Jump to content

BitJag

+AtariAge Subscriber
  • Content Count

    335
  • Joined

  • Last visited

Posts posted by BitJag


  1. 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.


  2. 28 minutes ago, Albert said:

    Wow, that is damn cool, thank you for sharing!  I need to embed this video in the store entry for Last Strike, and share it on social media a well.

     

     ..Al

    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. 

    • Like 1

  3. 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.

     

     

    • Like 11
    • Thanks 3

  4. 18 hours ago, PeterG said:

    Well it is not the same ship as one can see in the screenshot but it reminded me of it with the wings at the rear of the ship and with something on the top... then again why would anyone reference Crescent Galaxy.... :-D

     

    TrevorMcFur_Jaguar_08.thumb.png.31187ea2393e5264216587152d466118.png

    Because it is only the best game ever!  I bring references😆

    • Like 2
    • Haha 1

  5. @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.


  6. 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.

    Screenshot_20210206_102834.thumb.png.102c69a5423ede9386746550f6712528.png

     

    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.

     


  7. 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.

    • Like 3

  8. 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.

    • Like 1

  9. 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.

    1. Make sure that the subject you want to add the dark halo to is on a layer that is has transparency.
    2. Create a white layer beneath it so we can see the halo effect.
    3. Create a new layer between our subject layer and the white background layer that is empty/transparent.
    4. 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.
    5. 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.
    6. Then deselect everything. top menu>select>none.
    7. Apply a gaussian blur.  top menu>filters>blur>gaussian blur.  
    8. 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.
    9. 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.
    10. 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.
    11. Now adjust the intensity by using the blurred black layer's opacity slider in the layer panel.
    • Like 4

  10. Boy do I feel stupid.  The part number is on Best's website.  It is SC414201FT.   This thread can be deleted, or left as an eternal monument to my shame 😆

     

    It looks like I will need to cannibalize another non-working jaguar or deal with the audio issues until the console finally dies.

     

    I guess while this is still up, does anyone happen to have a 6SC600HF106 DSP laying around that they would be willing to sell me?


  11. I am looking to replace what I believe is a failing DSP in my Jaguar.  I have a few games where the audio has issues (Atari Karts & Some of Reboot's Games).  Symptoms are audio doesn't play at all, games crash, or audio runs at a fraction of the speed it should.  I have confirmed that these same games work just fine on two of my other Jags. A few people have suggested that the DSP is failing.  I am open to other ideas other than replacing the DSP if there are other things that I should check/replace before one of the primary processors on the board.

     

    Best Electronics has replacements, but they can only replace Jags that have the "2nd Generation" DSP.  Is there a sure way to identify whether or not the Jaguar has a 1st or 2nd generation DSP? 

     

    After compiling the list below, it seems that there are only two part numbers for the DSP, SC414201FT and 6SC600HF106.  I am assuming right now that SC414201FT is the 2nd generation DSP since it has a later range of manufacturing dates (9428 to 9506) when compared to 6SC600HF106 (earliest 9336 to 9405).

     

    Here is the sampling of Jaguar motherboards I used to make this assumption (sorry not very organized, I compiled this as I was writing this post):

     

    1. CPU V1.0 (SC414200AT, AAHCC9436), DSP V1.0 (SC414201FT, IHAC9441) <-- Link to Image
    2. CPU V1.0 (SC414200AT, AAHDN9441), DSP V1.0 (SC414201FT, IHAD9440) <-- Link to Image
    3. CPU V1.0 (SC414200AT, AAHBQ9428), DSP V1.0 (SC414201FT, IHAB9428) <-- Link to Image
    4. CPU V1.0 (SC414200AT, AAHFL9451), DSP V1.0 (SC414201FT, IHAH9506) <-- Link to Image
    5. CPU V1.0 (6SC880HF106, 9336YAI), DSP V1.0 (6SC600HF106, 9336EAI) <-- Link to Image
    6. CPU V1.0 (6SC880HF106, 9350YAI), DSP V1.0 (6SC600HF106, 9336EAI) <-- Link to Image
    7. CPU v1.0 (SC414200AT, AAHFJ9450), DSP V1.0 (SC414201FT, IHAF9449) <-- Link to Image - CoJag Arcade Board
    8. CPU V1.1 (6SC880HF106, 9417EAI), DSP V1.0 (6SC600HF106, 9405EAI) <-- Link to Image - My Jaguar that is having audio issues.
    9. CPU V1.1 (6SC880HF106, 9408YAI), DSP V1.0 (6SC600HF106, 9405EAI) <-- Link to Image 
    10. CPU V1.1 (6SC880HF106, 9417EAI), DSP V1.0 (SC14201FT, IHAE9424) <-- Link to Image
    11. CPU V1.1 (6SC880HF106, 9417EAI), DSP V1.0 (6SC600HF106, 9345EAI) <-- Link to Image
    12. CPU V1.1 (6SC880HF106, 9417EAI), DSP V1.0 (SC414201FT, IHAD9433) <-- Link to Image
    13. More out there...

