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Everything posted by philipj

  1. Well I've always been a big dreamer... I use to wonder why the Jag couldn't pull stuff that the PS1 or the Sega Saturn would do having conversations in forums here and in others about. The Jag just wasn't built to do all of the things I would see being pulled off on those systems that would come after the Jag release; thus begin my quest to find ways draw strength out of Jag based on what info I get not only here, but in documents I grab here and there with programming being my weakest point. The Jag can't do what it wasn't designed to do thus there where the phrase "fundamental shift" comes from; a "rethinking" of how to pull off what the Jag wasn't designed to do. The Blitter is "blisteringly fast" in the words of a reliable Jag programmer... Just the fact that you were able to pull off such a high resolution using blitter only confirm what I've always known. High res is a goal of mind, but 1536x200 is waaay up there! That's like a panoramic view of things isn't it? My first thought to classic arcade racing game is "TX-1" that used three monitors and was a blast to play at the arcade as a kid. I think this game would be a good port over.
  2. Talking about this really is a throw back... My biggest thing for the Jag was getting the pseudo 3D or the 2.5D stuff to work just good as real 3D engine with polygons and everything while removing the limitations of a polygon count out of the equation. Voxels does that well, but it was a height map based scheme and had it's limitations based on a height map taking a lot of ram space. Not to get too deep off into the 3D discussion in this topic forum, but to simply touch on something that I think is fundamental concerning the Jags 2D capabilities in relations to not only the Neo Geo, but other sprite based console before it such as the Atari 7800 that sported the "MARIA" that uses the display list to produce it's graphics very similar to the Jags object processor works (apples and oranges like you said, but there are similarities). I think in any case, any real progress for the kind of cutting edge stuff we all would like to see on the Atari Jaguar will probably hinge on a fundamental shift in thinking concerning what worked really well with the 2D stuff and getting the 3D stuff to conform to the proven criteria of the processes of fast 2D application to mimic real 3D, or find a smarter way for polys to be distributed to screen while removing the poly count out of the equation if possible; at least that was my dream for the Atari Jaguar; still is. lol This topic is about porting Neo Geo stuff to the Jaguar, but back in the day I use to look at the Neo Geo to compare its strengths to the Jaguar strengths so in essence, this topic bought back a lot of memories thus is worth mentioning. Well... I still think it would be interesting to see the old Skunk do more than just flash old cart games to the system. Also there's still a lot people who still have Skunks so I do think it's going to fade into the night easy. I'll certainly be getting me an SD cartridge for the Jag as any enthusiast would, but I got a Skunk too and although I sold my first Skunk, I certainly won't be selling my 3rd gen Skunk any time soon if ever.
  3. Hey kskunk... I'm philipj here, but I was "ace" at JS2. The Neo Geo was a Jamma arcade board where the cartridge was probably designed for fast access to cartridge content. Aside from just porting Neo Geo games to the Jaguar, before then, I would often wonder how fast a Neo Geo system could access a info off of a cartridge versus the way the Atari Jaguar speed of access to cartridge data especially considering the fact that the NG didn't have nearly as much ram to work with thus it was a sprite based system with zoom features (aka Art of Fighting & Samurai Showdown) built in its hardware predating SNES mode 7 (affine transform like features). That fast access to cartridge seems to thrive with the Neo Geo versus the Jaguar cartridge thus if the Jag had faster access to cart data, it certainly would make up to some lagging aspects that certainly plagued the Jag system. Not to go off topic here, but often I'd would wonder why people never really took advantage or used the USB ports on the "Skunkboards" to come up with something that was more custom to plugging a USB stick in the Skunk and run something custom and unique even in demo(ing) something like a port of "Area 51" or any of the Cojag arcade stuff just to demonstrate what's possible. I don't quite know how fast access is for the Skunkboard, but it certainly opened up a lot of ideas for what could be done such as a better 3D game engine optimized toward the use of the Skunk or a customized cart for faster access to data. I remember the mention of extra ram on a cartridge in order to keep the 68000 off of the bus. lol Great to here from you Kskunk.
  4. Man I think it's awesome to see something like that... The Atari System 1 was a great system; it would've been cool to see it consolized in some way even if it was a stripped down version of the original... I use to think of it as the "7800 that should've been". I have a question. Are you programming actual hardware or emulator only?
  5. Got-you... I wasn't sure if the docs were still being worked on; didn't seem harmful to release them. Documents removed.
  6. Thanks for the link. Here's some old documents that was once being revised. I know at one time you could download them here at AA; here are my copies.
  7. I know this topic is old, but has there been any more updates to SMAC...? I've uploaded my copies from the original website for those who's interested.
