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Everything posted by Seedy1812

  1. That is correct , both address1 and 2 will point to the same entry / memory location uint16 array[256]; uint16 *address1 = &array[index]; uint16 *first = &array[0]; uint16 *address2 = first + index;
  2. Not quite right - I was was put on Dinodudes Falcon to start with . I had done some Atari St demos ( never released ) whilst at University so me doing Falcon stuff was a natural progression. I had done most of the Falcon version before I started on the Jaguar. It was "finished" by another programmer whose name I forget. I don't think it got released as a full price game but a year or so later I was asked to remove the manual password protection from the game.
  3. DDI ? not sure which company you mean . DotC was Cinemeware , they wrote the PS2 version and APE ( Atomic Planet Entertainment ) were employed to do the conversions on Xbox and PC. Jaguar Zool 2 ( converted by Trevor) was written in the same room as DinoDudes and Raiden. At the start Trev did the Falcon (and later the Jaguar ) Mod player whilst Freddy ( Raiden) and myself completed the work on Space Junk demo for the Falcon. We got the Jag devkits and assigned our own games. Trev got the amiga code graphics etc from Gremlin Interactive. I got the Humans code and graphics for the Amiga and accesc to the map editor and image tools which Imagitec had created. Freddy had the hardest task - maps and graphics had to be captured from the Arcade machine and no source code to the game. He had to create it all himself. We all focused on doing our own games so we never go got to play each others and the last couple of months I was working at Atari HQ in Sunnyvale so we could split the time their QA time on the games.
  4. I wasn't involved with the demo ( I was working of Robin Hood : Defender of the Crown or Gametrak : DarkWind ). I don't think it was using the toon renderer but the team had a history of creating 3d platform games ( most came from Acclaim Teesside which had created ShadowMan and ShadowMan2 ) . Over the past 20 years i have lost quite a few brain cells so my recollection is a bit fuzzy
  5. One company I worked for ( Atomic Planet Entertainment ) did a prototype for a 3d Zool on the PS2 generation of machines . It used an engine which we used for Jackie Chan Adventures https://youtu.be/sb8RD22h2Bg?t=1685 . Unfortunately nothing came from the demo.
  6. Jon also found a lock up just before tapes were mastered for the speccy. Apparently he had a friend around and got him to play it while he went to the shops. On returning his mate had found the problem and could reproduce it for Jon.
  7. Most objects can follow one another eg BITMAP Object then another BITMAP Object as they can be aligned to 16 bytes but you can get a BITMAP Object followed by a Scaled Bitmap Object - which needs to be aligned to 32 bytes. So you can get a gap between them. 0 ->15 Bitmap Object 15->31 Empty Space 32->47 Scaled Bitmap Object 48->63 Empty Space 64->79 Scaled Bitmap Object
  8. They did another isometric game later on the GBA https://en.wikipedia.org/wiki/Monster_Max Does Piko still own the right to Head over Heels ? https://www.kickstarter.com/projects/spectrumnext/zx-spectrum-next-issue-2 In an update https://www.kickstarter.com/projects/spectrumnext/zx-spectrum-next-issue-2/posts/2943496 After much negotiation we secured the rights to the classic game Head Over Heels to fill that missing 1.5M stretch goal. Even better is that the original programmer Jon Ritman has agreed to lend his time to help get it made. Thanks Jon! A brand new challenge, with new levels and graphics befitting the Next generation of Sinclair Spectrum computers.
  9. For Bubsy to save cart space all the files were packed - even the game itself. The rom had a bit of boot code which unpacked game.txt followed by game.dta and then just ran game.txt in ram. The sprite files ( badly renamed bubsy_g.pp bubsy_g.spr ) have a headers at the start which is the Object list definition for a sprite so i can just update the position ( and y clipping ). Some objects are drawn with multiple sprites ( eg the cactus depending on the frame it could be 1 ,2 or 3 sprites ) and so calls DRAW_COMPLEX_SPRITE which call print_a_sprite_normal and the decide if its flipped , on screen x , on screen y ( might need y clipping ) or just plain displayed. print_a_sprite_normal_no_clip: lsl.w #5,d4 ;index into table entry movem.l 0(a0,d4.w),d4-d7 lsl.l #8,d4 add.w d1,d5 ;and the y position or.w d0,d7 jsr ADD_OL ;a0 returns with address to make an object at movem.l d4/d5/d6/d7,(a0) move.b #Q_BMO,O_TYPE(a0) ;indicate type of object rts
  10. Karl West who wrote I-War was the programmer on Team Suzuki
  11. The E carts would have been a different production run so who knows. It could be the supplier using a different plastic or even a different supplier.
