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philipj

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Everything posted by philipj

  1. I was in college when Native was being made... In fact I would get online on the campus to see how game would progress where at that time I didn't have Internet until some months later. At that time I was still into drawing comic art and was just getting into music composition on the side. Those were some nostalgic times.
  2. I'm probably dating myself a little bit, but "Native" was one of the reasons I got into the Jag scene... It's a great looking game and it displayed what was possible for the Jaguar back in the late 90s. The PS1 was at its highest thus the dev kit cost for it was too high; the Jaguar, however was readily available... Native and other games were being made for it thus the system at that time showed, then very decent 3D capabilities, but not PS1 kind of capabilities, but that was OK thus the potential was there and was good enough for me; lol Great memories. It's too bad the Jaguar architecture was so bottleneck and riddled with all kind of bugs; seem like everyone wanted to tame the big cat to do what the PS1 or Sega Saturn could do, but the Jaguar is a great 2D system for sprite based graphics... In fact it's a monster with 2D graphics, but a little unconventional with 3D stuff. Games like Native got me to look hard at the Jaguar inner workings because it was a bit of a mystery when I first got into the scene. I certainly have a much better understanding of the system than I did way back when; the question remained "What do I do with what I know?"... I'm gonna use it of course.😎
  3. Now that the AMY chip has been found, is there any chance of putting the old sound chip to the test...? You might can use the sound card as inspiration for a cartridge release for the Atari 8bit computers or better yet, the Atari ST.
  4. I pumped quite a few quarters in "Alien Syndrome" arcade version back in the late 80s... Great memories with that one.
  5. It was based of work done by "Bell Laboratories" so not too surprising... But still very exciting stuff. The Casio keyboards in the mid to late 80s used PCM and Phase Distortion technology for their CZ synthesizer and shelf keyboards, but the AMY seems like it was way ahead of its time. Someone would've figured out how to put an attack and decay the speech synthesis over time before Casio came out with their stuff. I contemplated a CZ emulator on a fast 8bit micro-controller, but the "AMY" is probably well suited for wave sound manipulation via speech synthesis. It's too bad Atari used the chip for anything; I know it wind up in the hands of another company who got it working where Atari sued them and scared the daylights out them. I hope the chip manifest like the "Pokey One" chip did; I'd love to take a stab at it with a sequencer... Maybe make a 5200 game and stick the sound chip on a cartridge perhaps. Or better yet put it on an Atari ST cartridge for Cubase sequencer.
  6. To me I think "Defender 2000" sets a better example of what "Trevor McFur" could've been only with the CGI style they were using with some nice parallax effects and psuedo 3D here and there with better music. The box art on Trevor was phenomenal if you didn't know the game play; even though it's got the CGI, the game itself feels flat with no substantial presentation to really make that game pop like it should've. I think Defender 2000 sets a good example of what could've been for Trevor to help drive the story with better sound and music, but I think Atari was to blame for the game winding up the way it did.
  7. I just updated my "Cover Photo" for the first time with a picture of my "Roland JD-XA Synthesizer"... The keyboard functions much cooler than it looks please believe that; it was worth every dime.

    1. philipj

      philipj

      Quote

      Another synth lover!

      Lol... Yea it does kind of feel like I'm collecting synthesizers these days. I use to be a comic book collector, but looks like I've swap one thing for another now. 😄 My first vintage synth was the "Casio CZ"; since then I've acquired a few more synth like the "Roland JX-8P", the "Roland System 8", the "Roland FA-08 Workstation", the "Korg MR1" module, the Yamaha PSR 500, and a some "Yamaha DX" derivative module I can't think of the name of... Trying to build a dream studio for myself. :D

       

       

      20190306_221026.jpg

      My Casio CZ 5000.jpg

      Roland Workstation.jpg

      Yamaha PSR 500.jpg

      M-Audio Midi Keyboard (2).jpg

       

      71792148_2723678751018385_7564978403867099136_o.jpg

    2. DragonGrafx-16

      DragonGrafx-16

      My complete hardware synth list is:

      Roland:

      JX-3P

      Alpha Juno-1

      HS-80 (Alpha Juno-2 but the keys are busted, works via MIDI)

      JV-2080

      TB-3

       

      Waldorf:

      Blofeld module (black)

       

      Yamaha:

      TX-81z

      DX9 (doesn't really work anymore but the TX-81z can do everything it can better)

      PSS-140 (toy keyboard with some nasty (in a good way) preset FM sounds.

