-
Content Count
5,908 -
Joined
-
Last visited
-
Days Won
27
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by Sauron
-
I live in Ukraine. Shipping to and from here can actually vary. But $50 for a cartridge seems high. However, Ukraine ain't Russia...
-
Yeah, that's a crazy price. Doubt he sells much for that, especially considering there's still very little known about the game. I need to have a talk with him...
-
Went back and reread his comments (god, my Russian is still horrible...). He doesn't have sound in the game yet. He also wants to try selling some carts before he posts a ROM on his site.
-
Native Spirit was not OMC Games' project. OMC Games started working on completing Native long before Native Spirit, but eventually abandoned it. Native Spirit was a later project started by someone else to do the same thing, but again with the same result.
-
No, basically just said he wanted to add more features. The convo was in the comments for that YouTube vid, although the conversation is in Russian.
-
The impact of the audio will most likely depend on what kind of audio you're using, the size of the sound effect samples, etc. That's why you probably want to try putting in that audio before going any further with the 3D engine and making claims about its performance. Really though, if you want to see a good example of what can happen with bus contention, look at the Checkered Flag Alpha compared to the release version, and see what simple gouraud shading did to the 3D engine there. It's not an apples to apples comparison, but it's not that dissimilar either. And if you can truly put in everything you want to put in to show an example of a real game environment while maintaining a decent framerate, then no one will be complaining about anything, I'm sure.
-
Benchmark numbers on a simple engine with hardly enough assets in it to tax the entire system are meaningless. Look, I'll try to explain everyone's skepticism here so you can understand where we're coming from. First of all, no, I've never coded a 3d textured engine on the Jag. In fact, my own coding abilities are extremely limited. My own coding contributions consist wholely of writing a flag handler on the 68k, inserting scrolling credits into a game (and I didn't even write the scrolling routine), making a ball bounce around a screen, and changing various input options. So yes, I could be completely talking out of my ass here, considering my own meager contributions. However, I've been involved with Jag game development long enough to notice a few things about the hardware. What you've done so far is write small demos that use virtually nothing but the GPU and OP. I don't think anyone who has ever written a line of code for the Jag could possibly dispute the notion that these two processors are absolute beasts. They are extremely powerful processors in their own right, and it's not surprising that they're capable of producing decent looking texture-mapped 3D polygons. The problem, though, lies in the rest of the Jag's architecture. Most games do not consist wholly of simple 3D engines with only a handful of textures. Sooner or later, you're going to end up with quite a few more textures and bitmaps streaming across the bus, having to fight for bus time with whatever audio the DSP is handling. Once you start having to deal with bus contention issues, you're going to start seeing the Jag spring some nasty surprises on you. This is basically the main point of all of the skepticism directed towards your projects. You have yet to write anything that really starts hammering the bus, causing the different processors to have to fight for bus time. From my own recommendation, what I would recommend is inserting a sound engine into your project, playing mod music and using some simple sound effects, and then start working from there with thowing in more textures and sprites. Again, though, I could be talking out of my ass here, based on my own meager knowledge of the Jag's hardware, but I think it's safe to say that no one is going to be impressed until you can show that you can balance everything together on the Jag's bus while still maintaining a decent framerate. Having said all of that, though...I would love for you to prove us all wrong.
-
Asking about real hardware is a valid technology question? Fantastic. I don't see anyone else here bullshitting you. Everyone has been asking the same questions that we've all asked you ever since you first came here to tease with crude demos that were running in VJ and then disappearing before they got anywhere. To answer your earlier question, though...more textures along with more sprites, all happening with sound effects and a soundtrack, all while maintaining 30fps. Chances are you won't get far enough with this for us to see this happening, though. As usual.
-
I doubt that an additional soundtrack would seriously delay the release.
-
Great. Can't wait to see what you have once you start actually taxing the bus.
-
What you have here is less impressive than many games that are already on the Jag, namely Super Burnout. Most of us commenting on this thread aren't complete idiots, like you seem to think. You don't need impressive art assets to show off what the system can be capable of, but you simply haven't done that. But, I'll at least give you kudos for FINALLY showing something that's running on real hardware.
-
Been talking with Sergi about this, by the way. The game's not quite finished yet, despite the claims above.
-
Is this running on real hardware?
-
This is Sergi of Raregame fame. He used to post on here a long time ago, until he got driven off because of hosting Jag ROMs on his website. Looks like he made good on his threat to make his own Jag games.
-
Gotta agree with Albert, that first remix is fantastic.
-
I would be interesting in hearing about your source of cheat codes.
-
Considering the multi-processor architecture of the Jag, I'd have to say yes.
-
I've never used Retroarch or Launchbox. However, the VJ core still has a lot of issues, and I'm not sure which version those are using. Try using VJ as a standalone emulator and see if you still have the same problems with those ROMs. You can get the latest build here: http://virtualjaguar.kicks-ass.net/builds/ From what I can see, Raiden gives me the same problem that you're experiencing. Haven't tried Zoop! yet.
-
The Jag isn't a simple architecture to emulate, hence why emulator support has been slow. However, if you would read my post above instead of constantly complaining, you would see that the situation is improving.
-
Those voices in your head ARE NOT YOUR FRIENDS.
-
Probably because you're too busy posting pointless curmudgeonly threads in the Off-Topic section of the forums. Read my post above.
-
Virtual Jaguar is still being worked on and updated: http://icculus.org/virtualjaguar/ While the official releases have certainly been slow, there are periodic updates that aren't quite official yet, but mostly work fine. You can find several of the most recent updates here: http://virtualjaguar.kicks-ass.net/builds/ Jag emulation still has a long way to go, but there is certainly active development on it, and it's improved quite a bit over the last few years.
-
Wow, great find! Had no idea this was so rare. I remember seeing this at one of the few software stores in Texas that still sold ST software. Too bad I didn't pick it up then.
-
Ever wanted to use the Jag pad on your computer?
Sauron replied to sirlynxalot's topic in Atari Jaguar
The thought of using the original Jag pad on a PC doesn't excite me much. The thought of using a ProController, however, does.
