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Otto1980

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Everything posted by Otto1980

  1. 1. no.. just the standardstack from the startup.s (the example from atari with the licensed logo) 2. yes.. skunkRESET then skunkCONSOLEWRITE ----------------------------------- _start:: move.l #HELLOWORLD,a0 jsr skunkRESET jsr skunkCONSOLEWRITE HELLOWORLD: .dc.b 'Hello, world!',13,0 ----------------------------------- 3. there is no infinite loop... just wanted to connect to debug... just wanted to see a living sign from jag to pc 4. i did nothing... it is done automatic by starting jserve.exe (looks like it takes the JDB.COF inside the skunkboard-source-gdb folder) How did you guys debug?? cant you explain step by step, or upload a litte example.zip? would be helpfull
  2. still same problem just as example... i take the startup.s example ... also skunk.s and assemble & link it together i do nothing else than: _start:: move.l #HELLOWORLD,a0 jsr skunkCONSOLEWRITE HELLOWORLD: .dc.b 'Hello, world!',13,0 should be able to debug this with console??? but it didnt work... reseted skunk... i run jserve.exe on PC and it turns jaguarscreen black jserve.exe shows: -------------------------------------------------------------------- Installed EZ-HOST stub: 60 scan codes sent COFF File: Skip 168 bytes, base addr is 2000, sending 2971 bytes...Send a block Installed! Establishing contact with Jaguar stub...Connected! Waiting on localhost:4567... -------------------------------------------------------------------- as skunkbord is not reseted now i cant upload with jcp -c startup.cof (for example) i took a look at GDB video on youtube ( ) ... but isnt it possible to debug without GDB? any ideas?.. i think i didnt understand something essencially
  3. Hi all, im trying to debug with skunkboard (jserve.exe and jcp) the jseve.exe looks good .. reseted skunboard, green screen, i open, and ... ---------------------- (waiting on localhost:4567) -> so far so good ---------------------- but the jcp -c stucks at: ---------------------- C:\>jcp -c jcp v02.03.01 built on Oct 14 2009 Skip 0 bytes, base addr is $4000, length is 0 bytes Finished in 0 millis, 0KB/second. Starting console... ---------------------- any ideas? did i started the tools in correct order? (remark: one time he "waited for 68k handshake" but after waiting long time i aborted)
  4. i did absolut nothing with it -> so never used .. it was an accidend double buy so i had one i never used and i hardly tryied to give it to a coder.. but not possilbe.. when i wrote in forums they blamed me for making advertising for my skunk insted of helping find a person that would maybe code a little
  5. untrue... some weeks ago i sold my second one "never used" there was never a file uploaded and it was never inside a cartridge slot nothing is impossible and... as i had no feedback i think the board works nice
  6. i dont blame only this single game.. there are a lot more responsible for jags fail! but compare it to phase zero ... it was also not completed.. maybe 10 or 20% more to finish it is fast as hell, looks good, plays good, got good sound, got impressive, intuitive and fast menues and this is what you wanted to see in a nextgen console at those days spaceware got very weak sound, very weak gameplay, enemys and KI you dont understand... you are searching gameplay but there is no its just nice textures and some controlls... and also windos95 starfield... naaajjaaaa and with the same impression the visitors of a gameshow come home and write their articles to magazines 20 meters next on Nintendoshow they see starfox2.. fast gameplaysolide action with epic bgmusic and sounds, voices, cinemalike cutscenes, story... and more of course..lower resolution and much less textures, not exactly the same kind of game... but who cares... it just rocks and spacewar2k NOT SNES vs JAGUAR... did you really not understand? and guys.. finally look at battlesphere and wingcommander 3,4 that was also from this years... dont lie to yourselfe... NO CHANCE.. not even in 150% finished state
  7. good textures??? hey sorry they look like drawen by a 6 year old child but the resolution of them is quite good for its time music?? soundfx??? crappy menuefonts.. and everywhere the same psycho-color-blur effect in menues... sorry fallen angels for example (coded by one person) is much much much better.. and it is homebrew games like spaceware are responsible for jags death... when shown on shows ... what should the reporters write in their magazine???? even for a techdemo.. not more look at starfox2 on snes... holy shit... gameplay, sound, music and leveldesign + 500 % (in some cases also graphics) aahh.. btw if someone wants the sw2k cartridge... i would give you mine for cheap
  8. nice texturemapping.. smooth.. but game itselfe is shit... also sounds and music, graphics & texture artwork a typical game to kill a console
  9. i noticed that the .cof file of Fallenangels is ~900kb and if i upload it to skunkboard (standardsettings GUI) v3 then it doesnt flash??? does it load directly into jaguarram? cause if i restart the jag its gone and the rom i uploaded bevore is still there (bank 1 for example) so does this mean it saves skunkboard flashing resources this way (writecycles on chip)???
