Jump to content

philipj

Members
  • Content Count

    952
  • Joined

  • Last visited

Posts posted by philipj


  1. judging a system's power by it's bits is an inaccurate measurement. the 16-bit intellivision is nowhere near as powerful as the snes and genesis, and not as vibrant as the 5200, nes, etc). likewise, jaguar was eclipsed in performance by ps1 in spite of atari's "do the math" claims. ps3 is a 32-bit system (I think, could be wrong).

     

    First off the Jag was released before the PS1 so Sony had a couple of years to get an advantage over the Jag. Secondly the PS1 doesn't sport a 64bit blitter processor; the only reason the Jag wasn't as successful as the PS1 is because the Jag was rushed out the door. Thirdly, the Jag CPU M68k hindered developers from taking advantage of the hardware most notebly the GPU and blitter because of the buggy nature of the system that hogged the bottleneck bus; for that reason, the Jag wasn't able to take full advantage of the GPU speed plus the GPU, until recently, wasn't able to gain access to main RAM. The tools Atari provided for the programmers were crap to say the least plus Atari didn't have the third party support the way other system did.


  2. Here are some links for downloading the official development kit for the Playstation 1. You'll need to download from all of the links to get the full package.

     

    http://www.megaupload.com/?d=OUC77RVK

    http://www.megaupload.com/?d=ICDA8HBJ

    http://www.megaupload.com/?d=3GLWEU98

    http://www.megaupload.com/?d=YFM3TJ2C/?d=YFM3TJ2C

     

    Here's the website I got the links from.

    http://www.snesorama.us/board/showthread.php?t=18779


  3. damn! I clicked the link hoping to see something cool.. :(

     

     

    We're all hoping for his next update in the next week or so.

    hmmm.. too much weeks being the "next week", should be this one or at most the start of the next.. the problem is that I'm having fun adding things :D

     

    these are the previous links:

     

    http://www.atariage.com/forums/topic/148697-project-m-stage-1/

     

    http://www.atariage.com/forums/topic/152979-pm-1-5/

     

    Thanks a bunch. :thumbsup:


  4. It was my impression that the GPU was meant to have been the CPU while the Motorola was only put there to have contact with the outside world, while at the same time attract more people to program Jag. My Jag has the same font and it looks like CPU when I first saw it... Then I looked again and the C looks more like the G... It's a little hard to tell.


  5. I've always wanted to use the Speakjets for more than just speach synthesis. Theoretically it can handle music as well, if not better, then the POKEY having a couple of more sound channels then the POKEY... I've yet to hear anyone make any music with it though.

     

    Will the 2151 be an additional sound chip to be added to the module? Now that would certainly bring the 7800 to an oldschool arcade machine like status provided you all use a Z80 as a sound controller. lol


  6. I was wondering if anyone is planning of putting up any videos of the demonstration at CGE 2010.

    the unit on display was not functional. I have a couple photos of it on my site, the 2nd and 3rd photo on page 5.

     

    That's pretty neat looking... I look foward to this thing being released... It's about time the 7800 got some props. Now all that's left to do is to make some nes style control pads for the system. I would suggest using a speakjet for a sound processor but those things run $24 a pop.

     

    P1010960.sized.jpg


  7. How much will this gizmo cost... I need to know so I can save money ahead of time and have ready when it's released. I think it would be a good idea to put a USB connector on it for homebrewing. :thumbsup:

     

    Curt is aiming for less than $100. However, you'll need to factor in the price of games too.

     

    How will a USB connector help homebrewers?

     

    It'll help by making provision of loading homebrew games on it.

     

    Is there a guide anywhere that explains the basic differences between Maria and Antic, for those of us who have done 5200/8-bit programming with Pokey/Antic, but no 7800 programming?

     

    I'm not aware of such a document. The best place to start with the 7800 is the MARIA documents :-

     

    http://www.atarimuseum.com/ahs_archives/archives/pdf/videogames/7800/gcc1702b_maria_specs.pdf

    http://www.atarimuseum.com/ahs_archives/archives/pdf/videogames/7800/maria-2_handy_hints.pdf

     

    And to a lesser extent the Atari documentation (which has errors) :-

    http://www.atarimuseum.com/ahs_archives/archives/pdf/videogames/7800/7800_software.pdf

     

    Feel free to ask questions in the 7800 programmers section too.

     

    With the extra memory added, will it be possible for the 6502 to continue running from the expansion module memory without having to halt when maria is in use?


