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Gorf

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Everything posted by Gorf

  1. I have come a long way in my VHDL design of a 7800 mega computer board add-on. Tonight I have sucessfully compiled the preliminary VHDL code and will start work on the simulation and testing phase. Up to 4, POKEY chips Up to 16, 8 bit sound channels/8, 16 bit sound channels Up to 4, SIO's(serial, MIDI, 102 key PC compatible key board, and special function controllers) 32 A-D converters for elaborate gaming devices Up to four keyboard like devices(possible 88 key polyphonic musical key board) A8 compatible key board. on board: 32k RAM in two banks of 16k each 16k kernal/BIOS ROM hopefully with some form of BASIC and an assembler monitor/debugger (not bank switched, always operational) Will include static DLL list sprite/animation engine, POKEY sound engine, back drop buffer graphics engine, communications engine, including serial MIDI and special funtion controller support for devices like modern mice, track balls, encoders) 8 function math unit 1) 8 bit x 8 bit = 16 bit 2) 8 bit / 8 bit = 16 bit 3) fixed point sin/cos 256 degree circle or 256 entry square root 4) 256 entry arctan table still deciding the other 4 functions, suggestions welcome Expansion: 7800 cart port thru connector. CART/ROM port for up to a 256k RAM/ROM bank switched: 16 banks of 16k x 8 bit RAM/ROM Possible USB ports for Flash drives, Keyboards and many other USB devices. Will sit under the 7800 unit. Again, the cost of this unit could be prohibitive in making it worth while but the custom VHDL chip I have designed may help a long way in making this possible at a reasonable price. Let me know what you all think. Gorf
  2. Not at all. I just don't like fighting games like Tekken. I did like Way of the Exploding Fist and IK+ back in the day. I only like shmups from a technical standpoint. Normally they involve pushing lots of sprites around at a decent frame rate. A high sprite count and a high frame rate are not always easily achievable.. Please developers, no more fighters. We are at ad nausium with the over abundance of fighters, racers and first person shooter. OY! More clasic space shooters however as you can never get enough of those!
  3. No problem - at least you seem to understand there's more than 256 - that's a start. The Jaguar doom has almost a 24 bit feel, as you have 256 shades of each colour - that's why it looks so good. Indeed...especially in the one room on the second level in the one dark spot, after you find the red key, some where in the back right by the secret door that you shoot to open,you can really see where CRY mode makes all the difference over the other versions. The jag is much more of a machine than many gave it credit for and moreso than 99% of the developers who did not bother to take full advantage of it.
  4. The lighting on the jag is nicer - CRY works wonders for the DOOM monochromatic lighting. But you're an idiot if you only see 256 colours on the PSX Nothing really blows away the jaguar version though - most people wont pick up on the higher resolution and frame rate. Idiots believe a geometry engine is useful for AI and game logic... but anyway . I dont really see 15 bit color. The blockiness is not helping it either.
  5. KK, please read what I actually wrote instead of just simply cut/paste quoting it and you will see I said nothing different. The fact is that is DOES go directly to my point, regarless of year or speed. The Jaguar was doing what they could not untill at least 3 years or so later. I thought Doom on PSX did run in highcolor mode (5-5-5 RGB), and did use more advanced shading than PC which was stuck with 256 colors (th edeault VGA palette if I'm not mistaken) for the entire palette and only 8 shades (and a lot of posterization). Crazyace mentioned that the PSX doesn't even have a 8-bit indexed color mode, just the 16-bit and 24-bit modes. (with textures using 256 indexed colors -which is a hell of a lot more color than in mose 256 color PC games -in doom you often get ones with not many more than 16 unique colors)So on PSX you could use the PC quality textures and probably have proper gouraud shading without the very visible steps and posterzation in VGA. Funny though, because from the looks of it, they did a straight port and I see nothing on PSX DOOM that 'blows away' Jaguar Doom. I see very blocky textures and nothing looks like it is more than 256 colors. The Lighting on the Jag version is smoother and superior, regarless of the lack of a few extra textures.
  6. No but at least many silicon generations later. If you can't understand the actual point I was making I don't know what else to tell you. I think I made my self rather clear. Recently is still not so far off because the GFX cards for at leat a decade are still polygon based. It takes quite a processor of a few Gigahertz to out perform a Jag because the hardware STILL is not capable of voxels as with the blitter and it must be done in software. I dont care if you have games in 1999 since that is not the point. Im talking games that completely blow the doors off of what a 27 mhz console from 1992 was doing in terms of voxel rendering. Can a PC from 1999 do it? Im sure it can with a lot of work using a lot of assembler or a very optimized compiler. Just try using Open Gl even on todays machines and see how unsuited the monster 3D cards are at pixel and line and voxel rendering. You'd do much better using the host processor to do all those extra-polygonal effects. Only in the last 8 years are the GFX cards really making a better effort at pixel rendering.