      OPL3 (Sound Blaster 2.0... old OPL3 which uses two OPL2 chips) I count this as it is a synth and I can use Adlib Tracker 2 on DOS to make music with it.

       

      E-MU:

      ESI-2000 (sampler)

      Proteus/1

      Kawai:

      K1r (nasty 8 bit digital synth but I love it) Has the best one of the best digital choir sounds out of any synth. Used heavily by Warp Records artists (like LFO)

       

      I also have three Casio keyboards:

      MT-60

      MT-18

      MT-140

       

       

       

       

    3. philipj

      philipj

      WOW... You're a veteran collector. lol 😂

    4. Show next comments  12 more
  8. I'm already on top of it thanks to my HP printer... I'm hoping to learn 3D programming in Assembly with the Motorola 68000. Still it would be a great to revisit the old source code again to study how they got it all going on the Jaguar. CF seems to cover a broader range 3D realestate visually even more so than Cybermorph. It's the only game that manages to do so other than DOOM and that's not really real 3D in the traditional sense, but pulls off fake 3D quite nicely. It's clear they (Rebellion) had to pull a few tricks to fit so much 3D into their game; it seems very modular the way the 3D is being rendered where the game is using copies of the same 3D model in certain place while other places, it using low poly buildings and such once the car gets to a certain points... The affect makes for a very convincing huge 3D world despite the sluggish frame rate. Even I couldn't really do anything with the source code, there's still a lot of knowledge that can be gained; might can come up with something better.
  9. Battlewheels was nearly a selling point for me... I remember seeing the box art in game magazines back in the day, but I'd already had a Sega CD and an SNES console. Had I not gotten those, I certainly would've put my money on the Jaguar just to peep out Battlewheels. Why do you say that? The goal is to learn from the source code and come up with something better... Where there's a will, there's a way.
  10. The game looks great and is very promising for what can be done on the Jag... Very 16bit like, but very workable from an artistic standpoint using those blocky sprites. I learned a few things about using 4x4 pixel blocks to create a dithering affect when I was using MS Paint for Win 3.1 with only 16 colors back in 96 (never forgot those lessons)... I plan on taking those lessons to the next level next go round artistically; much cleaner art pieces for sprites. It reminds me of the multi-color feature on the "Texas Instrument TI-99/4A" computer where sprites can only use a few colors 8x8 at a time (something to that effect), but is great for fast graphics even though the image is very dithered like with artifacts all things considering? Well I learned how to simulate other color shades with only 4 different colors using a 4x4 paintbrush. Once I get the programming thing down, I'm definitely making something to take advantage of low color depth image for high speed display; i'll need it when I get into the 3D stuff (down the road of course). BTW sorry for the long paragraph, but my mind is always brainstorming ideas when I see anything pertaining to graphics for these retro consoles especially the Jaguar.
  11. I remember "Battlewheels" being advertised for the Jaguar... What if you made the vehicles in CF apocalyptic and reduce some of the 3D models in the levels...? I'd like to see something like that on the Jag using CF engine. Just throwing ideas out there for the duration; I'm doing it a little old-school here, it's probably more YouTube stuff than I need to be posting; I draw inspiration from other great ideas. I can't really tell how many ideas come to mind when I first got my hands on the source code sometime back. I hadn't look codes until recently... Lots of 3D coordinates for object in Assembly, the rest is stuff I hope to pick up along the way at some point.
  12. The Jag was originally suppose to compete with the 3DO as well as the 16bit consoles (Genesis & SNES)... I don't think there's too much of a comparison considering the GPU, the Blitter, and Object Processor although I do have to admit the Amiga did have better graphics and sound than the Atari ST 520. The "Hold And Modify or HAM" is something unique to the Amiga machines only, which uniquely set those machines apart from others in a good way (RIP Jay Miner). I guess in a way the Jag kind-of has it's own version of HAM on it and it's basically the GPU not able to make jumps to main memory without a work-around. lol All jokes aside, it's kind of interesting how I ran into the phrase "Hold And Modify"... Back in the late mid 90s I had a program called "Impulse Imagine 3D" for MS-DOS which was a wire-frame modeler and raytracer; it came as a 2 diskette set with a book called "3D Modelling Lab by Phillip Shaddock". It had a rendering feature that supported images being rendered as Bit Map, TIFF, TGA, using a Native or "HAM" to render the image, which was something I'd never heard of until I looked it up and found out what it was. If the Jaguar supports HAM, I think it can fairly be compared to an Amiga... The Jag architecturally is an animal unto itself.
