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courtesi96

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Everything posted by courtesi96

  1. Yeah ... this isn't going to happen. Rather than stalk out into silence I'll sit while you throw pie at my face. I've managed to find the original Quake sound effects and they weigh in at around ...(drumroll please) .. 3mb; and these are 11khz ones at that. And those don't even include the ambient background noises! Yeah I've been schooled.
  2. My apologies! So for example if Good Deal games is selling Impulse CD - is there anything that I can ask before hand to ensure the media is up to the task?
  3. Here is where I got the idea that CD-R's are bad: http://atariage.com/forums/topic/210340-how-difficult-to-interface-a-keyboard-and-mouse-with-the-jaguar/?do=findComment&comment=2723910
  4. A 3D engine in RISC is going to be a multi-year nightmare. But if I can't get the keyboard/mouse going I don't want to do it. And being the audiophile that I am I'd rather sacrifice graphics for audio; and getting every Quake sound sample in is paramount to my desire to do this. Quake is one of those few rare games where the graphics can be gritty low res and it will still work.
  5. Wow. Nice way to judge somebody's intentions. How did you come to this conclusion? Can I have the next set of winning lottery numbers please? I will definitely try to contact the authors of titles I'm interested in what they have to say. I'd prefer that someone who knows what they are doing burns perfect copies that won't jack the JagCD.
  6. I was going back and forth if I should even ask this as some people might get irritated at the thought .. but here goes .. Some of the homebrews look absolutely fantastic; and while some have been released like Impulse I'm curious if anyone has thought about producing games that haven't been released on CD? For example selling Tube (the first that comes to mind) for $30-$40 in a high quality case / printing using extremely high quality media. Or if it is technically feasible selling these on cartridge (I'm not sure if the chips/parts are readily available anymore) for around $100. Thoughts?
  7. Title tells all... Looking for a cartridge (if it exists) - perhaps used by Atari technicians back in the day - to let me test controller movement / buttons, etc...
  8. The first step will be to collect all the sound clips and see how much RAM they consume. That will determine a lot in the direction I take. People set the expectations so low it gives an opportunity to surprise them My current schedule is this: By the end of 2013 I will try to accomplish the following: 1) Collect all the sound samples from the original Quake and determine how much RAM they are going to take. I believe the originals were 11khz so I'm hoping I can squeeze them in under 512k. 2) Build a St/Amiga mouse adapter 3) Build a Keyboard / PS2 adapter - will not use all of the keys; it will run specific keys to the Jaguar controller pins. 4) Write some Tom/Jerry code - with Jerry in control - to display a title screen with all the usual options. Options include ability to change mouse sensitivity, test keyboard, and go through a sound test. I will probably not start on a 3D Engine until 2014 as I have to brush up on some Math.
  9. I had planned to go but it complete slipped my mind I will definitely make it next year! By the way, I will be at the Glenside Color Computer CoCofest April 27th/28th.
  10. I'll think about it. You can still get brand new Atari St mice and as far as I know the Amiga mice will also work on this. Lets be honest - years from now IF I ever complete this there might not be that many people left who would be interested in this so not many will be seeking it out. If I read the archives correctly Songbird/Telegames pretty much scooped up the remaining components on the market for making cartridges so this would probably be forced to be a Skunkboard Rev 2 / Rev 3 / Emulator format due to requiring 4MB minimum. I don't know everything about the Jag CD but from what little I've read it makes it more difficult to write large games with even though you would think the opposite. Plus it seems to be a bit of an unreliable piece of kit. Several retro computers (Color Computer, Atari St, Sinclair, etc.) have come out with SD card interfaces or ways to use your PC's harddisk for storage. Has anyone tried this on the Jaguar?
  11. Well maybe impossible - I'll have to spend more time. BTW: here is my inspiration when it comes to pushing hardware to the max: http://www.youtube.com/watch?v=ZOwXMpjIiYI Someone named the SockMaster ported the original Arcade Donkey Kong's source code to the Radio Shack Color Computer 3. And when I say ported - I mean handcoded the original Z80 to 6809. EVERYTHING in the Arcade Donkey Kong is exactly in the CoCo port. The CoCo 3 has no sprite hardware and no specific sound chips (RS was cheap and uses the DAC from the Cassette Recorder) ...and yet here it is.
  12. Has anyone figured out the method to the Engineers madness yet? I mean, the architecture seems so fragmented compared to say a Playstation; is it just bad development tools and lack of RAM that hold it back from N64 levels of performance?
