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Seedy1812

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Everything posted by Seedy1812

  1. Why not search the internet for mods from the amiga version of the game An example is https://modarchive.org/index.php?request=search&query=mortal&submit=Find&search_type=filename_or_songtitle&page=1#mods
  2. metal cheap ones pubs used to have when people could smoke inside. Just to people of Imagitec who were not in his good books.
  3. It would not have helped the game play.
  4. The Imagitec mod player had 4 channels for the music and 4 for SFX . All of them could pan
  5. I would have been talking about the number of instructions you could hold in the Tom or Jerry memory. You could not fit a full 3d rendering engine in it. So you write it in chunks and pass a lot of data about. Not efficient
  6. Yes , it was the boss of Imagitec Martin Hooley ( nickname Norman Bates ). At least once when out drinking he would randomly throw ashtrays . In the office he played Raiden on an arcade machine. Every life he lost he punched the CRT. At TT Games we work from home ( can work in the offices if we want , but not many do - don't have to pay to commute into work ) But I do miss the presence of people. Don't talk to many at work as normally I have headphones on listening to music programming away so don't pay attention to people normally. Its only when you have a break might you say something to others. Now with next to nobody in the offices , when you do working the office its a ghost town and that's a bit depressing - so I work from home and chat with people i need to.
  7. In the first paragraph it mentions SDK. That's when i knew the rest of the post was bull. There is no SDK and I fell asleep. You'd think people would have better things to do with their time. Reminds me of the saying - garbage in - garbage out
  8. yes its running at 28 mhz Eventually it will be on pouet but not until I get the audio done. The code will need tidying up as i can set defines so that its wireframe / filled polys and mono / colour . There is a load of test code in there and variations on things which would have to be cleaned up before I would even consider releasing the source
  9. Finally got the ZX Spectrum Next versions done. Both mono and colour. Time to get some audio added
  10. Was not 100% sure about Infogrammes so just looked it up on the web. It was Ubisoft who was publishing / financing Kanaan
  11. Yes they do . Non technical people such as designers and producers at the start of a project will big up a game. They will say this , that and the other and will run on platforms x,y,z. It will be these "facts" which will get the backing for the game. Only when the hard work is being done will you know what can be made. I once worked for Argonaut Games on a PS and PC game called Kanaan. ( PC pentium 120 + 3fdx voodoo 2 card ). It was a pretty impressive idea , bezier patch landscapes with 3d model buildings , vehicles and players. I think Infogrammes (might be wrong but was a French company ) was financing the game but on that original Playstation the maps filled up all of memory and more and could not be done. Infogrammes knew the big money would come from the PS so when that got dropped the amount of money was also vastly reduced. The game was scaled back , people were made redundant and eventually the game got cancelled. On Bubsy fractured furry tales we had 3 weeks to get each world done , this was 3 worlds drawn ,and mapped out , new baddies implemented and tested and fix any issues fixed from the previous world. We had another programmer and artist doing the boss fights. A third programmer who was in between games did the frontend. 4 additional programmers were on Bubsy as appart from the 2 i mentioned ( Karl and Nigel ) we had Martin who wrote and maintained the Map editor and sprite cutter and the finally Trev who wrote the sound driver ( he might have left the company by then ) Yes one game progranmer could have done it all but would have take a lot more time to complete the game.
  12. Being said they planned to do the game on the Jag is like like me wishing I was superman. As he said the Jag was not capable. Imagitec said they were going to do Freelance and Space Junk but neither got anywhere. Until you start to program it you can say anything and mock up screenshots to help you get the backing.
  13. Just ran the .abs on my Jag . lol Jag -> Scart -> OSSC ->Video Capture card -> PC
  14. If your Bravia comes with a Scart socket then I would recommend using that . Both my STs and Jag ( and other consoles from that period ) I used to connect to with RGB Scart. These days consoles come with HDMI so for my monitors I have an Scart to HDMI OSSC
  15. This sounds like a tv issue . What resolution is the monitor running ? Is it a multiple of the Jag resolution. If it is a smoothing / upscaling issue then it could be down to how the screen is drawn by the the TV. If its one to one then the RGB RGB RGB for the black line against a white background could be 000 111 000 ( assuming only on or off ) now if the timing was off just a bit it could be seen as 000 011 100 which is Black , Yellow , Red. If its interpolating then you could get 000 111 100. black , white , red . Now this "being off " - The jaguar does not conforms to modern standards of timing and so it could run a bit quicker/slower than what the monitor expects . You might be better to get a digital output from the Jag and use that for the Sony.
  16. Do you have any fancy smoothing set on the monitor ?
  17. Seedy1812