  12. Raiden and Dinodudes were being finished as the Jag was released to the public. As the Jag was initially released in the States it was more important to get the NTSC version in production and the when the PAL code was completed the roms were dual NTSC/PAL.
  13. LinkoVitch, on 08 Feb 2019 - 12:29 PM, said: if end is the first free byte then you could use move.l #end,d0 addq.l #7,d0 and.b #$f8,d0 if end happens to be on a 8 byte boundary then you would incur an 8 byte gap
  14. I think you need to set 47 TRANS Flag to make logical colour zero and reserved physical colours transparent.
  15. The OP itself updates the memory in the list. As it builds the display a scanline at a time it does some logic on members . Now this is vague memories from years ago , but a normal sprite will have a start Y and an end Y and a data pointer for the current Y. The OP will ignore it until the Y matches . I then think as long as its not the end Y the start Y gets updated and the data pointer will be updated to the next line down.
  16. Evolution Dinodudes is not the standard 320x200 . Its noticeable if you compare the game to other platforms. For the first batch of games there was no standard code to set the screen to 320x200. If I remember correctly I-War when its displays the title screen / credits in the attract mode is 640 wide to make it looks a lot smoother ( https://youtu.be/K6EAd7VoJl0?t=258 )
  17. Yes , but to keep it manageable group them into say 8 objects and try to binary divide the region - that way you minimise the branch objects you have to process. Processing a branch object should be the same amount as not processing a bitmap object.
  18. //clear_video_buffer(); jag_memset32(jag_vidmem, 1, (320*200)/4, 0); //jag_wait_blitter_ready(); Does jag_memset32 use the blitter ?
  19. If you are using a skunkboard to read in files from a pc then memory below $4000 is used ; getBothBuffers - waits for both buffers to be free then returns the ; first buffer ($1800) in d1. Returns 0 in d1 if both buffers do not free up. ; checkBuffer1 - test if buffer 1 is available (returns in d1) checkBuffer1: move.l #($1800+$FEA),d1 jmp checkbuffer ; checkBuffer2 - test if buffer 2 is available (returns in d1) checkBuffer2: move.l #($2800+$FEA),d1 jmp checkbuffer
  20. A good source is the jaguar Technical Reference Manual ( page 18 onwards also explains what is changed each scanline) .
  21. Some of this I guess will be handled by rb+ As the Jaguar has to traverse the who object list every scan line the longer the list the less time the rest of the system has for memory accesses. From the programming manual The following list gives the priorities of all bus masters. Highest priority 1. Higher priority daisy-chained bus master 2. Refresh 3. DSP at DMA priority 4. GPU at DMA priority 5. Blitter at high priority 6. Object Processor 7. DSP at normal priority 8. CPU under interrupt 9. GPU at normal priority 10. Blitter at normal priority 11. CPU Lowest priority While the OP is running it will hog memory access so the 68K cannot read its next instruction and DSP and GPU accesses to main memory and the Blitter can be stalled. Branch objects allow you to group objects so that they need not be processed - a hud a the top or bottom of the screen and the gameplay for the rest. If I am right the OP runs on all scan lines and not just the ones you see. So it is wise to add a couple of branch objects to do an early out to a stop object when you know it should do nothing. ( That's what Atari *recommended* back in the day ) The worse thing about the OP is that as it processes an object it can overwrite it with updated information so every frame you have to rebuild / copy the OP.
  22. Humans is Evolution DinoDudes for the Falcon and Jaguar. I started porting the Amiga code over to the Falcon and got most of it done when I was transferred on to the Jag version. Another programmer did the finishing touches of the Falcon.
  23. When did you get the rights to humans ? I don't have anything from humans I know I had to hand over the source to Atari at the end of the game - it was zipped up and password protected. I think I still remember the password but I have not heard of the discs surfacing anywhere.
  24. I think Ted's wife was used for the voice of the witchdoctor in Dindodudes Hiya Ted
  25. Its not mother goose in the cage. Its the wicked witch !
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