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Posts posted by SubQMod
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haha, congrats SubQMod! (I have a little tool that tells me when you update your site
) Don't be thinking too much about Jagulator on your honeymoon 
Many thanks
:)
:)I'll try not to take the laptop....it'll be hard tho

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SubQ
I downloaded the source of 1.51 this week. Do you still write your code as clean and well commented as back then?
yes, its still highly commented, which is why it probably takes so long to write...As an example of some of the code I am currently writing...
mov edx, dword ptr jaguarMemory+A1_FLAGS // get a1 flags data ror edx, 16 // swap high and low words and edx, 0x001F7FFB // mask active bits mov eax, edx // copy flags data mov ebx, edx // copy flags data and eax, 0x00000003 // mask pitch value shr ebx, 3 // shift to pixel size mov [a1Pitch], eax // store pitch and ebx, 0x00000007 // mask pixel size mov [a1Depth], ebx // store pixel size-
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Hello SubQMod
Have you planned in the development, adding the launch of a game by the command line and can go full screen
Thank you for your answer.
en français
SubQMod bonjour
As tu planifié dans le developpement, l'ajout du lancement d'un jeu par la ligne de commande et pouvoir passer en mode plein ecran
Merci de ta réponse.
I'm using basic windowed SDL for now whilst I attempt to improve the backend and compatibility. Once it is more complete, like VJ, then I will probably move to a DirectX Windowed/FullScreen solution.
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lol ok sorry havent heard much about VJ at all really. And the almost simultaneous announcements of two Jag emulators both hitting version 2.0 status confused me.
Yeah, I thought I kinda funny myself, seeing how I had the 2.0.0 designation set upon almost a year ago.

Jagulator was always going to step up to release 2.0.0 as the last release, a loooong time ago, was 1.5.1. Lots of changes since then so it made sense to go to v2.0.0. As you notice, subsequent releases are minor path releases to date, eg x.x.1.
Really cool that both VJ and Jagulator are live and active together. Anyone know the status of Project Tempest???
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How about releasing the source.
There are plans to go open source on the project. Part of the code cleanup I mentioned on the project page is with this aim in mind.
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I ran through the compatibility list and updated it. Not much changed(as you said) but I had a few games not in the original list that I added.
http://www.megaupload.com/?d=B91RHCTG
bug:
Looks like you have some old loader code left when opening homebrew. I'm only able to play homebrew when the file name has no spaces. Hence I did not check their compatibility yet.
feature:
I noticed j64 file format is not in the open rom file filter so will not be shown unless I set the filter to *.*
Thanks for the feedback. Will check through the items you highlighted and have a look at the compat list shortly. Back to coding

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Very, very nice Shamus. Hope to build it this weekend and try it out.
Keep up the good work

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The family went hungry for you guys

Release 2.0.2 is now available on the project website http://www.jagulator.com.
Please read the notes on the latest post as there are a few setup changes to watch for...
Enjoy and please feed back your requests, issues etc here or to one of the contact methods on the contact page of the website.
Cheers

P.S. Some people have asked the spec of my PC after seeing Jagulator running on YouTube. Well, its running Windows 7 (32-Bit), has an Intel E2200 @ 2.2Ghz with 2Gb Memory Installed.
P.P.S.
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The new update I am working on with a gui interface resolves most rom loading issues. Hope to finish up some release code today for this.Saw the front page news & status page/photos updates on the site earlier, FE & slightly better compatibility for 2.0.2 later today?

Thats the hope. Got two more little bits to implement then release 2.0.2 later tonight. Bear with me, still have to feed the kids and get them settled in bed first

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Here's what it's telling me.. This was with Alien vs Predator, but it did the same thing with Tempest 2000... Anyone else getting this error?
It looks like you have the 'fullboot' option selected or it has not loaded the rom (in which case it will execute from the boot rom).
Try entering 'fullboot 0' before loading the rom. Also, one bug which I have noticed is that when the rom does not load a pop-up is displayed saysing so, however, it does not get the main focus and can sit behind other windows. The new update I am working on with a gui interface resolves most rom loading issues. Hope to finish up some release code today for this.
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I can't get Jagulator to find whatever rom I try to feed it. All it ever says is "Can't load Jaguar cartridge". I've tried variations like "Double Dragon V", "double dragon 5" and "Double Dragon V - The Shadow Falls" but nothing works.
Long filenames are not supported in the current releases. I am working on a simple gui to make rom selection and loading a 1000 times easier and more straightforward than it is now. Bear with me, this should be out soon....
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Thanks for releasing this! So far, not much success for me. I can start Jagulator, load a ROM, but when I type 'go' or hit F5, the most common result is... nothing. The Jagulator screen locks up and no outuput window is created. This happens with a half-dozen ROMs I tried, including some listed on your support page and some that are not.