  7. P5 were released in 1993 anyway..the official release year of the JAguar. 75-120 mhz pentiums were released in 1994, the same time as Jag Doom. Phaze Zero was not slated for release until at least 1995. That is when the 233mhz pentiums were indeed released. My mistake on the 1992 year for 266's but clearly, you need to use all this nonsense to divert from the REAL issue which is the PSX or a PC of that time and years after can not do a voxel engine like the Jaguar did and does. It can not match the frame rate or color till years later...perhaps not recently but certainly not for a few techological generations....which is usually about 6 months per gen. (see how I can own up to my mistakes? Let's see you do so ...but I wont hold my breath.) Then you once again use diversion tactics with one mips and a geometry engine is more powerful than a two risc jag ....ok...at polygons yes, but not in AI and game logic where a geometry engine does nothing to help AI or game logic, not does it do so in voxels. It also can not reproduce T2k with all the pixels blasts and the blitter effects. If it were able to it would have and it fell quite short. It had to replace everything with polygons and did not come close in the pixel and blitter effects department. The geometry engine does not help in voxels at all. You have yet to back this up in any way shape or form. It's really horid at lines and pixels too. Posting links to lame 8 bit color slow frame rate games and sad choke frame rate demos that do not have any other computation but the voxels and poorly and extremely low rez crap on the PSX does not help you one bit. Yes DOOM is the best versions of this game by far for it's time considering the flawed console it had ran on. PSX is not high color like the Jag version so even though we lack in game music(which I find lame anyway after the first few times) GFX's were much more impressive, even if they were lower resolution. OF course we did not have a CD player yet and Sony did. Considering the lack of the other 8 bits of color on the PSX, the geometry engine aint looking all that, now is it? Sure you have a few more levels and textures but yu also had a 650 meg disc to hold them on and spool music off of. And yes, more diversion and twisting of what I ACTUALLY said You mash my words inaccurately as one who is wrong ususally does. How else can you divert attention from the real issue. I never once said they can't do voxels. As an owner of an Atari 8 bit, I can tell yout they have been around long before any PC,PSX or Jaguar was. The point I made was simply no machine of Jaguar's time and not until a few years later, will you find a PC that could throw around the voxels as fast as a JAguar, in 16 bit CRY color and a much higher resolution(in terms of voxel width). The PSX never did and never will. It is not it's strength. So please stop putting extra words in my mouth to try to divert from you're inability to prove otherwise.
  8. There are things where we disagree , but I don't take issue with everything you say Gorf. Poor ol' Gorfy - it's not 'one upping' , just disagreeing - I think I do it more with Atariksi than you though Poor Crazy, why disagree with reality?
  9. No, he take's issue with everything I say. However I stand by what I said about the PCs. Until recently, you did not see CRY color high rez voxel engine's with tons of enemies and object's along with a voxel cloud column on the PC until recently (or nor do you still see such a thing as the majority of developer's rush shit out the door using bloated lib's using polygon's since the hardware does it for them. I never said you did not see voxel's EVER or AT ALL. I was pointing out that with all it's ploygon weakness, it out powered anything in it's time frame handily in other area's, including AI as well as 2D. But as usually, the point is alway's missed in the hope to one up ol' Gorfy.
  10. It further open's our eye's to the nonsensical rambling's of the like's of you. Its just that simple! Hope thats enough incorrect grammar for you to whine about.
  11. It didn't work that way - the PSX didn't have a palette in the same way as VGA ( or even the jaguar ) - it's display was either 16 bit ( 5.5.5 plus stencil bit ) or 24 bit. When drawing textured sprites or polygons to the 16 bit screen the PSX would use another area of video memory as a CLUT to expand 4 or 8 bit textures, but there wasn't any limit to the number of CLUTs - they were just pointers to memory. Oh, so the PSX doesn't even support a 256-color indexed mode? I know the 32x even does that (indexed from 15-bit RGB -enough to make a fiarly smooth transition of VGA games), as does the SNES. (depending on the mode -modes 3, 4, and 7 all use 256 color palettes) The saturn has a 256 color rendering mode as well. (in fact I think that's all VDP1 can do in the high resolution modes) Or could you just set-up a CLUT for 256 indexed colors for a game rendered using 8-bit pixels? (couldn't it do an 8-bit bitmapped display?) It would only take 768 bytes for 256 24-bit indexed color values. And does the Jag's CRY mode use normal 3-3-2 RGB for the base 256 color values? (or 3-2-3 maybe, you did mention they made the odd choice of underemphesizing green, right? -when it's otherwise considered the most sensitive color to the human eye) Right and to my point...sad that it takes a processor with all the latest tech to beat a console one tenth it's clock speed and a few years later to boot. Yeah, but that's all software rendering and a simple SVGA card. Hardware acceleration didn't even take off for consumer PCs until 1996, and it's been pretty much always optimized for polygon+texture+shading, hence why Outcast had to rely on software rendering alone for the flexibility necessary. Still it's ten times the clock rate. That is very significant. Not something you brush off.
  12. I'm not normally one to argue with official manuals, but in this case I'm inclined to believe that whoever wrote that was mistaken. They got the Y = Intensity part correct, but CR standing for Cyan and Red makes no sense in light of how CrY mode actually works. ZB! Im proud of you....you actually posted something of useful substance! Kudos! However, remember, this is Atari we are talking about. They,ve never really been a bastian of 'normal' standards. If it makes you feel any better, I don't get it much either.