    RGB2CRY

    From the 16 million RGB colours you have to map this down to 65536 CRY colours . As the intensity decreases the perceived number of colours reduce. ( The darker the colour the more they look the same ). For most colours there is no RGB to CRY match so you have to find the nearest one. You are only finding the the output CRY value . The Cry lookup tables are constant so there is they do not have to be calculated.
  18. Seedy1812

    RGB2CRY

    To convert RGB to CRY is a simple process but needs a bit of brute force. In the Tech Ref manual is a table for the CRY palette split into the (YUV_)R , (YUV_)G and (YUV_)B values. So if we go Cry(index:8 , intensity:8 ) to RGB then R = (YUV_R[index] * intensity) / 256 G = (YUV_G[index] * intensity) / 256 B = (YUV_B[index] * intensity) / 256 So to go RGB to CRY we need to find the colour with the least error So go through all intensities 0 to 255 and use a bit of Pythagoras deltaR = rgbR - R(index,intensity) lengthR = SQRT(deltaR * deltaR) deltaG = rgbG - G(index,intensity) lengthG = SQRT(deltaG * deltaG) deltaB = rgbB - B(index,intensity) lengthB = SQRT(deltaB * deltaB) length = lengthR * LengthG * LengthB; At the smallest length then the cry value is index:intensity
  19. Its not a separate file in the directory . Its a library as part of the executable. .S files are assembled into .O files .O files are linked together to make a game.txt + game.dat +a .bss section Bss section is a block of memory which is empty - no data in it but reserved memory ( eg space to load in a mod file ) Minter wanted the Mod player to start at address $4000 which would contain all memory used for the player. Then Tempest would follow it say at $6000 and then he knew $6000 to 2 meg of ram was in his control. The mods could be from either ram or rom and the same for the sfx. He had total control of what lived where in memory
  20. There was one mod player but had flavours. The normal version got built into the code and that could be anywhere in memory I War had a version where the song and sample could be loaded separately ( the samples were the same for all songs so once loaded no need to load them again) Defender 2000 want a binary blob which was built to address 4000 ( had had nothing to do with with Tempest 2000 so not sure if anything special was requested by Jeff Minter.) All our games used the same player. You have no way to build the Zool2 code base ( you don't have the code to build it and even the rough disassembly i showed you, to make is lacking a lot to be able to assemble ) It sounds like you want to transplant a heart from a horse into a human. Having a little bit of information can be very dangerous.
  21. The start offset in the rom is 1551fa . Also for game.txt you just count the index in the list of filename and subtract 1 ( computers count 0 to n-1 and not 1 to n )
  22. If you want to extract all the RNC files from a rom there is an automated way rnc_lib.exe e "zool_2.jag" This will find all the packed files and unpack then in "extract" folder named data_%OFFSET_IN_ROM%.bin the game.txt for raiden is data_1b61e8.bin , dinodudes = data_0f4030.bin , zool2 data_11920c.bin
  23. From 2218 to 225C is some text message if it fails to unpack the game . Should be safe to overwrite this area - doubt the unpacking will fail The next region is about 2650 which goes to 2a00 which is the start of the table to where the files are in rom - note some contain 0 ( empty ) - which will means that file does not exist. Then after that table 2c50 to 2e00 is empty Not sure what's at 2e00 to 2e84 Then 2e84 to 2f40 is empty 2f40 is the offset to the first rom file Note I have been using the offset from the start of the FILE and not its address in ROM
  24. plugins-> PluginIn Admin :: HEX_Editor clicking on the H ( far right ) Right clicking allow you to tweak how its shown
  25. I used notepad++ which has a hex plugin. So i can type over the old rom with the new stuff
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