  13. It was fine. But you are comparing apples and oranges: Quake is a full 3D environment. After spending sometime downloading some source code I can see what everyone is talking about. In addition to this, I started looking at the memory requirements for just keeping sound effects in memory and it's quite a bit. Even the Amiga Quake port required 16mb-24mb. This might have to be a CD-ROM game, but even that has some limitations as I understand. What did I get myself into...
  14. So I've read quite a bit over the weekend regarding the Jaguar and I've got a few questions. From what I understand when developing a high performance game that pushes the Jaguar to the limit it is best to turn off the 68000 and rely only on the two RISC processors. The question then becomes which processor to use for controlling the game logic. Further reading (mostly from the v8.pdf) is that the DSP would be the ideal candidate for this. Because it can access all memory and also be accessed from anywhere. It seems the DSP can do all the game logic, play background music if need be, play sound samples, and send requests out to the Graphics chip. But since Jerry can do graphics too it could handle the user interface (character status on screen, text, etc.). Tom could of course have its own code and just sit and wait for instructions. It really seems to be a balancing act on how to extract as much performance as possible with making sure both processors are being taken advantage of to their full potential. I do have a question as I don't see it clearly stated - the Jaguars screen resolution seems very programmable. What is the maximum resolution the Jaguar can handle - including colors? What are the challenges in maintaining this resolution? How are colors restricted in this equation? The type of application I am thinking of is a first person shooter. However, it will not have background music during the game - only a looping sound file for ambient sound so that should free up cycles that would have been spent on a .MOD player. Also I think 256 colors would be more than enough - but if this makes an impact this could be reduced to less than 256 colors. Are their any source code released for a game that shows heavy RISC usage?
  15. Ok - so I took a look at the Atari St mouse adapter schematic. So as far as I can tell there is no CPU penalty for this, correct? Do you guys think it would be too restrictive to only allow a Atari St/Amiga 2 button mouse for use in this game?
  16. For a keyboard microcontroller this looks pretty good, no? http://www.pjrc.com/teensy/ The same could possibly be applied for the mouse. I would just have to make sure the Jag is sending out enough juice to support it and the peripheral. I am not too familiar with the Skunkboard yet. But from the little bit of information I've read it has two USB ports that are not wired into anything so unsure if they can even be used. It would be convenient in the sense that this part would be ready to go if it worked; on the other hand what do you do if cartridges actually get made. (Yes, I'm getting ahead of myself - just thinking ahead.)
  17. Look, I know I am about to get treated like the dog crap under someones shoe but here it is ... I'm someone who would like to port Quake to the Jaguar. Yes, I know it's extremely difficult and as a 1 man effort would probably take me 3-5 years to do it - if it ever gets done. But I wouldn't even start trying if hooking up a keyboard/mouse to the Jaguar wasn't possible or if it consumed too much CPU time. I'm not a big fan of using game controllers for first person shooters to begin with - and I think that the Jaguars would be terrible for this game being entirely 3d and all. Please don't thread crap on me. I seen the other guys thread on this very topic and I'm fully aware of how daunting this task would be. I'm not expecting to crank out cartridges to make a fast buck. Lately I've lost my inner geeky programmer and this is the only type of project that would interest me. I've been quite consumed thinking about it actually.
  18. What would be the best way to approach this - PS/2, USB? Is it even possible?
  19. Okay... $50 even - includes shipping in the US. If this doesn't sell by the end of this week I'm putting it up on ebay.
  20. Just got this game in. Everything is as described in the auction. If you know anyone who is looking for this game complete in good condition please send them my way. Thanks.
  21. Many people including the developer Eugene Jarvis consider Stargate superior to the original Defender. If you took graphics/sound out of the equation how does does Protector/SE compare with Stargate from a gameplay point of view?
  22. 1. Can anyone tell me what keypad buttons Protector or Protector SE use? In particular the keypad. The online instructions don't say explicitly if 1-9 are used. Only * and #. 2. This next one is a tough one to answer. If you take the procontroller and specifically target the D-Pad and the C-B-A main buttons, is it really that much of an improvement over the original two revisions of the standard controller? While at a con I played on a Jag with a standard controller (don't remember if it was a B or G) and then had a chance to handle/use the procontroller. Honestly I didn't feel a huge amount of difference between the two. Up until that point I was expecting something drastic - like the difference between a Gen 1 and Gen 2 xbox controller. Really it's got to be the same size, the dpad is a little different.. I just don't know for non-procontroller games if it would be worth the price? I'd be interested to hear your opinions on the matter.
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