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belboz

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Everything posted by belboz

  1. I was a member. Was the Sysop of the BBS at one point, Newsletter Editor, Vice President and then President. I created a Facebook group at https://www.facebook.com/groups/cintari/ for it awhile back. I put one of the newsletters I made on there too in the files section. I was there for the last 6 years or so before we shut it down. We use to do booths at Computerfest in Dayton, and I think the Mist show in Indiana. May be wrong on that ones name.
  2. Congrats on the release. Hopefully it spurs some more Jag goodies.
  3. belboz

    Heretic

    Forgot all about that one. That was some crazy story. Hmm.. Now I am thirsty for some reason.
  4. belboz

    Heretic

    When I talked to Carmack 3-4 years back when viMaster and I worked on Death Tongue he said that I could not distribute or include any assets from Doom or even the Shareware Doom. We had to do a total conversion where the art, music, maps, sound, etc were all our own. He did say Zenimax (sp?) who owned id back when I talked with him (still do now I believe) had the final say and he was not the "end all" on legal matters as Zenimax had a team for that. With Carmack not being with id anymore I fear anyone trying to get anywhere with them will have a rough time. Long as I stuck with just the source being the only thing of id's that I used, he felt we would be safe. The policy does seem to follow the policy back in the day with Doom/Doom II/Heretic/Hexen. Map authors could not make maps that included any id assets, and their maps needed to only work with the commercial version of the games to promote sales of it. You couldn't develop maps that used the shareware version. Plus pretty much all the new ports of Doom out there don't include either the commercial doom.wad or the shareware. They "leave it" up to the user to supply that themselves. Conversion looks good though. Nice work! <edited for real bad spelling>
  5. The 800MB stream also has the talk after the 6502 one in it. I downloaded the whole thing and stripped off the beginning static screen stuff, and the second talk and am re-encoding into a m4v file. I suspect it will be around 200MB or so when finished. Not sure if these videos are released under creative commons or some other free license. If so I can make this smaller file available.
  6. I have run a TON of files through the skunkboard both during initial testing, and when writing and testing the SkunkGUI. I had only one time where I got the red screen and that was when I accidentally put in some bogus parameters for the download address. When I fixed the typo it worked fine. I would suspect that 99% of the time this never occurs with users. If the issue wasn't related to an issue like I had, I would bet Tursi is dead on that it is a false positive. Not sure if the ROM image was Tyrants or someone else, but if they work with Tursi I am sure he will iron it out.
  7. Actually I just posted for the first time in that thread over on JSII
  8. I was not addressing anything said in this forum. I was just talking about the info posted on the jagtopia website. And also posting the info that I did not do a cdbypass ROM image that has been linked to me.
  9. Please don't put words in my mouth. You have no idea my opinion on any subject. I am disappointed in any bashing no matter the side. If you don't like someone or some group I see no value in posting it in public. Also the profanity laced name calling I find troubling. As I said, congrats on the release. I am sure jagtopia will prove useful to people in the jag community.
  10. Just to clarify. The cdbypass I posted on JSII is not my creation. I forget where I found it. I have actually never even tried it. I might have got it from Glenn, but it is not my creation. All the b.s. on here though is annoying, and all I have to say is this. Congrats to Reboot on the release of Jagtopia. Anything released for the Jaguar is a plus. Jagtopia looks like it could be useful to people. But I am disappointed with the attacks against tbird and the flames on the jagtopia website. I just don't see the point or value in it.
  11. I generally don't like the global rule for all C or all assembly. I generally specify it for each source file since I like to have any include files for that particular source file on the line also. That way I don't have to add those dependencies down below, and can keep them all together. Plus sometimes I use different compiler/assembler options for particular files. That way I can turn a debugging define on for a particular source file instead of group wide. Or I may turn off optimization on a certain file (sometimes I have found the optimization with the old gcc with the original dev tools can cause problems). But the beauty of makefiles are they can be tailored to each programmers use and tastes.
  12. p.s. Chris linked to the code on my website in the first post here. So if you want to see all the files (I kept the project quite tiny), download it off my site.
  13. Chris posted the assembly startup code. Which is just a slightly modified version of the Atari stuff. I agree 320x240 would definitely be better, and it is super trivial to make a couple changes to implement it. Basically the 320x200 was a holdover from when I was doing a quick port of my old MSDOS Atari 8-bit Emulator (Pokey was its name). I used 320x200 for that and set the Jag up the same to test the code. Someone wanted a simple hello world program, so I just hacked it together quick with the startup code from Pokey.
  14. Oh and just to clarify one thing. The old dev tools work under Vista and Windows 7. But only on 32bit versions of Windows. 64bit versions will toss up an error. If your using a 64bit Vista or 7 setup, use the new tools.
  15. For the new tools, I compiled and targetted VBCC for the Jag. I spend some time chatting in email with the vlink author and on some changes to vlink to get it to work for the Jag. I used vbcc so we could get something to work with Windows XP and not have to deal with all the overhead that gcc needed.
  16. JagMod was the one who informed me of the Vista compatibility. I tried them later on Windows 7 and found they worked there too.
  17. I am assuming since your using my BJL cd you found my website (if not it is linked below). I have both the original Windows 9X compatible dev tools on my site, and a newer set I put together that is Windows XP and 2000 compatible. If your using Vista or Windows 7, the old Atari tools seem to work fine with them. Just an issue with XP and 2000. I also have a live CD that boots into Linux and has all the old and new dev tools working on it. If your already using Linux on a system, I recommend using the dev tools under that. It is nice that everything just works. You can also use Seb's Removers Library which is a nice set of libraries to handle things like sprites, mod playback, sound playback, joypad reading, etc. You can use VMWare Player or Virtualbox to run my live ISO (or boot it directly) if you want to play with jag development under Linux without doing a Linux install. I have seb's library installed on the live cd along with a bunch of other stuff. Owl is right on the jag community. If you plan on selling the CD I can guarantee you some will come down on you hard if you haven't acquired the rights. It happened with Gorf's version of Gorf for the Jaguar. I got called out on my work in using the Doom engine, but luckily I had already talked to Carmack at id Software and got the proper info on how I should proceed from him. http://www.hillsoftware.com
