Christos
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Posts posted by Christos
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Plus you get gcc 4.4.something on Atari as welll. But you need lots of ram to compile anything.
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MiNT+XaAES+Teradesk is about 2.5 MB's. Adding NVDI and two or more auto programs and you have very little RAM left.
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Otoh, if you are running a standard falcon with 4MB's of RAM, Magic is a much better choice than mint. It all comes down to hardware

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It's not pure c that's unstable. It's multitos. I'd go with a more recent version of MiNT if I were you. Multitos, especially on aranym, not a good idea.
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Ya, ya....I deserve that...lol. I am aware of the difference between the levels of Zero 5 on the STe/Falcon and those of the Jaguar. I own Jaguar Zero 5 and have been a subscriber to Falcon030's youtube channel for years and have watched the video of STe/Falcon version of Zero 5 numerous times. I know the levels in Zero 5 are different, but the core concept of the game is the same and they both have the turret levels, which are similar. The Jaguar Power Pad part of my post was a stretch on my part and didn't really make my point..lol.
I really enjoy Zero 5 and think it is a really unique shooter. Like I said earlier, the speed at which Zero 5 pushes around polygons is impressive. I still think that games like Iron Soldier 2, Battemorph, Battlesphere and Skyhammer push the Jaguar more and look more impressive.
Well the main difference is.. that the one is first person view and the other is third. They are very different games. They have some similar concepts but that's about it...
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Nah, nobody wants more 'crappy 16bit ST ports' on the ossum Jagwaaaar 64-bit Multimedia Entertainment System