  13. Gremlin... Isn't that the company who made that DOS game "Whiplash"...? The moves Atari was making back then; you know some decisions you can kind of see the logic and justifications, but Atari must have really been desperate the decisions they were making. All in all Checkered Flag really is a good first effort game for a start up company, unfortunately people don't see regard first efforts, they look at the end results, but Rebellion did make AVP which was a system seller so it's pretty evident that their vision was pretty broad at that time. Still I was very happy when CF source code first got released some years back so I certainly understand anyone who'd want to take a good look at it; it's just a lot to it I didn't understand at first, but man talk about a game that has a large 3D world to it that's almost comparable to Virtual Racing... If only CF ran as smooth as it does on an emulator.
  14. The source code does seem like a bit of cluster screw when going through it... I'm still thinking the Motorola has something to do the the slow down, although I can't really prove it. A real shame in a way... Sega was able to port Virtua Racing to the Genesis and get a very decent frame rate, but Rebellion couldn't get their game to do the same. Still it's good to have the source code available to take a good look at.
  15. There's this book I ran into around the late 90s called "Virtual Reality Madness by SAMS publishing" that came out right around the time "Checkered Flag" came out and it's basically a book that highlights the VR technology of the times around 93 or 94. I found the book in a bargain bin around 97 or 98, but it was my introduction into the world of Virtual Reality. It came with a couple of CDs with shareware programs that required DOS or Win 3.1 and it featured some pretty amazing stuff or so I thought at the time; it also had a wire-frame modeler for DOS called "Impulse Imagine 3D", which I later found out was originally an Amiga software ported over. Looking at all of that polygonal stuff on Checkered Flag sort of reminds of the programs they used in the book and I sometimes wonder what kind of 3D program they used to model the 3D objects for the the game. As choppy as the game is, I actually like the open world feel of the game... It's my understanding the only reason the game ran slow was because of the 68K Motorola controlling the AI caused the slowdown. The game play was a bit stiff with the controls, but it does show off some of what the Jag is capable of especially considering the tools "Rebellion" had to work with. Still I would love to learn what made that game tick and perhaps make something better.
  16. Ok... Here's a YouTube I just finish watching that seems very appropriate for this topic. It's a great documentary on the game company "RARE" and the two games that they're best known for "Donkey Country & Killer Instinct". Not that I'm implying I want to see these two games on the Jaguar (Although the Jag is very well capable), it's a great viewing for learning and brainstorming ideas whatever game concepts that might still be floating around out there in the wild not really seeing the light of day so to speak. It's a great view of how the games were made from scratch for the arcades and the consoles.
  17. The SNES had to use extra chips on a cartridge to even remotely come close to what Rayman pulled off on the Jaguar... Street Fighter Alpha 2 is a good example of coming close to doing what Rayman did on the Jag and it's still not as colorful or as detailed. I think as far as "Metal Slug" style animation, using low resolution like the SNES or a slightly higher res like the kind used on the Neo Geo, it's possible to get good animation if the sprites are reasonably small, but considerably a good size for visual impact. I think Street Fighter Alpha sets a good example for a good resolution to use for the Jaguar where you can put a lot of good animation in sprites without it breaking the cartridge size. I think Primal Rage for the Jaguar did a good job with sprites, but the background image seemed large and a little out of proportion compared the sprites; it seemed rushed.
  18. I know when you started posting still images of the your work it looked pretty promising, this video looks freaking great... I had no idea it would look that good. Congrats VRVlad...! All of your hard-work looks like it's paying off.
  19. Well you're right about that... Rayman made good use of the blitter for those graphics to really pop on the Jag; even better than the Playstation 1.