Twice I was able to get an output window to show up, but in both cases it just stayed completely black.
Are only certain ROMs supported in the emulator, or will it attempt to run anything that is a cart ROM (encrypted or not) or an absolute binary? For example, I couldn't get Phase Zero to do anything, not even an output screen.
Interesting you are getting no video. The first thing that springs to mind is whether you have the OpenGL graphics driver for your video card installed correctly (or at all)? SDL uses OpenGL and this is a common problem. There are no restrictions on cart roms at this point so it will attempt to run whatever you throw at it.
I have posted a video on YouTube that I created just now with it running Phase Zero -
.Sorry got my graphics api's mixed up. I meant to say SDL uses DirectX (DirectDraw) so you will need to ensure you have a current DirectX runtime installed from Microsoft.
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Just a note to let you know I am putting together a GUI to make the emu a little more user friendly. As much as I like the 'old skool' command window approach it seems most people prefer GUI. Of course with this change, long filenames etc will work. Will try to get v2.0.2 out as quickly as I can.
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Thanks for releasing this! So far, not much success for me. I can start Jagulator, load a ROM, but when I type 'go' or hit F5, the most common result is... nothing. The Jagulator screen locks up and no outuput window is created. This happens with a half-dozen ROMs I tried, including some listed on your support page and some that are not.

Twice I was able to get an output window to show up, but in both cases it just stayed completely black.
Are only certain ROMs supported in the emulator, or will it attempt to run anything that is a cart ROM (encrypted or not) or an absolute binary? For example, I couldn't get Phase Zero to do anything, not even an output screen.
Interesting you are getting no video. The first thing that springs to mind is whether you have the OpenGL graphics driver for your video card installed correctly (or at all)? SDL uses OpenGL and this is a common problem. There are no restrictions on cart roms at this point so it will attempt to run whatever you throw at it.
I have posted a video on YouTube that I created just now with it running Phase Zero -
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A small patch release, 2.0.1, is now available from http://www.jagulator.com.
This is now setting the correct video size.
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Excellent! This emulator is crazy fast. How many other "new" emulators need to have a speed limiter added straight out of the box?

