-
Content Count
2,772 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by Csonicgo
-
In the back of my mind I'm still hoping to hear the title theme that the NES port programmer added to the game. Anyone else? Probably impossible on the VCS but hey, wishful thinking. ​Love this, by the way.​
-
I'm interested.... tell me more.
-
So, I bought a like-new C64 from a guy who had kept it in his closet for decades - this is one of the classic ones with the brown keys. I typed in some BASIC programs to test the SID and other components and everything turned out great. Signal is clear as a bell to boot. Now for the difficult part: What do I need to do to keep this thing running as is? Any points of failure that are common to these NTSC models? This thing is running a little *too* perfect, so I'm a little paranoid that it's going to fail at any moment.
-
I finally have a C64! Now what?
- Show previous comments 2 more
-
-
What do you mean, "now what?" You bought a C64 without any idea of what you might do with it?

-
- Show next comments 3 more
-
Crazy Bird in Zoo near Arcade imitates Williams arcade games
-
I immediately thought of this: ​ Keep it this simple and you could have a winner on your hands.
-
It still needs some work to pass from "works in an emulator" status to "works on hardware" status. Unfortunately, that's where all hell will break loose- emulators being built with HLE techniques will run them fine, while cycle-accurate ones will garble. Nestopia barely plays it before the pilot screen, which the character's face isn't drawn into hits HAIR - the weirdest thing I've seen in a long time.
-
I hate to necrobump this sucker, but I've flashed the ELITE NTSC ROM to a cart and it's as stable as an earthquake. What does work, the polygon renderer, is cut off at the last few horizontal rows of tiles, the result is as complete garbage in the tiles. Yes, it's one of those games- it would take a disassembly to fix, and maybe that wouldn't be enough since the VBLANK may not be long enough to dump the CHR tiles onto the screen.
-
Update! Lookie!!!
-
I'm waiting for the guy who comes by and says "nah uh, there's 100 lots of jaguars in a vault in Venezuela somewhere." Yeah, how helpful that is. All that means is that there are 100 lots of jaguars that no one will ever play unless they know a guy. Also, enjoy your jaguar cut up to pieces because everything coming out of Venezuela is immediately flagged as suspect. cannot count how many new Atari games from Latin America were sliced open and roughhoused by customs because they had a stick up their collective butts and treated every package as if it contained 50 kilos of the good stuff. I know that was a tangent, Quasar, I'm just defusing the one or two people I know on this forum that love to challenge someone's idea of "rarity". Not on my watch.
-
Carmack gave the Jag code to a small dev team at Williams Electronics, who worked on the PS1 port, and Rage Software coded the Saturn port. The Saturn port was TERRIBLE. The main reason the Saturn port sucked, is the reason the Saturn sucked. Two Hitachi SH-2s both controlling two dual-core GPUs, which is all controlled by a Motorola 68K variant, which also controls the Yamaha YMF292 for FM synthesis... And don't forget the Hitachi SH-1 which handles I/O - and the two "SCU" co-processors for both SH-2s -- WHY? Who makes a console like this? On top of that, it couldn't do perspective-correct texture mapping, so Carmack explicitly forbade a polygonal engine. And since the I/O is bottlenecked to hell because it's spread over two GPUs, the frame rate tanks. The Saturn wasn't made for Doom, period. Doom is exclusively a cache-based, serial renderer. it cannot be multithreaded easily without losing the game state. The frame rate is locked with the game state. Devs were expected to multi-thread their games on the Saturn, when some games simply couldn't take advantage of that. To give you an idea on how prohibitive the prospect of a multithreaded Doom renderer is, the Doom community itself only started making multithreaded renderers in 2008. It took an entire decade to get that far.
-
Because the community has tried that already. Freedoom is still actively being developed as a community-created Doom asset replacement. It has been plagued with leadership issues, illegal content, and arguments over what gets replaced and what stays. For Calico Doom though, in the interest of authenticity (and correctness in loading assets period) It's using the Jag assets. I assume that it'll be able to load custom stuff later, as PC ports always do.
