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Posts posted by Gorf
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Sign me up - I'll take 1
FAB! You are every developers ideal supporter!

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ooh.....I may have to try that out,negated though....mwhahahahaha!
I like spooky looking dark desktops.

Yes, your right it looks much better as a negative.
That does look pretty good.
I prefer darker backgrounds personally, so that works well.. ..Al
Im in!
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Reading five pages of anything will do that to you

I've always prefered large flat shaded polys as opposed to lousily textured shitty ones my self.
a few of the 3D games refined to take out the 68000 or at least make it run more efficiently. Or heck, a few new homebrews could use these techniques. I expect to be playing Halo on my Jaguar by the end of the year
J/KActually the 68k is just a micro processor. It tells the video processor inside TOM
what colors to use but the video processor really generates all the colors. The 68k
just sends a value to a register inside that part of TOM, and the video portion of the
chip knows how to turn it into a colored pixel on your screen. Now keep in mind
that the video is built each frame by both the Object Processor Logic(OPL) and the
Blitter. You can however, write to the frame buffer directly with the GPU, DSP and
the 68k. There are also video line buffers you can mess with if you have a pair but
you are really treating the Jaguar like a very advanced 2600 at that point. I know of
a lad who has tried this and has had some interesting results.
Let the OPL deal with the frame buffers. The OPL uses an object list in memory.
That list represents a collection of windows much like sprites but very flexible
and very powerful. In fact any thing you ever see on a Jaguar screen is the
result of the OPL using this list to build windows onto your TV screen. These
objects in the list point to a place in memory where the image data is stored
and the OPL transfers to from the frame buffer to the line buffers which displays
on your TV. The Blitter is usually used also to write to the main window object
for polies and background effects like you see in T2k.
The best way to operate the jag is without the 68k at all..it is really not necessary. It only runs at half the speed and is only 1/4 the bus. It really holds up a 64 bit bus just
so it can move 16 bit data around. Even just it grabbing instructions is too much. The
GPU and DSP in proper harmony are well more efficient and they way the designers intended to run the system. So far all of our 3D games are using an engine that is soley GPU and no more 68k hoggin up the bus. The 68k boots the sytem and then goes to bed.
Hope that helps. :^)
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I think I would classifiy it as Hardware assited 3D but not fully 3D.
The fact is, it makes for MUCH more flexible 3D as it is NOT hardwired.
Again...even though textured games run horribly slow on the JAg, the
quality is much higher than PS1 or N64. If you observe Hover Strike,
you will see AMAZING lighting and mipmapping. Just unfortunately at 20
fps....
...again overuse of the 68k.I agree, it might be slower, but the graphics are superior to the PSX in almost every way. No clipping, warping, moving or anything of that nature.
Dont forget 16 bit vs 256 usually. Shoot , I like the shaded games on the Jag. I love the
unique and arcadey/cartooney feel they have. There is plenty of untapped potential still.
Granted we wont be doing terraflops with the Jag but I know there is more to squeeze
out of it. The color quality is also better on the Jaguar. It's much crisper.
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ooh.....I may have to try that out,negated though....mwhahahahaha!
I like spooky looking dark desktops.

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You should ask SCPCD about FPGAs, he is already doing great little things

I have someone well experienced already. I just need the libs.
The same guy who is working on Jaguar 2 ? How is progressing the project ?
Yes but we have not been doing much at all on it with all the current work
I have before me. I need a bigger crew.....5D Stooges? DOH! nah! we'll just
have to do it ourselves....

Fact is, ther are a few other folks helping us behind the scenes with a few
projects like the debugulator.
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Yeah, SW2K had a lot of potential, I like those photon torpedos, they look like the rare earth phenomenon of ball lightning, as well as the fully textured ships that BS doesn't have.
The key word is ships....there are many in BS...there is only one other in
SW2K. Texturing one model on the Jag is not a problem. Another one or
two more and you would see why you dont use t-apping so often.
Then, on top of that, try to pull off even half the AI going on is BS in
Space War. The pilots alone in BS are Harvard compared to the kinder-
garten like play an AI of anything you will see Space War do. Still, both
games are fun.
chugg....
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For an unfinished title, it certainly was nice and it should have
been released early. I do remember this being around for a while.
Long before the fall. Too many times Atari chose to sit on things or
put them on the back burner. Now I wont try to compare it with BS.
It s a whole different planet form each other. It 's no BS but for a
quick and dirty shooter though, its really cool.
And if someone had the source we certainly could take a look at fixing it up.
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Sorry, we (SCPCD and I) don't have them either.I have someone well experienced already. I just need the libs.Yeah, no sweat man...no one seems to. It looks like its roll up
the sleeves time. Im am quite confident in the guy I have on the
project. Libs or not, I aims to see a Jaguar running at ludicrous
speed(of course using Space Balls technology)!