     

    I am looking for a second opinion before buying since the costs to get a replacement and then having someone replace it will be considerable (but still less then a new Jag).

     

    Thanks for the help!

     

     


  12. On 11/5/2020 at 5:11 PM, Cyprian_K said:

    Can someone build this cool container for me?

    I made a few attempts under Win/Cygwin, unfortunately to no avail.

    Thanks

    No time to build it for you, but I did setup a repository for a cygwin version of the setup script for my brother earlier this year to see if it could be done.  We were able to get it working. 

     

    Cygwin RMVLIB setup script - https://github.com/lachoneus/windows-cygwin-rmvlib-install-scripts

     

    Here is the bad news.  I haven't been updating it along with my linux script.  If you are adventurous though, and you have some experience with bash scripts, you can do a side by side with the linux script(latest version) and the cygwin script(older version) and update the cygwin script, along with the necessary files it may need from the linux script's repository, you should be able to get it working.  I believe rmac has been updated since I put together this script, so some of the lines that manually change rmac source files aren't required anymore.  There may be a few other small things as well.

     

    I may approach this again in the future, but my focus is making sure the linux scripts are up to date until I finish Crescent Memories  (someday...).


  13. Spent a few minutes with the docker image. Followed instructions after getting familiar with the basics of docker.  It seemed to setup the docker container flawlessly, and I had my generic example built in no time after modifying my Makefile's a bit.  This is awesome, I need to try this in Windows now.

     

    I am not sure what feedback you are looking for, for the Jaguar Image Converter.  Its great that it is just a python script now, and this will be great in case of future updates. Unfortunately I haven't worked on enough Jag stuff to justify using all the options that the image converter offers.

     

    I did do some quick conversions to make sure that the options I typically use still work.  4, 8, 16-bit image depths all converted just fine.  I actually avoid the dithering options in the image converter, as I like my work to look the same before and after it is added to my programs.  I am looking forward to using an up-to-date version of the image converter.

     

    Thanks for putting this together Seb!


  14. We did a live stream of Wormhole 2000 yesterday, with an on the spot review.  The three of us really found the game entertaining even though it is a bit rough around the corners.  Only one of us actually owns a Jag, and I recommend this game for anyone who likes playing and collecting homebrew for the Jag, but you may want to hold off until it is being sold through AtariAge to get a complete package (game, box and manual).

     

    The actual gameplay starts around the 33  minute mark.  We like giving the VLM some love before going to meat of the stream.

     

     

    • Like 5

  15. 7 hours ago, SebRmv said:

    Hey, thanks!

     

    Also to mention I am working on building a docker environment (based on archlinux) that configures everything.

    It is ongoing work but this works reasonably well, even on

    (I still need to adapt to use rmac instead of madmac)

     

    Repo is here: https://github.com/theRemovers/jagdev

     

    I am also working on translating my Jaguar Image Converter in Python, because it is too difficult to maintain the build with ocamlimages.

     

    This is great news.  Having a more universal option like docker will simplify things considerably.  The Jaguar Image Converter conversion to python will be welcome as well.  I don't know how many hours have disappeared trying to figure out how to build this program from source with ocaml.  Thanks Seb!


  16. This is a dedicated thread to several scripts I have been maintaining that make setup of RMAC, RLN, JLIBC and RMVLIB tool chain for any ubuntu distribution a nearly one click solution.  I will update this thread when updates occur for those who are interested, and for address any problems you may run into in regards to these scripts.

     

    Huge thank you to everyone that has put their time and talents into these tools, and for helping me get to this point that makes these tools more accessible to linux users.

     

    There are more details about the script on the github page (linked below), but here is a quick overview of what you need to start and what these scripts give you.