  18. Nothing should be stopping people from doing dev work on the Jaq. Right now there are multiple dev frameworks. If your running Windows 9X,Vista or Windows 7 you can run the old Atari dev tools which means you can use their gcc/mac/aln combo for compiling/assembly/linking. If your running Windows 2000/XP you have to use the newer dev tool set. It uses vbcc and smac/sln for the compiling, assembly, and linking. I also put vlink on there so you can use it instead of aln. It should be fine for most people starting out. And if you find a bug in smac or sln, you should be able to submit it to SubQ or we can look into it since the source is open. Now if your running a Linux system your golden. You can use gcc, vbcc, mac, aln, smac, sln, vlink, etc, etc. They all work fine under Linux. If your afraid of doing a Linux install you can use my Linux live boot CD on my site and just boot it. It has everything setup. You can access your PC's hard drive to work on projects on your Windows partition, or use a memory stick, etc. The live CD has everything gcc, vbcc, smac, sln, mac,aln, vlink, sebs library, rdbjag, wdb, and other tools. People also keep overlooking Seb's library. It is a great little library that handles all the heavy lifting. It handles sprites for you, mod playback, sound play back, joystick input, and much more. Two things I thought about putting together. 1) A video that shows how to use Seb's library to put a sprite up on the screen and move it around. 2) A virtualbox image of my Linux dev system so people can use the free virtualbox to run a Linux dev system under Windows (or OS X) and not need to boot it from a live CD. Not sure if there is any interest in either. If anyone is interested in the dev environments check out my site here. http://www.hillsoftware.com/downloads If you want to see a couple videos that show the two Linux live CD's I put together for developers.... http://www.vimeo.com/user2530735/videos
  19. When I release my tool set Doom hacking will be dead simple. No need to use a hex editor. Although if your brave enough to go hacking with a hex editor it will help you better understand the WAD format. But some things are just too much work or too hard with a hex editor.
  20. Well knowing your parallel port settings as GroovyBee suggests is important. I will assume it is LPT1 and set to 0x378 What kind of cable do you have? Is it a shielded cable?
  21. Congrats on the tutorial releases. Just so you know. I was referred to this from the Doom Shareware readme in doing my initial research on what I can and can't do with Doom source, and assets. Basically I was told I needed to do 100% total conversions. All the other doom ports (zdoom for instance) aren't distributed with shareware or commercial WADs/assets. id does seem to not care about people downloading Doom source ports for their hardware and using the shareware WAD or commercial wads the user owns. I suspect if you wanted you could make a utility so the user can download the shareware doom and convert the wad themselves with your utility and use that new WAD with Jaguar Doom. That is somewhat suspect though with the way that last paragraph is worded. The approach we are taking with Death Tongue is to do all new assets. Use nothing from Doom except the GPL'ed source. For the tools we are going to release, people will be able to take assets from free wad's or create all their own, and pack up a new WAD for use on the Jaquar.
  22. Also the build compile and go options will be grayed out when you don't have a C or assembly file loaded. Try loading one of those from the project you want to build and then see if they are grayed out. One thing I never tried which might be your problem. The editor might be looking at the case of the file extension to determine if the build option will be available. If your source file has an uppercase .C or .S on them the editor may not be showing the build option since it might be looking for .c or .s (in lowercase) Try build first since it runs make which looks for the projects makefile. If one doesn't exist you will need to do a little work (depending on the projects size)
  23. Your best bet is to probably go to a terminal prompt and try running the makefile from there first. You can do it this way. Go to the the system icon / storage media. Find your hard drive. Note the device name listed for it when you browse it. Mine says "system:/media/hdb1" in the file browser location window. That is my Windows C drive. Your path may vary. Now launch a terminal prompt. It is the little black icon on the bottom left of the screen. Just to the right of the K icon. In the terminal that pops up. I would do the following to go to my C:\JAGUAR\3D folder. (without the quotes) "cd /mnt/hdb1/JAGUAR/3D" (note the hdb1 was taken from the file browser location line above. The GUI CD mounts partitions it finds and puts them in the /mnt folder under hdXX depending on the partitions. So you might have an hdb1 and hdb2 or hda1 or hda2. Also when typing paths on the command line you can hit the TAB key to have the terminal autocomplete things for you. Very useful if your not sure on the exact name of a file or path. It should also be noted that linux is case sensitive with filenames. You will find many files on your Windows partition are all in caps or a mixture. Windows doesn't care about case in filenames, Linux does. Once you change to your projects directory, then I would type "make" and it would attempt to run the makefile You may have to edit or tweak the makefile if the paths are different from what the makefile expects.
  24. Not sure exactly what you are referring to. My post you quoted was referring to the Jaguar developers environment I have online for XP/2000 and higher systems. It is a Windows installer. You run the installer, it puts the dev environment onto your Windows system and creates a program group with a readme, uninstall. Once you run the installer your setup to do dev work on your XP/2000/Vista/7 machine. I can only assume your talking about the GUI CD (or my SkunkGUI program). If your talking about the GUI CD then you can access your HD from the System Icon on the desktop. (system / storage media / your HD partition) But I would only use the CD if you need a fully working dev system with either the original dev tools by Atari, or you have an Alpine, etc). Otherwise just use my Windows installer to put current dev tools on your 2000/XP system.
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