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Pardon my ignorance - but wouldn't it have been a lot easier to go buy one of those small LCD monitors that take an AV input? You know, like you see parents putting in the mini-van for the kids to watch DVDs on?
I use one of these for my Jag development. It good to do vertical
monitor games on too.
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You should ask SCPCD about FPGAs, he is already doing great little things

I have someone well experienced already. I just need the libs.
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Well since this thread is way off topic...are either of you
into FPGA stuff at all? I just got me a Spartan3e from
Xilinx around Christmas and had pac man and the Astro
cade running on it. Very cool, Mike J did those. Im looking
to get the T&J chipset on it eventually. My hope is to fix
a few bugs, and speed it up considerably. I am told by
those who know that with the right xilinx and the right code
we could imagine 200+mhz version of the chipset.
Lotsa work..I have the T&J nets..I dont have a few
old MOTOROLA/TOSHIBA libs required to simulate
the chips for testing/debugging. May have to build
them all by hand. DOH!
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Pardon my ignorance - but wouldn't it have been a lot easier to go buy one of those small LCD monitors that take an AV input? You know, like you see parents putting in the mini-van for the kids to watch DVDs on?
And Jag can do RGB from the SV port which blows all others away
in quality as that is the abolute direct signal most display devices
break down to anyway. R,G,B, Hsync, Vsync. This is the REAL deal.
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And if you DO try to make a handheld version, make sure to add in the JaguarCD... you know... so that it won't be too easy...
(j/k)Nowadays I bet you can find a nice compact CD drive that could work.
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Now if you can fit that all in a small handheld.......

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AVP is a raycasting engine, not 3D. The Jaguar doesn't have 3D hardware. Take a look at ALL the rest of the 2D game machines of that time and you'll see that not ONE has a 3D game as fast as the Jaguar with the same pixel depth, resolution etc. The 3DO was the only console that competed, but it had 3D hardware. I've developed raycasting engines faster than AVP at that pixel depth on the Atari Falcon, but it took me a while for the optimizations, I've heard that the AVP programmer was rushed and pressured by Atari.
You've heard correctly then. This was a common practice it seems
at Atari at the time. I've have seen the AvP demo proto and it runs
atwhat looks to be 30to60 FPS all the time. ALL THE TIME. That was
before they used the 68k for AI. If they had been given the time to
use the GPU for the AI, that game would have rocked a constant
30fps at least.
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Not really true : the blitter can be used for hardware-accelerated texture mapping and gouraud shading (and possibly Z-buffering, but I'm not sure). But it's far from being a complete 3D chipset.The Jaguar doesn't have 3D hardware.I think I would classifiy it as Hardware assited 3D but not fully 3D.
The fact is, it makes for MUCH more flexible 3D as it is NOT hardwired.
Again...even though textured games run horribly slow on the JAg, the
quality is much higher than PS1 or N64. If you observe Hover Strike,
you will see AMAZING lighting and mipmapping. Just unfortunately at 20
fps....
...again overuse of the 68k. -
Wow, that topic went astray rather all of a sudden.

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I recieved them as samples for one. You have to know how to talk to the salesmen, and it helps to have an actually registered business in electronics and gaming like I do. I have not recieved them yet. I told the salesman what I wanted, he said he'll send me a few different samples. I will take him up on the customizing offer. It is free.
I'll fill yuo in as soon as I get them.
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It's being developed for Xbox Live Arcade, which is available for you if you have a Xbox 360 connected to the internet.
No o never got one as I still never use my XBOX to justify a 360 purchase.

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I paid about $190 years ago for a BS 'Classic'. At the time I had a pretty decent job and I could afford it. I played it quite a lot and loved it; I thought it was a great game. Unfortunately, I ended up selling it when I lost my job. I actually only got about $140 for it when I sold it - but I figure I rented it for $50 and got a heck of a lot of play time out of it.I just can't see spending so much money on a game.Even now I'd probably be willing to pay $175, maybe $200 even for a copy. I can't really afford to go higher than that though... $400-$600 is way too rich for my blood.
But if you had the money to piss away you and I both would go for it.

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BTW, guys, I just had a CUI send me a few different encoders to mess with so, i'll see what I can discover with these when I get them. I need to get my machine shop pal to make me a nice heavy knob for it .
I 'm sure there is a computer he needs me to fix again.