  8. If this doesn't get things kicking off I don't know what will. NOW GET TO HOMEBREWING! :lust:

     

    How about this?

     

    Invades.jpg

     

    Here's the demo, sources, and Windows tools:

     

    http://www.rastersoft.net/3DO/3DOInvades.rar

     

    And a repackaged set of lib/headers and a disk signing tool:

     

    http://www.rastersoft.net/3DO/HomebrewToolkit.rar

    http://www.rastersoft.net/3DO/3DODev.rar

     

    You still need to find a copy of 'Arm Software Developer Toolkit v2.50', but everything else is there.

     

    The tools use only the standard C library, so they will compile on Linux/Mac OSX without much problem. You would need to remove the windows.h include file and add typedefs for DWORD, WORD, and BYTE.

     

    For all the details check out the 3DO Zero forum post and the signing tool post.

     

    Cool. :thumbsup:

    • Like 1

  9. I don't have an account to the 3DO forum, but here's a link I just googled... It's the official 3DO Development kit. If this doesn't get things kicking off I don't know what will. NOW GET TO HOMEBREWING! :lust:

     

    The 3DO Development Kit

    Something people might want to know:

     

    REMEMBER! THESE ARE MAC HFS FORMAT CDs! THEY WILL _NOT_ BE READABLE IN STANDARD WINDOWS OR LINUX PCs WITHOUT SPECIAL SOFTWARE AND/OR DRIVERS! THESE DISCS WERE TARGETED FOR A 3DO DEVELOPMENT PLATFORM THAT CONSISTED OF A MOTOROLA 68040-BASED MACINTOSH WITH ~ MAC OS 7.X (USUALLY A QUADRA 800).

     

    Well here's another interesting find... A 3DO dev system on Ebay.

     

    RARE PANASONIC APPLE 3DO M2 DEVELOPMENT FZ-DR21 SYSTEM:

     

    eBay Auction -- Item Number: 2205759012461?ff3=2&pub=5574883395&toolid=10001&campid=5336500554&customid=&item=220575901246&mpt=[CACHEBUSTER]


  10. My answer to the first question was that I don't really have time, which is currently true at least as far as games go (plus I can't draw sprites to save my life which is why I stuck with STOS 3D on the ST/Falcon) as my Jaguar focus is hardware although I have started to do a little Jaguar Assembly programming as I need it to test the hardware.

     

    As for the second question, I think more/better tutorials might help but they be hard to grasp espically when they are in a language you do not understand (C in my case). It may be helpful if tutorials showed the code in BASIC, Assembler and C as having code for all three languages side by side can both help understanding and make it easier for those who want/need to convert their programming skills from one language to another.

    Personally I would like to be able to program the Jag in BASIC as I don't really have the time and probably the intelligence to learn anything else and BASIC is both a language that is easy to learn and one I am already familiar with it plus I think it produces much nicer and easier to read code than C for example...

     

    BASIC is...

    Print "Hello" ' Print Hello

     

    C is...

    _Hello(void)

    {

    fprint("Hello"); */Print Hello /*

    }

     

    or something close to that.

     

    To me C seems to require a lot of extra typing and syntax just to do the same thing as BASIC and I find all those damn brackets just make the code messy, confusing and difficult to read and that is for simple stuff never mind when they are nested as that gets even more confusing. For me BASIC just does things so much better, no opening and closing of comments or functions, no semicolon to indicate the end of the line, you don't have to tell BASIC to include the instructions before you can use them as they are always available but maybe thats just me.

     

    There's a book called "Atari Player Missle Graphics in BASIC" that I've been reading and following on and off. I did a couple of examples in it and found it pretty rewarding in renewing my interest in learning how to program. I still have a great deal to go as far as understanding how it works, but I find it somewhat simplistic. I first became interested in BASIC when I ran into this book called "Animation How-To," which used a raytracing program called "Polyray (the raytracer that existed before POV Ray). This book used QBASIC as a visualation tool to plot scenes before porting it over Polyray language to actually render the 3D scenes. It was a cheap alternative for plotting scenes at a time when DOS was the normal on 286 and 386 PCs was considered an average computer; unless you had a couple of thousands of dollars to get a high end 3D program in the early 90s, programs like Polyray and POV Ray was the next best thing. I didn't know a thing about BASIC, but I always wanted to learn just to use Polyray. These days I'm using BASIC to learn how the Antic and GTIA work beyond just reading about what all it can do.

    post-3526-127843814355_thumb.jpg

×
×
  • Create New...