  20. Not really... I didn't mention cache ram at all. I was referring exclusively to system ram where the 32X has 256KB of ram per SH2 processor versus the Jaguar only having 2MB of non dedicated system ram. Of course I know about the JRISC internal memory, but with the GPU not able to do jumps like it should, the 32X has a profound advantage over the Atari Jaguar in this regard even though the Jag has 2MB of main ram. Still it would've been an advantage if the Jags graphics and sound chip had some external memory dedicated exclusively each processor to help it stay off of the bus when needed if you want to do a comparison between the Jag and the 32X... This is where the 32X has the advantage as a game system. I remember back in 95 or 96 toward the end of the 32X shelf life, Toys R Us were selling on the cheap much like the Jaguar... Of course I got in on it and purchased "Virtua Fighter" then later "Virtua Racer" and "Star Wars" the more flagship games. Later I would go back to get "WWF Wrestlemania Arcade" and was looking for "Zaxon Motherbase" but they were sold out. I also remember seeing the rare "Amazing Spiderman Web of Fire", but the bargain bin was emptying fast with people buying them on the cheap. Around that time KB Toys were selling the Jaguar games on the cheap, which I wish I'd taken advantage of at the time. It was right around the time the Playstation 1 was all of the rage. By 97 I still had my SNES, Sega Genesis-CD-32X, and managed to find a 3DO at a local pawnshop with "Crash-N-Burn". A year later I finally yield on the PS1 bandwagon and found a good used one at a pawnshop with the game "Battle Arena Toshinden" and was floored with how well the graphics looked even though the game-play was a bit clunky. Not quite sure why I went down that memory lane, but those were great memories. lol 😄 Also you're right about Doom... That game is a hardware truth machine pre-Playstation 1 era. They had to use the FX chip just to getting working on the SNES and it still didn't do as well as the 32X. The Jaguar reign supreme when it comes to Doom.
  21. The 32X graphic chip has better access main ram than the Jaguar and will work at full speed without any work around's to slow it down unlike the Jaguar... However the 32X doesn't have a 64bit blitter or a 32bit object processor thus the only reason the Jaguar can't do as well is because the GPU inability to make jumps to main ram without the work around. I think if the Jaguar had a better architecture it would total demolish the 32X, but neither one of those systems never really saw it's fullest potential during their commercial shelf life. Another thing to consider is system ram; the Jag has more ram than the 32X yet the bus is not as bottleneck as the Jaguar. It all really just depends on the programmer, but I'm just speculating based on what I know from what I've read. Still I agree with you on some level; I think the 32X has a better advantage as far dual SH2 processors having it's own access to 256KB of ram per chip... I wish the Jaguar GPU and DSP had it's own portion of dedicated memory in addition to the 2MB of main ram.
  22. I manage to get my hands on a model 1 "Sega CD and 32X" unit last year... Great little systems; personally I'd like to see something that takes advantage of the 32X using the Sega CD and Genesis. It has two perfectly good 68000 cpu's with 2 sound sources; a potential third sound source if a game is using the SH2 on the 32X, but why use that when the Genesis has a good synth chip and the CD unit can hand PCM. This is really for another kind of topic, but my favorite game was "Silpheed and Soulstar" mainly because they both made good use of the Motorola 68000; Silpheed used both sound chips on the Geny and the CD unit. As far as porting 32X games to the Jaguar, I guess it would be Ok to do, but I'd rather see something new pushes the Jaguar outside the confines of a cool tech short demo scene... All of the cool gimmicky graphical stuff you see in the demo scene, put it in a game like that company "Zyrinx" did with "The New Adventures of Batman & Robin".
  23. When I ran into this YouTube video, for some reason I thought about this old forgotten topic. It's not really XM related, but just a very interesting video about the very rare "Yamaha DX-1" synthesizer. It's got a great little part on how the DX sound works giving some simple explanations that's easy to understand. Of course the YM2151 chip will never sound nearly as good as the full on DX-1 keyboard, but 9 out of 10 there's probably more than a couple of those chips inside the synthesizer.
  24. I agree... One of my favorite games for the "Playstation 1" was "VS. by THQ". This game has some of the worst graphics I've seen on the system, however it's got one of the most unique fighting engine I've ever played. Compare it with "Fight For Life" for the Jaguar and I think a better fighting engine could've been implemented for FFL. I remember playing VS and wishing they'd put more work into the game, the fighting engine is very engaging once you get over the learning curb.
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