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It would be interesting to know how games on the Jag would have looked like if Atari had chosen not to include a CPU at all. I think there's a chance that they'd been better.
A simple 'stop' intruction and disabling the 68k's interrupts is all that
would take. Then it would be Tom and Jerry all by them selves.
The trouble with this of course is that since the system was designed
with a 16 bit host processor, for some reason(bad design again) the DSP
needed to be the same width as the bus. The DSP is lightning fast internally.
It is actually slower in some cases in main ram and extremely unstable with
jumps, moreso then the GPU is.
Since I got the main ram jumps and local to main jumps working the
only time the 68k is awake it to init the vblank once per frame. that will
be eliminted as well and once the game boots the 68k may only do an
interlude in between levels or something if I ever to bother to use it at
all again that is.
The framerates in our games that wre once 15-25 and maybe 30 when
most object were off screenare 30- 60 all the time and mostly 60. We
are not done yet. This is using the very inefficient Atari sample renderer
in the dev kit. DONT get me started on that thing...beautiful features it
has but so inefficient. JagMod certainly cleaned it and sped it up a lot
though. Before the main/local jump workarounds and JagMod's mods
(now you no why he is the JagMod) to Atari's renderer we were lucky
to get 5-15 frames a second. In all fairness the renderer docs clearly
state that it was not intended for use in games and should only be a
template for much more efficient code.
Actually, I have seen sources to the cart version of Hoverstike.
Except for the rendering, everything is pretty much done in the 68k..
BZZZZZTT! I would love to get my hands on that source a move it all
over to the RISC's( lots of work though). However, hat engine has much
potential. The 68k , not the textures are what slows that game down so
much.
Gorf
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AFAIK the 68K bus accesses are not optimized, they use a whole 64-bit cycle to fetch 16 bits, so 75% of the theoretical bandwidth is wasted.In other words, they spent many thousands of dollars making the other chips fast, and then they wrecked everything with a horrible bus interface when a good one could still have been simple.
The 68000 bus interface, after all, needs to have one 16-bit data path connected to the 68000 and a 64-bit data path connected to the bus. How hard would it have been to do something like:
On data read, perform the read using a 26MHz 64-bit bus cycle, latch 16 bits of the result, and then make it available to the CPU. On code read, if address bits 3-23 don't match last code read, perform a 64-bit bus cycle and latch all 64 bits. On any data read, feed the 68000 the contents of the latch. On data write, latch the write address and data, and post the write at the next opportunity.
Nothing complicated there--certainly nothing so fancy as the Jaguar's other chips--but the 68000's bus width utilization for a given execution speed would probably have been cut by a factor of at least three for most typical code, and by a factor of 8 or more for some other code (if a loop fits in a single 8-byte unit and does not access any data memory, it wouldn't use any bus bandwidth).
What is a bit strange is that although the 68K has the lowest priority (so it shouldn't slow down other processors), tests show that disabling it improves performance.EDIT : SCPCD's theory is that since the 68k bus accesses last longer than other accesses (since it is clocked at 13 Mhz instead of 26 Mhz for the other chips on the bus), at least 1 cycle is potentially wasted each time it occurs.
EDIT 2 : More than 1 cycle is wasted, since 68K are even longer than I thought.
That could very well be what's going on.
Zerosquare is right though. I know for a fact that this is essentially the case with the
Jag from my own tests. IT does not belong in that system. Look at the cojag. What a
difference in perfomance when you use a more suitable processor as the bus master
(as in code master). Cojag is the same clock speed as the Jaguar. The only difference
is more ram and the 68020 or r1000( not sue why they switched these around).
My guess is the Jaguar chipset would operate most efficiently the way it was intended
to be, by its very designers, without ANY other master CPU, unless it was on its own
seperate bus. Shoot... the 68k on a seperate bus would have been fine. And again 64k
would have been loads for any gaming ai.

New Jaguar GCC
in Atari Jaguar
Posted · Edited by Gorf
Dont bother to waste your time...the Risc compiler is a pile of S$%t.
Using a compiler to write code that should be in yuour local RAM
is just plain silly anyway. Asm, Asm, Asm!!!
Now if I had the sources to that compiler, i'd fix it so it would
write code according to the main RAM GPU code rules. Then it
would make sense to have one. If you only plan to run from
the local, a compiler will never be good for speed and efficiency.
EDIT NOTE: I know becasue I am the one who gave that to Roine
to post there.
Perhaps some day we will have those sources and
fix it all up.