  10. awesome job.. great intro.. smooth gameplay.. keep on this way ! just an idea: nice sky/clouds background?? you tested this idea? greetings to all
  11. Your my Heroe.. answering this noobish question.. sorry for that.. after reading a little slower the v8 doc i saw it by myselfe (and couldnt delet this stupide question from forum :-( btw as im now trying getting into the objectlist-refresh mechanism i ask myselfe how much ready the jag is after the standard startup.s in the example the objectlistroutines... can they be used in the rest of a project? maybe small modification of for example "#license" and "#BMP_PHRASES".. just doing it a little more common for other values accessable im asking this because as i saw on the "TESTRGB" demo source there is the identical Subroutine "InitLister" <-> "make_list" just with some other imputvalues like "MY_LISTSIZE" in stead of "LISTSIZE" my goal is to understand the objectpart completly and create a nice and common startup for my further coding greetings and good night
  12. Hi all, can you guys explain me what the "stop object" is for? what it does and is it urgent need? thanks greetings
  13. thanks for your tips.. step by step i have my docs set up but smal question is left: why we do the "logical shift left" in the jaguar.inc? and why we do it this way and not by just declare fixed equ´s ?? O_DEPTH1 EQU (0<<12) ; DEPTH Field for BITMAP objects O_DEPTH2 EQU (1<<12) O_DEPTH4 EQU (2<<12) O_DEPTH8 EQU (3<<12) O_DEPTH16 EQU (4<<12) O_DEPTH32 EQU (5<<12)
  14. smac so far. have no other choice an win 7
  15. hi all, some stupide syntaxquestions for the 68k (because i cant find it in any books or online) what stands this pipe ("|") for and what exactly does it: move.l #(BRANCHOBJ|O_BRLT),d1 (taken from startup.s) what exactly is doing this "<<" in this equeal O_BREQ EQU (0<<14) sorry for noobish question.. but i want to know EVERYTHING greets to all
  16. LOOOOOLLLLL... a "jaguar reference manual" good to know that it exists.. now i can put my crystall ball back to cellar and read the pdf (why the hell this pdf isnt in the DOCS folder of my jagdev windowsenvironment) thx
  17. is there a well documented version of this startup.s? in my opinion a jagcoder should now about every single line of this startup and what happens there and why it is there without.. i think no real programming is possible all the libraries and soundengines are cool, but who should use it without knowing the jag first of all this startup is most important knowing why updating list, what is an objectlist, why its in "phrases" and "dphrases" why there is a "sneaky trick" and how it works, what about ticks, why the image is shown 5 sec, and and and... would be nice to have after each source line 5 lines of description why and what happens !!!! this would help standardcoders much easyer become a jaguar / asm coder greets to all
  18. Send me PM for offers, (also see Marketplace) programmers prefered
  19. I got a second skunkboard (v2) its for sale, let me know your offers via PM (programmers prefered)
  20. why not keep focus on ogg (all coders together) its a compromise and an advance by using uptodate-tools (converting sounds, mp3 etc.) also lot availability of free sounds out there and finaly the result could be merged with some existing soundengine in a library available for all coders.. that would be like worldpeace for jag coders got my skunk now for a day.. setting up env hardware (big 16:9 TV, Jag, PC) took a look at helloworld but i dont like the mix of C and asm :-( took also a look at u-235 but i dont like the use of the old tools now i having my trouble scanning all the tools out there for functionality on uptodate windows machine (win8 eg.) long way till i make any progress.. but will
  21. yes seems ogg doesnt need that much performance as mp3 it has simplyer routine around 40 kb/s would be a really great result for jag (i tested different ogg kb/s quality and from 38 on it sounds okay) how ever.. i will mess around with that stuff @Matthias: do you have anyting of this oggplayer you wrote or can you ask for it?
  22. The idea is to open much more sources of sounds for jag... millions of sound/samples out there are mp3/ogg and mods are really hard to create with old tools or without musik knowledge and and and... maybe a maximal 16kbits and very basic routine would be possible on dsp without using the bus that much and if, it would be unbelivable helpfull on new games i recive my skunk these days and will give it a try bye
  23. Hi all, ever someone tryed to code a simple ogg/mp3 sound engine on the jag? greets
  24. would be interested in the sorcecode
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