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About BitJag

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  1. I downloaded RMAC from github yesterday and noticed the build process was complaining about the patch file that we were using to get Removers Library to build. Didn't use the patch this time, and everything seems to be working. Thanks for you work on this.
  2. Decided to investigate why cd2jcd.exe won't run through wine on a mac. Turns out there is a huge difference when running wine on Linux vs. MacOS. It would seem that the latest version of MacOS has dropped 32-bit support. For wine this means that you can only run a 64-bit version of wine. When trying to run cd2jcd.exe with wine64, it doesn't work. I am guessing that cd2jcd.exe is a 32-bit application. Unless you are using an older version of MacOS, it looks like you will need to wait for the source code or a build cd2jcd for MacOS Catalina.
  3. Just installed wine on a fresh install of Linux (installed this morning). Works out of the box. I can't imagine what the big difference would be with wine between platforms with a relatively simple program like this. Does it give you any message when it crashes after running it from command line?
  4. While waiting for the source for Linux, I tried to run the windows binary with Wine and it worked just fine. I would imagine, but can't guarantee, that wine for MacOS should be able to run it as well.
  5. One of my favorites. I still listen to the soundtrack when driving, and the visuals are some of the most memorable on the Jaguar. (The roman reliefs with the eyeballs, the old ice factory with the guy with a mouth on his shirt, the final fight with the guardian.) Yes, definitely a clone of MK, but a very well done clone that obviously had a talented group of people behind it.
  6. That would be great! Thank you! I guess I should have sent the video over to you first to look at. This timelapse was sitting on my to-do shelf for a while, waiting for upload. I figure I would get it out there before everyone had their game already, and before it would start to become more irrelevant over time.
  7. I recorded a good chunk of the process for the cover art for this one and made a timelapse. The video is a bit long but I know there are those who enjoy seeing the process for these kinds of things. Huge thank you to Reboot and Albert for letting me work with them on this impressive game. I am really excited to hold the packaging in my hands and play the final game soon.
  8. Because it is only the best game ever! I bring references. 😆
  9. TwoMice from 's @Matthias Domin's page. Check the page for some basic instructions. Link to page - http://www.mdgames.de/jag_eng.htm Link to program - http://www.mdgames.de/twomice2_20071230.zip
  10. @dilinger It seems like adjusting the source for variable DPI scaling would be the good long term solution. I dug into the Qt environment variables in the past, and recently in case of Qt changes, to see if there might be some possibility that some global option could be adjusted to fix it. There doesn't seem to be a quick fix when it comes to environment variables at the moment. I used this documentation as a resource. https://doc.qt.io/qt-5/highdpi.html . With the exception of the hack suggested above, adding in the functions to handle scaling is beyond me at this point.
  11. I have ran into this problem a few times running VJ in Linux, specifically Kubuntu 18.04 and later over the last few years, where the image of the game being played doesn't fill the window size or fullscreen properly. I have found a solution modifying the source for VJ, but I wanted to ask if there might be a simpler way of altering the code to achieve the same fix. I also wanted to make this post with the solution I have been using in case anyone else out there might be running into the same problem, and there isn't a better way to do this currently. Below is an image of what I am experiencing when opening VJ, and it holds true when playing a game windowed or in full screen. I am using version 2.1.3(final) source from the git repository. Here is a solution I am currently using to fix this. Before building Virtual Jaguar perform the following modifications to the source code: /src/gui/mainwin.cpp - Add the following line in the function MainWin::SetFullScreen, below the line where int newWidth is initialized. The line looks like this "int newWidth = (int)(aspectRatio * (double)r.height());". newWidth *= 2.2; Then alter the line just below, that looks like this "videoWidget->offset = (r.width() - newWidth) / 2;", multiplying r.width() by 2.2. It should now look like the line below. videoWidget->offset = ((r.width() * 2.2) - newWidth) / 2; /src/gui/glwidget.cpp - Now we need to multiply width() and hieght() function calls by 2.2, do this by altering the following lines. outputWidth = width(); --> changes to --> outputWidth = width() * 2.2; unsigned outputHeight = height(); --> changes to --> unsigned outputHeight = height() * 2.2; EDIT: I forgot to mention that the value 2.2 is a bit arbitrary according the the global scaling on your desktop. I actually don't know how to find the exact value you need according to a specific global desktop scaling. But raising and lowering the value should get what you are looking for. For example, 2.2 is scales the image a bit beyond the window and fullscreen borders, so I dropped it down to 1.75, and if fits great now.
  12. BitJag


    Thanks for continuing to refine these tools. Going to have to give this a spin soon. Awesome to see these tools becoming more accessible over time.
  13. @agradeneu @CyranoJ Beautiful!
  14. Here is my small review of this wonderful modification. I have only played a few games with it including Pitfall, Ultra Vortek and Xenon II. Each of these were much more enjoyable with this controller. I imagine it will be difficult for me to go back to a normal pro controller or standard controller after using one of these. A blessing and a curse.
  15. The drop shadow method works as mentioned by @Sporadic . Below is a manual and possibly more precise method in Gimp in case you need it. These steps below essentially break down the process that an automatic drop shadow plugin might perform to the basic tools/filters that most raster programs have these days. These specific instructions are for Gimp, but are applicable for any program that has these basic tools. Layers (with per-layer opacity adjustment), alpha selection/color selection/lasso tool, fill tool, and gaussian blur. Make sure that the subject you want to add the dark halo to is on a layer that is has transparency. Create a white layer beneath it so we can see the halo effect. Create a new layer between our subject layer and the white background layer that is empty/transparent. Right-click on the layer with you subject and select "alpha to selection". If your program doesn't have a quick alpha selection option, you can use a select by color, or manually select the outline of your subject with a selection lasso tool. Make sure our empty transparent layer is selected, then use the bucket fill tool to fill the selection with black, or whatever color you wish. Then deselect everything. top menu>select>none. Apply a gaussian blur. top menu>filters>blur>gaussian blur. Adjust the blur value accordingly, matching X and Y values (amount of blur will be different depending on your image resolution). And then click OK. This probably won't be dark enough for what you need, keep reading. Duplicate the now blurred black layer two or three times using the duplicate button in your layers panel. I usually duplicate until the halo is a bit darker than I want so I can tune it more precisely later. Then merge back down to one blurred black layer, by selecting the top blurred black layer (under your subject layer), and then selecting top menu>layer>merge down. Repeat this step until you are left with just one blurred black layer between your top subject layer, and your bottom background layer. Now adjust the intensity by using the blurred black layer's opacity slider in the layer panel.
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