Besides, I've got this other thing to finish. Can't remember what it's called. Reboot-something? DS? Oids? Something like that.
Oh, Oids! Let's go save some oids!
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Zero 5 was just a port of an Atari STe/Falcon game that already took advantage of the Atari Power Pad, so that didn't really push the Jaguar hardware. Besides the speed, Zero 5 looks like a low budget first Gen Jaguar game from a small euro developer that made Atari 16/32-bit computer games (and that's what it is), instead of something we would see from the big AAA euro developers of the day like Core and Psygnosis.
Atari Jaguar
Atari Falcon
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I don't think sdl is a good option for a standard falcon. I would use something like pure c considering the costraints. If we are thinking game development on C then I guess the best option would be using the reservoir gods lib.
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Too bad that at Atarimania there is no search option for Falcon only games.
http://www.atarimania.com/list_games_atari-st-type-falcon_sttype_falcon_S_G.html
Personally though, I think this is the best list:
http://christophe.bray.free.fr/informatique/falcon/falcon_jeux.htm
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It's also a matter of games. In the ST we know exactly which games push the hardware to its limits. Enchanted land, Interphase, swiv etc, The jaguar has a very limited library of games so there is a perception of potential for something more. The problem is that the jag was forced to do things it wasn't good at, mainly 3d. So we'll never know how good 2d shooters and platformers we could get. So there is untapped potential, but not in the 3d for the shake of 3d direction.
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It's pretty easy to get started actually. First of all there's the manual for each basic (le's say eh). You can learn the syntax of each command. Secondly there's the raptor part, you can read the raptor manual and learn about that. But that will only tell you the words of a language.
If I write some sentences in greek and you read them with a dictionary, it's not likely you'll understand much. For that the best way is to play with the code already available. Change stuff there and see what happens. That's the best way to learn IMO.
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I'll stick to RBASIC now, since I hardly ever boot to windows. The more interesting part, as I understand it, is that you basically link files created with gcc, so any language that has 2C compiler can be modified for RAPTOR and linked. That would include my personal favourite X11BASIC and others. These are exciting times for jaguar development. I guess Atari should have hired you guys back in 1993 to work on these.
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Well, I have some problem understanding on how to put an image on the screen. Though I've edited the rapinit file to put my image there, it wouldn't work. Can anyone explain how raptor lists work? (I've done the necessary RTFM).
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And here's the Henon Strange Attractor. Strange attractors are very interesting both as physical phenomena and as demonstrations
. I found this online, and it only took 1 minute to get it running with rbasic. Including the time to run the build script.1000 PRINT "Quite BASIC Math Project" 1010 PRINT "The Henon Map" 1015 PRINT "PORTED TO RBASIC" 1016 PRINT "USING RAPTOR & U235SE" 1017 FOR J=1 TO 3000:NEXT J 1020 CLS 2000 REM Set the parameters A and B 2010 LET A = 1.4 2020 LET B = 0.3 2030 REM Set initial values for X and Y 2040 LET X = 0.5 2050 LET Y = 0.5 2060 REM Initialize the iteration counter I 2070 LET I = 0 3000 REM Main iteration loop. Start plotting after 25 iterations 3010 FOR I = 1 TO 10000 3020 LET Z = X 3030 LET X = Y + 1 - A * X * X 3040 LET Y = B * Z 3050 IF I>25 THEN COLOUR(20):PLOT(36*(X + 1.4),100*(Y + 0.5)) 3060 LET I = I + 1 3070 NEXT I
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So if you have the time and you want to test your system or virtualjag for long term stability here's version 2.0
Many thanks to Reboot for adding PLOT and COLOUR and helping with the random number generator. Also note that though some optimizations for speed have been made, this is a simulation and so it takes a long time on the Jaguar. Also note that for something interesting to appear, at least 300 particles need to appear. I've left the debug prints commented out, so if you want to see what's going on, all you need to do is remove ther REM commands. Also two subroutines have been commented as well. If you want check them out as well. Anyway, it's not supposed to be too interesting to a non-Mathematician/non-Physicist. If you know ways to improve the speed, well... Patches Welcome
1 NUM=360*RND(0) 2 PRINT "MADE WITH RAPTOR AND RBASIC." 3 PRINT "SIMULATION OF" 4 PRINT "DIFFUSION LIMITED AGGREGATION" 5 FOR I=1 TO 10000 6 NEXT I 7 CLS 8 CLEAR 10 COLOUR(20):PLOT(160,100) 15 COUNTER=0 20 DIM SCREEN(320,200) 25 SCREEN(160,100)=1 30 REM GOSUB 500 31 REM GOSUB 400 35 XI=0:YI=0 40 GOSUB 100 50 GOSUB 205 60 GOTO 60 90 REM PROCEDURE FEED 100 SETCUR(0,0):PRINT "PARTICLES: ";COUNTER 110 FI=360*NUM 112 COLOUR(10) 115 IF COUNTER<=20 THEN R=5 116 IF COUNTER>20 AND COUNTER<=100 THEN R=15 117 IF COUNTER>100 AND COUNTER<=300 THEN R=30 118 IF COUNTER>300 AND COUNTER<=1000 THEN R=35 119 IF COUNTER>1000 THEN R=55 120 XI=160+INT(R*COS(360*FI)):YI=100+INT(R*SIN(360*FI)) 130 IF SCREEN(XI,YI)=1 THEN NUM=RND(0):GOTO 100:REM SETCUR(0,2):PRINT "LOOP" 140 IF SCREEN(XI-1,YI-1)=1 OR SCREEN(XI-1,YI)=1 OR SCREEN(XI-1,YI+1)=1 OR SCREEN(XI,YI-1)=1 OR SCREEN(XI,YI+1)=1 OR SCREEN(XI+1,YI-1)=1 OR SCREEN(XI+1,YI)=1 OR SCREEN(XI+1,YI+1)=1 THEN NUM=RND(0):GOTO 100:REM SETCUR(0,2):PRINT "LOOP" 150 RETURN 200 REM PROCEDURE FRACTAL 205 HZ=0 210 DO 220 NUM=RND(0) 221 IF NUM<=0.17 THEN N=-1 222 IF NUM>0.17 AND NUM<=0.33 THEN N=0 223 IF NUM>0.33 AND NUM<=0.5 THEN N=1 224 IF NUM>0.5 AND NUM<=0.67 THEN M=-1 225 IF NUM>0.67 AND NUM<=0.84 THEN M=0 226 IF NUM>0.84 AND NUM<=1 THEN M=1 230 IF ABS(XI-160)>2*R OR ABS(XI-160)>75 THEN N=5*N 240 XI=XI+N:REM PLOT(XI,YI) 245 IF XI<5 THEN GOSUB 100:REM SETCUR(0,2):PRINT "LEFTX";HZ 260 IF XI>315 THEN GOSUB 100:REM SETCUR(0,2):PRINT "LEFTX";HZ 270 REM IF SCREEN(XI,YI)=1 THEN GOSUB 100:REM SETCUR(0,2):PRINT "LEFTM" 280 IF SCREEN(XI-1,YI-1)=1 OR SCREEN(XI-1,YI)=1 OR SCREEN(XI-1,YI+1)=1 OR SCREEN(XI,YI-1)=1 OR SCREEN(XI,YI+1)=1 OR SCREEN(XI+1,YI-1)=1 OR SCREEN(XI+1,YI)=1 OR SCREEN(XI+1,YI+1)=1 THEN SCREEN(XI,YI)=1:COLOUR(R):PLOT(XI,YI):INC COUNTER:GOSUB 100 290 300 IF ABS(YI-100)>2*R OR ABS(YI-100)>75 THEN M=5*M 320 YI=YI+M:REM PLOT(XI,YI) 330 IF YI<5 THEN GOSUB 100:REM SETCUR(0,2):PRINT "LEFTY";HZ 340 IF YI>195 THEN GOSUB 100:REM SETCUR(0,2):PRINT "LEFTY";HZ 350 IF SCREEN(XI-1,YI-1)=1 OR SCREEN(XI-1,YI)=1 OR SCREEN(XI-1,YI+1)=1 OR SCREEN(XI,YI-1)=1 OR SCREEN(XI,YI+1)=1 OR SCREEN(XI+1,YI-1)=1 OR SCREEN(XI+1,YI)=1 OR SCREEN(XI+1,YI+1)=1 THEN SCREEN(XI,YI)=1:COLOUR(R):PLOT(XI,YI):INC COUNTER:GOSUB 100 360 INC HZ 370 LOOP UNTIL COUNTER=3600 380 RETURN 400 FOR i=0 TO 179 410 x1=160+COS(90+i)*10 420 y1=100+SIN(90+i)*10 430 x2=160-COS(90+i)*10 440 y2=y1 450 FOR j=x1 TO x2 460 SCREEN(j,y1)=1 465 COLOUR(10):PLOT(j,y1) 470 NEXT j 480 NEXT i 490 RETURN 500 FOR I=1 TO 15 510 FOR J=1 TO 15 520 X=INT(300*RND(0)) 530 Y=INT(190*RND(0)) 540 SCREEN(X,Y)=1:PLOT(X,Y) 550 NEXT J 560 NEXT I 570 RETURN
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When does it say that? I am afraid I can't help much though, I am running on Linux so I've customised the tools a bit and I use a bash script.
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If you run build.bat from the command prompt it won't close after the error messages. Then you can copy and paste the error message.
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Don't expect anything too interesting..
EDIT: Also, download the other file... this one is.. terrible