     

    You will need to be running a flavor of linux that has access to the Ubuntu repositories, and uses apt to pull packages from the repositories.   I have only tested this on Kubuntu, but it should work with Ubuntu, Xubuntu, Lubuntu, etc... without any issue.  Please let me know if you run into other problems with other distributions that have access to the Ubuntu repositories.

     

    The Ubuntu repositories and apt are necessary for the script to install the m68000/gcc cross compiler tools, build-essentials, and a few other applications.  If you are using a distribution that doesn't have access to the Ubuntu repositories, or can't install debian packages, you could potentially bypass these steps in the script by manually downloading and building and installing the cross-mint tools and any other tools that are installed with apt inside these scripts.  Please do not ask help to do this. I will assume that if you venturing outside the boundaries of Ubuntu, you probably know much more about Linux than I do.

     

    As mentioned before, the rmvlib_inistall.sh script builds and installs the necessary tools to compile assembly and C code related to the Removers Library.  There is another script called additional_tools_install.sh that will download/build/install other binaries that make Jaguar dev a bit easier.  This includes virtuajaguar, jcp, lz77 and jag-image-converter.  Again more details about these tools on the github page.

     

    After you run the install script, there is a small example program inside the Jaguar folder for testing the tool chain to make sure it is working correctly.  Again, see the githup page for more details about getting started.

     

    https://github.com/lachoneus/ubuntu-rmvlib-install-scripts

    • Like 3

  17. Just now, cubanismo said:

    And does it work without the changes to the rmvlib source?  That change does look as though it's very likely obsoleted by the latest fix from ggn I linked.

    Thanks for the followup question, I didn't think that the patch would also make the changes to the rmvlib source obsolete as well. 

     

    Just tested everything out to confirm @SebRmv results.  The patch provided by @cubanismo builds rmac, jlibc, and rmvlib without all of the quick fix changes I was doing 6 months ago to rmac and rmvlib. 

     

    Time to update my shell script.  Thanks everyone for the continued updates to rmac!

    • Like 2

  18. Not to confuse things, but there was one more alteration that needed to be made to rmac along with the other changes to the the removers source files.  It seems that the patch linked to by @cubanismo might do a similar kind of change I haven't dug into the patch yet to see for sure.  Here is the change I was performing to the expr.c in the rmac source back in March/April of 2020, as suggested by ggn if I remember right, to get rmac to build things.  

     

    sed -i '/_attr = cursect | D/c\*a_attr = DEFINED;' expr.c

     

    This bit of code in the script makes the following change:

     

    expr.c

    Line 466

    From -  *a_attr = cursect | DEFINED;

    To -       *a_attr = DEFINED;

     

    I just tested the latest rmac, jlibc, and rmvlib with this change and the changes to the rmvlib source mentioned above, and everything seems to build correctly.

    • Like 1

  19. You or @ggn can confirm if this was the same issue I ran into when first getting rmac to build the rmvlib source.  In order to get the build to happen ggn had me make some minor changes to display.s, paula.s, sound.s in the rmvlib source.  Described below.  Making these changes allows rmac V2.0.12 to properly build rmvlib.  I don't know if the recent adjustments to rmac for other bugs may have changed things.  I haven't tried building rmvlib recently.

     

    display.s 

    line 150 -                      padding_nop    (G_RAM+$10-*)

    change to -                   padding_nop    (G_RAM+$10-pc1)

    Add one line before -    pc1=*

     

    line 169 -                      padding_nop    (G_RAM+$40-*)

    change to -                   padding_nop    (G_RAM+$40-pc2)

    Add one line before -    pc2=*

     

    sound.s

    line 122 -                      padding_nop    (D_RAM+$20-*)

    change to -                   padding_nop    (G_RAM+$20-pc1)

    Add one line before -    pc1=*

     

    paula.s

    line 67 -                      padding_nop    (D_RAM+$10-*)

    change to -                   padding_nop    (G_RAM+$10-pc1)

    Add one line before -    pc1=*

     

    The pattern is clear, but I have no idea what is going on, I just know that this was one of the few things I had to do to get things building on my end a few months ago.  I have a shell script that automates downloading and building rmac, rln, and the Removers Library in linux with access to the ubuntu repositories for the cross compiler now, so I don't have to make these changes manually anymore.  The script is pretty simple and should be easy to parse on your own if you run into problems.  https://github.com/lachoneus/ubuntu-rmvlib-install-scripts

    • Like 1
×
×
  • Create New...