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sh3-rg

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Posts posted by sh3-rg


  1. Wow, I guess we've been mistaken all of this time. Maybe what people want are huge TECHNOLOGICAL MASTERPIECES

     

    Nope, I'm pretty sure he said people prefer the 32-bit style of aircars... :lol:

     

     

    h*t g*y n**ds s*x - w4m (Thursday, 18 June 2009 12:50) just looking for a hookup... mess with the bull and you get the horns : don't f*ck with reboot

     

    • Like 4

  2. Whatever, lots of haters in this thread with nothing better to do than talk shit. Whatevs. Continue your hating, please, since it seems to float your boats. :roll:

     

    You've probably got your hands full with other things... I don't think there's much hate around the forum anymore.

    • Like 3

  3. Mighty quiet on Rebooteroids news. Whats happening? Still on target for a 2011 release?

     

    You can blame myself and GGN for that - CJ really wanted to make some videos to show off what we've been up to but he got out-voted as we're against giving too much away too soon :P We're not really about making videos, better to just get on and make stuff instead :D

     

    CJ has still been doing things with Rebooteroids from time to time as you can see from his blog, but neither of us have much time right now. Very recently we have been working on a much smaller project instead which suits the free time we have better and keeps it all interesting and fun. In time we'll be back to Rebooteroids to get it finished off and then we can look to getting some carts made up.

     

    CJ's ramblings mentioned it is best with a rotary that has 72 clicks or more per revolution and uses Chaos Reins as a good example. Makes me wonder how this compares to other rotaries especially the new MK2 which I was leaning toward buying.

     

    What he says is right if you stick with the default settings, but I'd have to disagree with CJ's comment tbh - I have a Chaos Reins, a Tyrant rotary & a Jonathan Ascough rotary (impossible to develop a game properly without knowing exactly how it is going to handle with the various hardware out there - if anyone has anything more exotic they want to be sure will work with the game, get in touch) - all three are perfect for the game as you can adjust the sensitivity very finely in the options menu, allowing the player to get the game handling exactly as they wish. For my personal preference, I like to make the latter two pads more sensitive and leave the default setting for the CR, that way I can make a complete rotation with very little movement of the left hand. Some people prefer it less twitchy.Oh, I also swapped the knob on the JA pad for a knobbly chrome one, it makes it a bit grippier for quick turns and helps me tell it apart form the Tyrant pad easier, but that's beside the point :)


  4. I'm afraid all the Downfall links on the AtariAge homepage are broken. I tried them one by one and got 404'd each time. :(

     

    The reboot site moved from dbug to atari.org so all links to the dbug site are now down. I'll see if we can get the links form AA fixed between us.


  5. This looks pretty good. Just one question, why are the numbers so large? To me they seem obtrusive on the screen.

     

    That will be different in the final game, both size & appearance. They are CRY light maps, they blend with the game objects rather than obstruct them, but in that build they are too bright and too large.


  6. Learned a few things reading this thread:

     

    :thumbsup: Open development is interesting. It seems great for getting input from all kinds of people, giving you ideas and pointing you in directions you might not have considered otherwise.

     

    :thumbsdown: Open development is crap. People won't STFU and let you get on with making your baby your way ;-)

     

    Love the work that's being done here, looking forward to playing the finished game and seeing where it ends up.

    • Like 6

  7. Not sure if many people stayed on the steem mailing list - got this email earlier:

     

    Hi,

     

    we've finally released Steem's source code as open source under GPL3.

    You can find the code of the current release here:

     

    http://code.google.com/p/steem-engine/

     

    - with a few tweaks to help it compile against newer version of the

    libraries.

     

    See the windows-build and X-build folders for build instructions and let

    us know if you're interested in forking the source.

     

    Enjoy!

     

    Anthony and Russell Hayward

    • Like 2

  8. Been awhile since we heard anything new here.

     

    Got any updates you can share?

     

    Neo is busy with other things away from Jaguar, CJ is busy with other Jaguar things.


  9. Does the red light come on when you press the power button?

     

    Hooking a Jaguar up via the RF is no different than any other system that uses RF. Hook it up, switch it on and turn to the appropriate channel. No need for a switchbox even, so long as you have the right connector.

     

    It'll be a green light if it's a UK Jag, but that's all good advice.

     

    I'll add to make sure you have a cart in firmly!

     

    If you're still struggling...

     

     

    ...make sure that you've polished the cart slot & cart contacts until the JaguarGenie appears. Then, with one of your wishes, ask her if she can see what the problem might be.

     

    ps, don't ask for more wishes or more Genies, she doesn't like that...

     


  10. Yea, let JiFFI try to spot what your mystery .JAG files are or do some trial & error if you've got lots of free time to burn - Jagulator works fine with ROMs that have been renamed to .JAG as long as they are loaded as a ROM.


  11. With some recent progress on the Jag emu scene I wanted to try some of the Jag games I ahve on my PC - unfort they are in .Jag format. Anyone have a util that can strip the header off these and turn them into .BIN files?

     

    There's a few different file types disguised by the '.JAG' extension, I think some ROM collections have all files renamed to that or maybe someone just decided it'd be a great way to confuse people as they could be pretty much anything :) Maybe your best bet is to experiment with some renaming of files or see if JiFFI can detect some of them for you and give you a hint as to what they really should be. Or possibly name a few of the titles here & see if anyone wants to volunteer some infos as to how you might get somewhere with them.


  12. I agree that ST conversion can be made. But game seems not worth of effort. Parallax looks good, but soon getting headache from ...

     

    Like reading one of your posts, pperror... :lol: Fancy you having a dig at something CJ made, who'd have thought that?! :roll:

     

    As for as ST conversion of DF, it's something GGN has considered (well, possibly Falcon or both) but he's working on other, more interesting game stuff for the ST right now.

    • Like 1

  13. 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? :thumbsup:


  14. Call me a pedant, but why does the first layer of the background move faster than the platforms? :P

     

    All the background layers move faster than the platforms, that's what the platforms to Hell are like... some kind of weird elevator :)

     

    BTW, those with a sharp eye might recognise those background rocks from somewhere else, only 90 degrees rotated and a bit of speedy colour tinkering...

     

     

     

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