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Subroutines and functions are supported already, so that's not an issue. EhBASIC is more of an oldschool type BASIC so we need to go back to our A8 days. Especially those of us spoiled by GFA BASIC.
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You need multiple resource files, one for French, English, German etc. I've seen some programs that can do what you want, but I don't remember which ones. I think it's possible to have the system load the proper rsc for the choosen language.
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Try pouet.net and demozoo.org . Most recent demos will work with HD. Older ones will probably not. Dbug have patched some demos for harddisk though
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Unless I am terribly mistaken, this isn't a mod at all, but normal for an STE. At least I've seen it in multiple images of the STE motherboard.
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Wait! Wha? I feel like this topic just went in an entirely different direction. Did I miss a message? The first mention of the Amiga seems to be here.
BTW: By pointing out the advantages the Amiga has over Atari, aren't you partaking in Amiga vs Atari?

As far as this game, I noticed the guy posts an address where you can send him $10. Wouldn't it be funny for him to go to his mailbox one morning to see that payment. Should we adjust for inflation?

Well, since the game was in 1988 there's a good chance he doesn't live there anymore..
As per the Atari vs Amiga thingy... don't worry, only Amiga makes it possible!

DAMN this would be a nice jag port ...
in Atari Jaguar
Posted
Well there is also Running, that isn't done by dml