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About rocky1138

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    Space Invader

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    Programming, videogames.
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    EverQuest II, CSGO.

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  1. This is the document that should have been included with the Jaguar Developer's manual. Thank you so much for making sense of the Object Processor, a device which has been mysterious and elusive for many, many years.
  2. Are there any examples of polygons being rendered using RAPTOR API? Either 2d or 3d it doesn't matter. Is it possible?
  3. Perfect! Thanks. I'm having a hard time finding the definition of a branch object. It might be painfully obvious to someone coming from the time of line buffers rather than frame buffers, but I'm coming from the other direction, so please be patient! Secondarily, I read somewhere that scaled bitmaps need to maintain their proportion using the Object Processor, but the documentation makes it sound as though you can pass in a different vertical scaling value than a horizontal scaling value, allowing a person to scale out-of-proportion. Is this true? What I'd love to do is scale a 2d image along a perspective, as though you're seeing a store sign while driving and looking straight ahead. For an example, see the attached image. Has anything like this been done anywhere that I could take a look at? Or am I stuck making textures on a 3d polygon?
  4. First, thank you very much for RAPTOR API. It's really, really neat. I'm just reading over the docs and going through the examples. My question is around RAPTOR Lists. What exactly is a list? What can a list contain? How many can I have? (the docs say 16 total, but then it mentions culling which allows 512 objects per list?) For example: I'd like to make a very simple pseudo-3d racing game, similar to the one the person made for RAPTOR BASIC. What sorts of things would be considered lists? The framebuffer? The sprites along the side of the track? Thanks for your help!
  5. Super good! Would you care to share your source code for those of us less competent?
  6. Very cool. In my spare time I've been using Virtual Jaguar to learn more about writing an emulator, assembly language, etc. I forked Virtual Jaguar and created Chocolate Virtual Jaguar with the intention of basically removing the cruft from the codebase and using it as a huge learning project essentially for myself. If you ever release the code for this, I'd love to take a look to see what you did. https://github.com/rocky1138/chocolate_virtualjaguar/tree/develop
  7. It works! I used your Makefile which uses your assembler and linker. Now to start digging through the code to see what I did wrong... Thanks a ton toarnold. I really, really appreciate it.
  8. You ever think of dockerizing vasm and vlink? Then we could work of of the same versions, knowing that yours works.
  9. I must be stupid. I can't get it to go. Can you tar/zip your source and jagserver binary and send it to me? I'll try running it on my end. Maybe my linker or gpu assembler compilation messed up...
  10. Where do I put the .long? I've got it at the top of the file. Here are my gpu.s and Makefiles. gpu/gpu.s .include "jaguar.inc" .long .gpu .globl gSetOLP .globl olp2set gSetOLP: .long .extern G_CTRL .extern OLP movei #olp2set,r0 ; Read value to write load (r0),r1 movei #OLP,r0 ; Store it store r1,(r0) moveq #0,r0 ; Stop GPU movei #G_CTRL,r1 store r0,(r1) nop ; Two "feet" on the brake pedal nop olp2set: .long .ds.l 1 ; GPU Code Parameter .text Makefile ASFLAGS = -m68000 -Felf ASGPUFLAGS = -Felf LDFLAGS = -bjagsrv -minalign 4 AS = ~/Development/Jaguar/vasm/vasmm68k_madmac ASGPU = ~/Development/Jaguar/vasm/vasmjagrisc_madmac LD = ~/Development/Jaguar/vlink/vlink OBJ = obj/startup.o obj/gpu.o obj/testrgb.o obj/test.o all: $(OBJ) $(LD) $(LDFLAGS) -o testrgb.j64 $(OBJ) obj/gpu.o: gpu/gpu.s jaguar.inc $(ASGPU) $(ASGPUFLAGS) gpu/gpu.s -o obj/gpu.o obj/startup.o: startup.s sample.rgb $(AS) $(ASFLAGS) -o obj/$(subst .s,.o,$<) $< obj/testrgb.o: testrgb.s jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/testrgb.o testrgb.s obj/test.o: test.s jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/test.o test.s clean: rm obj/*.o
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