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Everything posted by Gemintronic
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Atari ST 'System on a chip' (SoC)
Gemintronic replied to carmel_andrews's topic in Atari ST/TT/Falcon Computers
I don't think this is a product. It's partial code to program an FPGA board. Very, very far from what an average enthusiast can put together. -
Are there any other Jag flash carts available now? I'd hate to buy your game as flash cart first, but..
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Programming in "C" on Windows XP
Gemintronic replied to GroovyBee's topic in Atari Jaguar Programming
That one is from the masters K&R themselves. It is very good but not the easiest to read. The O'Reilly's in a nutshell series is excellent too: C in a Nutshell Robert I think we all started with that one (K&R). I also had Microsoft Code Complete: http://www.microsoft...22&locale=en-us It's not a C book but it helps in any language. If only Microsoft followed their own advice -
Was it finally decided HardWork was a troll or just an idea man? Is it really possible to be so naive about licensing, 2600 coding and new classic hardware (his driving joystick) development? Even that 2600 RPG guy had some binaries to show, didn't he? I think the basic concept of Spy Hunter + Kung Fu Master is doable. Although I like PAC-MAN-REDs latest side-scrolling sprites. Maybe changing the game to be a Moon Patrol clone would work too. ..Still think it should be called "Dirt Gherkin"
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Women Join the Arcade Revolution
Gemintronic replied to Random Terrain's topic in Arcade and Pinball
Obviously EGM staff never actually visited an arcade. The closest to female anatomy at my arcade was the man boobs attached to the lamer that always won by using Zangief's cheap moves in Street Fighter II. -
I think the sdcc link is broken/wrong. Also, is there a suite with sdcc and your libraries.. maybe even a good IDE set up?
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Playing PS1 And PS2 Game Discs DIRECTLY On A PC?
Gemintronic replied to gary1068's topic in Emulation
It's not all that a retarted question. I can see everything going well except the darn PS2 compact disc drive. PC/Console hybrids have happened in the past including the Sega Teradrive. I almost bought a 3DO Blaster back in the day. -
Dingoo or jailbroken PSP is the way to go. I dumped my SNES and Genesis carts via Retrode and never looked back. Carts still have all the problems carts have. Dirty contacts, aging plastic, etc.. Genesis-on-aChip or SNES-on-a-chip machines don't have full compatibility whereas emulators on Dingoo or PSP are more forgiving. As a disclaimer I also own several NES portables and the FC-16.
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The inevitable death of TV
Gemintronic commented on Nathan Strum's blog entry in (Insert stupid Blog name here)
i haven't had proper TV in years. It's pretty alien to me to wait through commercials or pine for next weeks episode. I dropped Comcast altogether when I heard they were sniffing my packets for big media companies to sue me. http://news.cnet.com/8301-31001_3-57397452-261/riaa-chief-isps-to-start-policing-copyright-by-july-1/ -
I've also heard that the Jag was doing quite well in Europe but allocation was given preference in America.
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Bollocks. That is all. To be more precise, I have a bad habit of integrating the VisualbB music engine template near the end of coding. When I tried that with MMSBC compilation crashed and burned. Spent the programming time this weekend failing to solve that issue. I'm going to have to create a new game template that already has the title screen in place, music engine in place and all the usual inline includes. What a pain
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Playing PS1 And PS2 Game Discs DIRECTLY On A PC?
Gemintronic replied to gary1068's topic in Emulation
This is about as useful of a link as I could find: http://forums.benheck.com/viewtopic.php?f=53&t=42852 You need mad case modding and electronic skills. The CD/DVD drives used in the Playstations are NOT PC compatible. You'd have to gut a Playstation and somehow mount it inside your PC case. Next, you'd have to somehow get a Playstation compact disc drive to fit in a normal half-height bay. You'd also have to figure out how to extend and mount the power buttons on the Playstation side. What I did is purchase a monitor with lots of connections. I use Component for my 360, HDMI for my PS3 and VGA for my PC. The point for me is to sit in the same place and have all my systems a TV remote away. -
How to make games like David Crane and Rob Fulop
Gemintronic replied to Random Terrain's topic in batari Basic
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@Zerosquare: Sorry for the crazy clueless questions. Is there some allowance for EEPROM? Could a cart be made to access RAM where EEPROM usually is?
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How to make games like David Crane and Rob Fulop
Gemintronic replied to Random Terrain's topic in batari Basic
It really is a luxury bB let's you code, playtest and code again. Once the bB 1.1 code becomes stable won't that have the usual Activision features? -
I really want to play this, but I know if I download it, I won't get any work done. Best bet is to wait for the "Ultimate" edition with all the DLC already in there.
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What happened to the thread about the 2700?
Gemintronic replied to jetset's topic in Auction Central
It's been moved to 2013. -
How about leaving rand out of it altogether? set smartbranching on set romsize 16k set kernel_options no_blank_lines dim counter = a dim randval = b scorecolor = $0E main if joy0fire then gosub rscore drawscreen goto main rscore randval = randval + counter + randval score = 0 : score = score + randval return vblank counter = counter + 1 return
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Instead of assembly voodoo (because I don't know how) I usually mix in other game variables. Sometimes I call the rand function once per game, stuff it into a variable named gameseed and just shift around bits using existing variables. Check out how I change the color of a dungeon level in Destiny: change_dungeon_color tempvar{1} = dungeonlvl{1} tempvar{2} = 1 rem Setting bits 2 and 3 to 1 keeps things bright tempvar{3} = 1 tempvar{4} = gameseed{5} tempvar{5} = dungeonlvl{0} tempvar{6} = gameseed{1} tempvar{7} = dungeonlvl{1} tempvar ends up with a nice playfield color due to a bit of bitshifting instead of constantly calling a rand function. Real randomness usually means complicated code. The trick is to make things seem random enough to the player without committing to complicated code. Mixing in game variables and bitshifting is one answer. Another technique is to mix in a timer/counter variable. At the top of the main game loop I have something like: counter = counter + 1 You can insert various bits from that counter variable to make your bit-shifting based randomizer seem more random.
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Considering it's Ars I thought I'd get more detailed programming insight.
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Shouldn't we be comparing the NEO GEO to the COJAG? Arcade hardware to arcade hardware?
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What I'm getting from the previous posts is that: ROM constraints (six megabytes/48 megabits) RAM constraints (Zerosquare didn't seem positive external RAM would be doable) Complexity of NEO GEO like video driver. Although the object processor and GPU could be programmed with a multi-plane tile based rendering engine the complexity would be gynormous. Also, this goes back to the RAM gotchas of the Jag.
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Are there any flash carts still available? The GOAT Store says out of stock. Of course, it also says "Fisher Price: I can Remember" is a related product
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Programming in "C" on Windows XP
Gemintronic replied to GroovyBee's topic in Atari Jaguar Programming
When I figure out how to use the sprintf command? I didn't manage to get that ROM to run on an emulator. No flash cart for my jag either. My next step is to repeat GroovyBees instructions on a clean PC. Try again with all the Jag emulators I can muster. The two points of failure I can think of is that either the example doesn't run on the current bunch of emulators or I messed up the compilation somehow. Thanks for the reminder! P.S. Before proper documentation, are the header files considered to be the way to learn a command or function? I checked out the DOCs folder in jlibc but it doesn't seem very verbose.