  8. Ok here's a link to a website that found a few weeks ago concerning interrupts specifically for the TI-99/4A system... I'm still learning as much as I can about the computer so for the moment I'm simply fishing for as much info as I can at this point so any thoughts posted here will certainly be helpful and documented. I'm really interested in doing graphics and sound for the system, but when I saw the article I was pretty excited about it and was looking forward to using it for graphical purposes, but a simple clock would be a great way to start off programming. http://www.nouspikel.com/ti99/titechpages.htm
  9. I think it's pretty neat you're putting the 68000 to good use... I remember a conversation with the guy who did "Battlesphere" a while back asking him how he was able to use the 68K and still get real-time 3D action from the game while the chip was still on the bus using main memory. If I recall, he got all of the processors to work at different moments in time instead of working parallel with each other, which at that time kind of gave me a glimmer of hope for the 68000 role. It was, at the time, understood that the 68K was being treated like the main processor for that "warm & fuzzy feeling" among enthusiast, also being the reason most of the 3D games like "Checkered Flag" ran so choppy. I always thought of it a waste to not put the 68k to some good use especially for 3D stuff or pseudo 3D stuff.
  10. Here's a little article I ran into at "archive.org" from an 1980 "Byte" magazine... A link to the web-link is below. I haven't read it fully, but I do understand that those interrupts can be pretty fast when used properly, especially on the TI-99 with it's limitations. I've attached a PDF file to this post to specific article discussing an "Interrupt Driven Real Time Clock" with source code. I bet there's all sorts of useful things that can come from the article for anyone who's interested. https://archive.org/details/byte-magazine-1980-09 An Interrupt-Driven Real-Time Clock for the TMS 9900.pdf
  11. Well this topic is quite old, but I think it's still very relevant... And yes I do believe the GPU has some instructions for graphics if I recall. Here's another question I have... A while back, wasn't there a midi interface built for the Atari Jaguar? Seem I recall a midi device built that could be connected to the back where the "Jaglink" device could be hooked up to. Does anyone know where I can find the website for that schematic? It's been a long time since I visited this particular topic; it's nostalgic to read these old post so in the spirit of this topic, here's a couple of YouTube examples of 1-bit synthesizers using 8-bit processors to drive the sounds just to give an idea of what's possible. Enjoy
  12. Ok you got my attention... I'll be following this topic from here on out.
  13. I wish I could help you with that... I've always wanted to program the Atari System 1, but my skill level isn't there yet. You might have to make your own sound driver for that thing or try and get in contact with someone who's familiar with MAME's version of the System 1 emulator driver. Until then, here's a few pdf files I have on it including the "Ireland info" minus a couple of pages at the end. Hopefully this will help you in some way. Good luck. 00000015.pdf Atari System 1 Information.pdf Atari System 1 Schematic Package.pdf Atari System 1.pdf Atari System1 (TM-277 1st Printing) Operator's & Parts English.pdf gauntlet_memos.pdf RoadRunnerOpMan.pdf
  14. You know that XM module had me, and still got me pretty inspired... I remember years ago at JS2 I use to mention the use of a YM2151 sound chip on a Atari 7800 for the simple fact that Atari had the "Atari System 1" that used the chip. It was always a what if scenario, just curious why Atari never used it in the 7800 console. I know GCC had they own sound processor for the 7800 and it would've been nice to see that kind of chip in the 7800. I wish I can make my own module for the 7800... It would be something special with an extra processor to aid the already slightly better than the 2600 CMOS. I hope this XM gets released.
  15. It's been a while since I posted anything about the Jag; I sold all of my Jag stuff about a year & 1/2 ago. I did regret, however selling my "Skunkboards" thus I just got me a 3rd gen Skunk. I don't think I'll sell it again for a long time, but it is very pleasing to hear the Jag is getting a SD cartridge. Now I got to get another Jag system; those things are scarce and becoming as high as a Neo Geo system with a cartridge. Seems like the interest in the Jag has come back or surged or something.
  16. To be honest, I am to still kind-of holding my breath on the release of this thing... When it's released, everyone (7800 owner) will want one immediately thus I want to be ahead of everybody. I still, also too, have my tracking number archived so I'm still waiting, but I understand that the long waiting period has kind of got me exhaling some if you catch my drift. Not likely... I still have hope.
  17. I sold my Atari 7800 collection a while ago... Of course if they finish and ship the XM module, I'm going to get another 7800 system off of eBay just so I can try the XM. I've all but written off the release of the XM. Also I don't think Curt is able to do the refunds; I still have my email receipt archived should they ever finish the thing for release, but I would like to know something since I paid for it... But at this point, I'm almost ready to count it a lost.
  18. It's been a while since I kept up with anything homebrew in the retro gaming world... When this popped on my Facebook, old googly feelings re-immersed like the days of old when the Skunkboard was made for the Atari Jaguar... Definitely worth posting. "Web Article" \http://www.geek.com/games/sega-saturn-finally-cracked-saving-the-console-from-extinction-1661486/
  19. Can someone please port this over to the XM please...
  20. The hardware is still the same... Let them finish their work so we can see this come to fruition.
  21. Just trying to keep the spirits up... I guess it will run it's course after 5 years or so. Time truly is of the essence especially if you've paid the money already for it. Reminds me of when as a teen I was paid in advance to cut a guys yard and I waited too long until the guy finally confronted about it. Of course I got the job done, but the dude never hired me again. A lesson well learned early on in life.
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