives that don't like CD-Rs I can very reliably get them to accept high-grade disks and get very near 0% success with low-grade disks, so it does matter. It's just that disk quality choice by itself just doesn't guarantee success.

    Between the group, probably around 6-8.  And we've released several games on CDs, so we burnt hundreds before moving to mastered units, not to mention developing ULS and Jagtopia.  The shipped CD-R were all, afaik, taios.  But from personal experience cheapos are every bit as good, and cost less when they fail (which is just as often)

    Saying that, both my JagCDs are now unplugged and boxed, and I doubt there is anything anyone could say to convince me to plug one back in :D  The best thing about the Jaguar CD unit is the spare power block for the console!

    • Like 3
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