-
In some of the prototypes, a lot of the levels haven't been edited yet - I think the 32X may have been the reason so many textures and geometry got the axe. Speaking of levels, here's one that may have been for Jaguar Doom but was scrapped - It's unfinished, but it's interesting anyway: https://doomwiki.org/wiki/Extramap.wad
-
It's not just that, but that JagDoom was the basis of a lot of console ports. If we figure out Jaguar Doom, the rest should be a piece of cake. As for modding, which is what is really what this is all about - All the texture formats, etc. are different, but as far as WADs and levels go it's the same as PC, aside from the fact that wad lumps can be compressed. Sir Juddington of Doomworld has created a cool called "SLADE" that opens, edits, and saves Jaguar maps. Here is a link to that: http://slade.mancubus.net/ John Carmack also released some dev tools a while back, I cannot find those at the moment.
-
That's one of the possibilities, to create doom mod carts - Maybe Jaguar Final Doom? That'd require a lot of the v1.6 PC code - the SSG is needed in that game.
-
Hmm, Maybe. The idea is to understand how and what changed when John Carmack ported the engine over to consoles. There were a lot of changes to fit Doom into console environments. As the Jaguar Doom source has been used in 32X, 3DO, GBA, and PSX (maybe N64, Saturn and ?), it'd be useful to see how the code worked originally and what changed when that code was ported over to other platforms. Heck it might even make that fabled "Genesis" port possible... So you'll need a lot more cartridges!
-
Over in the Doom community, an effort is underway to port Jaguar Doom to the PC platform. Because, why not? https://www.doomworld.com/vb/source-ports/91624-calico/ Screenshots: However, some rendering issues have popped up as of late. Stuff like this. If you are interested and want to see what is done so far, or are willing to help in any way, here is the Github repository: https://github.com/team-eternity/calico-doom
-
Sorry for the terrible title. BUT! For the past few weeks replying to threads using the Quick reply, I get a bunch of garbage! Which, given my posts are usually garbage, no one notices, but now it's getting ridiculous. Usually I have to clean up my posts after typing them but i'm not going to this time, just to show y'all how annoying this is. I mean.. a BUNCH. of garbage. Lots of characters I didn't even type, and sometimes the text doesn't line up with the cursor.. what the heck is going on? †††​oooooh SEE THERE IT GOES!THAT DOES IT.‹‹‹ ​ ​ ​ ​ ​ What on god's earth is going on? Sometimes carriage return does what it is supposed to, then it pulls that AE AE AE garbage. It's intermittent, and I don't like dealing with it. It's beginning to get so bad that i write things in a text editor and paste it in threads. the smileys are also affected, as you can see. Is this a bug, my computer? Because it does this at work too. MacOS/Linux with Chrome (this version on Linux is Version 51.0.2704.91) ​ ​Any help? this is really annoying! ​
-
AL THESE FORUMS ARE EATING LINKS AGAIN!!!1
-
Long time friend and composer Bobby Prince needs our help - https://www.gofundme.com/bobby-prince-medical-fund-2vs94pg
-
Is there anything better than Tecmo Super Bowl? I don't think so.
-
I have a friend who is making a "PC" port of Jaguar Doom , and he ran into some colour issues as it pertains to the B_IINC: Anyone out there deciphered B_IINC's actual behaviour yet? This documentation (and this) isn't cutting the mustard.
-
The money is glued to my screen. Excellent.
-
Classic Game Room moving to Patreon
Csonicgo replied to BillyHW's topic in Classic Console Discussion
I have no idea what has happened to CGR as of late. I think a lot of this year was spent fixing all the problems he himself created when he decided to cut off everything (and everyone) Undertow still being there with the Patreon would have worked. People liked Derek. Derek liked his job. Mark cutting Derek off was a mistake, even if Brandon wanted to leave (I hate that he did, but he has the right to). TJ is still around, I yak with him on Twitter. But Mark really needs to figure something out before the end of this year. I can't keep giving him the moneys if all I'm getting are unboxing videos.