I think once audio is added things will slow down a touch but if not I will have to added a framerate limiter in there somewhere.
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So SubQmod = either RealityMan or Epsilon ?Unfortunately, for my sins, I was involved in UltraHLE (and all the crap that followed).
Or have I misunderstood ?
Congratulations anyways, UltraHLE was awesome at its time.
SubQMod = Realityman (in my younger and less wise days, lol)
See my other topic regarding Jagulator 2.0.0 release !
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Just a quick note to all to let you know that Jagulator 2.0.0 (Preview) Release is now available from http://www.jagulator.com.
As posted on the site....
Jagulator 2.0.0 (Preview) Release: Today is the day I am releasing a 'preview' release of Jagulator, the first official release of the emu since 1.5.1 (many, many years ago). I do need to point out that this is not a polished final release by any standards but provides an opportunity for all outside the project, well everyone but me
, to get a chance at seeing how things are progressing. You can download preview release 2.0.0 HERE. No fancy installer, simply extract the contents of the zip file. No fancy manual, yet, so here are some things you NEED to know to get things going;-
- Long filenames are not supported so you will need to ensure any rom images you attempt to load do not have 'spaces' in the name.
- Jagulator has a command window style interface (what no fancy GUI!!!)
- Typing help will show you the available commands.
- To load a rom from the command line, type; rom <filename> ; For example; rom tempest
- To start the rom executing after it is loaded, press F5.
- Homebrew roms are supported but must be absolute binary files. File types with headers are not currently supported. To load these you will need to know the hexadecimal load address. Those of you who have used tools such as the Skunkboard will be familiar with this. For example, say we have a binary file of BadCoders 4m(Metal) demo with a filename of 'badcode4m' and we know the load address is $4000, we would type; rla 4000 badcode4m.
- Again, to start a homebrew binary, press F5.
- I have included a compatibility list of the roms/homebrews I have tested against here in the zip distribution and on the Status Page of this site. If you would like software tested against Jagulator then please send me your binary.
- Video windows are currently a set size and I know they are not all accurate but work for now.
- The debugger is not present in this build.
- There is no audio or CD emulation in this build.
- Oh, before I forget, there are not commercial or homebrew rom images supplied with this distribution. Those you will have to obtain for yourself.
- Controller 1 is supported only in this release and it is currently a non-configurable set of keys, as follows;
- A, B, C Buttons - 'A', 'S' and 'X'
- Option Button - 'O'
- Pause Button - 'P'
- Joypad Numeric Buttons - '0' thru '9' on the numeric key pad
- # and * Buttons - '/' and '*' on the numeric key pad
That should be enough to get things up and running for now. Please contact me if you have and issues or questions. Please remember this is not a 'finished' product and will have many faults at this point. Feedback will help me develop Jagulator further so ..... be nice........and enjoy
:)
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Wasn't the 'Jagulator' originally written by the same bloke that wrote the first N64 emulator 'ultra HLE'
I guess that SubQMod has picked up the reins and is now updating/maintaining this program
Does it support jaguar cd images or just roms (would be nice to have at least one jaguar emulator that supports cd images)
Unfortunately, for my sins, I was involved in UltraHLE (and all the crap that followed). UltraHLE still exists and was developed further. However, the code is simply gathering dust now and I have no plans to work on it.
Jagulator was originally started by me. It started off of the back of UltraHLE when the admin of the then EmuUnlimited (www.emuunlim.com) "Fox" requested that a Jaguar emulator be attempted as nothing had really existed before (although there have been at least two false starts). The name Jagulator was something that came up on an IRC chat one night and it kinda stuck. There was also another emulator in development at the time for the PS1 titled "Assassin" but that never really got the support it needed. Shame though as it used a lot of the tech from UltraHLE and would have been badass...
To answer your other question. No support for CD's yet although there is good support for homebrew binaries (kinda like Skunkboard) but in software
. There is also no audio yet. Main aim is to get most things up and running first then deal with the extras...-
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UK BIDDERS ONLY
Please check out my ebay sale at the link below....
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Hopefully SubQ's assembler macros handle this more or less automatically.
Someone needs to put it through its paces.
Some of have and there are still bugs where it blows up but I think SubQ mod is moving on to the N64
so I see little hope of it ever being completed.
What bugs? What blow ups? Did you report them? They should be fixed by now if you have as he's been Johnny on the spot in the past for tackling bugs. Have you checked the website for updates? Do you have the latest version?
I think he said he wasn't getting bug reports and people showed little interest in SMAC and SLN. This community is so dead we're gonna lose our only tool man after years of everyone bitching about wanting new updated tools.
Maybe you or AO will see fit sometime to do a small demo using SMAC macros like an Amiga bouncing ball demo just to put SMAC through its paces.
After some personal issues to deal with last year I am back accepting bug reports for SMAC and SLN. If you have previously submitted a report then I would be grateful if you could resubmit to ensure it gets added to the fix list.
I've also updated my distribution site, http://www.subqmod.com, and fixed the download links.
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There was a Jaguar II emulator (based on the documents rather than the prototypes) in development titled "CobWeb". This project is in limbo currently with no immediate plans for resurrection. Although there is no known software for it there are a small suite of 'test' binaries and source for the Jaguar II.
A couple of screenies, one showing Flashback running in Jaguar I emulation mode.
A Jag emulator with debugger would be amazing - it really makes it easier to code, so I hope that all of your emu projects aren't in limbo

Jagulator with the debugger (shown at JagFest UK 09) is still in development. I am also looking at the possibility of integrating the debugger element with the Skunkboad. CobWeb is in limbo though.
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There was a Jaguar II emulator (based on the documents rather than the prototypes) in development titled "CobWeb". This project is in limbo currently with no immediate plans for resurrection. Although there is no known software for it there are a small suite of 'test' binaries and source for the Jaguar II.
A couple of screenies, one showing Flashback running in Jaguar I emulation mode.

Virtual Jaguar 2.0.0 released!
in Atari Jaguar
Posted
Shamus - Total kudos to your for an excellent release !
Great UI, simple to use and good compatibility.... Guess I'll have to get my finger out now and get Jagulator moving forward again