  13. Right and to my point...sad that it takes a processor with all the latest tech to beat a console one tenth it's clock speed and a few years later to boot.
  14. Thats it, your ass is grass pirate. Easy there Hercules....he's just a kid...just a kid...
  15. If any of you guys TRULY had eyes to see, you'd notice the ugly low rez of the voxels on any of these games on the Pc or demos on the PSX. you will notice on the Jaguar's PZ and AORPG that the very thin voxel heights would abosolutely choke the PSX or the PC, even at 266 MHZ. Now, I say to you go look at the very fine detail of PZ or AORPG and then compare it to the out right low rez blocky colorless nonsense you are trying to compare it too. They are not even in the same ball park.
  16. Off topic I know but your puppy is just too cute not to say so!
  17. Words can't begin to describe how mad cool this is Belboz! Awsome job and great work! Once again you contribute yet another fine tools for skunk owners and Jag developers universally! Beastly indeed!
  18. I dont know - I looked at the game , and the tree's are all forward facing ( billboard sprites ) - and the enemies seem to only have 16 or 32 frames of rotation - seems workable with sprites. It's still the heart of a really good game for the Jaguar though, and the biggest shame is that it ( and Doom, and BattleSphere ) didn't come out early in the life of the machine and generate console sales. ( I remember reading somewhere that 3D0 sold a million units in japan based on the Streetfighter game - That number of sales may have been enough to keep Atari in the market ) And neither the PC or the PSX could do this game in the same rez or color mode at a decent frame rate. Polygons, the PSX wins, but that is what it was designed for and quite frankly a voxel engine looks world more realistic and much more accurate and you will also notice no artifacting and falsely culled polygon erros that the PSX is awful for.
  19. Even still you have a built in math co-processor with that PC. You have low color(256) and a low frame rate. For a 27 MHZ machine, the Jaguar in voxel ability kicks the shit out of the PC and the PSX.
  20. A Game 7 years after the JAg is obviously going to be running much more robustly. 7 years is a millenia in techonological advancement terms. How do the actual networking interfacing capabilities/mechanisms compare, BS uses the Jag's buggy DSP UART connector, right (with soem masterful workarounds to address the problems)? The PSX has serial and parallel ports on it (parallel only on early models, I think serial was kept though), and Saturn has the cartridge port (which would more or less be acting as a parallel port for a network adaptor plug-in), otherwise there's only the controller ports, and as I recall some networked PSX games used those. (I know that's what Technopop did for Zero Tolerance on the Genesis/MD, that limited to 2-player networking though -controller port 2 linked to controller port 2) As usual, CA does not read my posts through and looks silly. The multi processing capability of the two Jaguar J-RISCs alone are enough to put a serious hurt on a single processor system, that was never designed to do such things. The networking is just an added plus.
  21. NO, you read into that but I never said it. Also in 1992, PC's were 266 MHZ pentiums as the norm. A far cry from a consle one tenth the clock. The point is the Jaguar is by far more powerful at doing them, even at one tenth the clock. Pay attention next time. Yeah but I can tell by looking at all three you tube vides that the Jagur voxel engine is world superior, since it is running a game with many on screen objects as well at high CRY color and voxel clouds as well. None of which you see in either sad demo you showed. Look again. The rotation of the enemies are way to smooth. That would require a serious amount of sprites to do that. I can tell they are voxel ememies as well. You showed a PC game with almost no enemies and a not suprisingly lame PSX demo with the camera point DOWN onto the landscape, further relaxing the need for the voxels to be projected and therfore computed more heavily. Get over it...you are just wrong on this one my friend.
  22. Oh yeah another great one! Choppy, crappy, blocky, low color DEMO!!!! I friggin DEMO that barely can run at 15 FPS from what it looks like. Now add few enemies and some AI and watch that choke like a frog swallowing a horse. Nice try, but not really. The A8's can do a full game with voxels....how sad is that? Now....go see a REAL Voxel engine that is actually part of a game. You 've already seen Owl's master piece that is clearly not only superior in ever way, it is actually a game you can play, and I doubt its dropping under 30FPS. I can't really comment much more on Owl's deal as I've only seen but a few seconds of it but clearly it blows away this pathetic demo on the PSX, which BTW points the camera downward to help the voxel engine from drawing REAL heights. show me the PSX doing this...then I might be impressed. Notice the extreme heights of the landscape at 60 FPS in CRY color, with voxel clouds and enemies. Try that on a PC or a PSX and you get choke. Again, nice try but not really.
  23. Oh yeah real great! To bad you are 8 bits short in color , a boxed in view and a much slower frame rate! Oh, btw is that a 100 MHZ Pentium or higher?(27MHZ Jaguar blows it's dooors off) Next....
  24. WHHHOOOOOPSIES!....my bad......you are right in this...again, my point is that CRY is superior to the typical 15 bit highcolor modes found on those consoles and PC cards.
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