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rocky1138

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Everything posted by rocky1138

  1. I've started to suspect it's a lack of RAM, as well. I tried opening SYSINFO.PRG and it stated that it wouldn't run because it needed at least 350 kB free . I don't know how to check for boot programs and/or desk accessories. There isn't anything in any of the dropdown menus in TOS to show those AFAICT. It might be best to buy/build one of these 4MB RAM expansions: https://github.com/agranlund/STRam.
  2. Hmm OK. I'm sure it's something I am doing. Did you get Cubase Lite from here? If not, can you link to the site you got it from please?
  3. I'm new to the Atari ST so please be gentle XD I've got a 1040 STf with Rainbow TOS, the ACSI2SD solution, and high-res mode via the SM125. I can autoboot with it thanks to this 1GB image. This machine is connected to my digital piano and MT32-Pi via MIDI cables. What I want to do is put Cubase on it and play around with some music, but every time I find a copy of Cubase to use (whether Lite or *ahem* otherwise) and put it on my SD card the program goes to launch then closes immediately with no error message. Sometimes I see a few bombs on the screen but only for a flash second. From my research, it seems like Cubase isn't written to be run from a hard disk but even when I put the files on a floppy it does not work either. Do you have any ideas?
  4. 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.
  5. Are there any examples of polygons being rendered using RAPTOR API? Either 2d or 3d it doesn't matter. Is it possible?
  6. 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?
  7. 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!
  8. Super good! Would you care to share your source code for those of us less competent?
  9. 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
  10. 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.
  11. You ever think of dockerizing vasm and vlink? Then we could work of of the same versions, knowing that yours works.
  12. 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...
  13. 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
  14. Some of us are masochists!
  15. OK the reason I was asking is related to my other thread about vasm-m68k and vasm-jagrisc. Are you building those to use the madmac conventions? When you build your binary, do you use jagserv format?
  16. Have you never wanted to try something new? Broaden your horizons, even if it might not work?
  17. Thank you for this. Would you consider posting the Dockerfile?
  18. As detailed in a previous post, I've been able to get vasm and vlink to work by doing some makefile loving. But, for the all the tea in China, I can't get it to work when I've got to integrate the Jaguar's GPU into the project by using two different vasm builds. Since vasm, when compiled with m68k support, doesn't understand Jaguar's GPU opcodes, one has to compile a second vasm which supports that architecture. I've moved the GPU code out of the main file into gpu/gpu.s and assembled it with the vasm which supports the Jaguar's GPU architecture. The rest I compile with the m68k vasm. When I load the program on Virtual Jaguar, I get a black screen. Please see my files and help me if you see any problems I've been stuck on this one for a while. I suspect there's some sort of problem where the program is jumping to the wrong address when it comes to the GPU due to flaky linking, but I am just not experienced enough to figure this out gpu/gpu.s .include "jaguar.inc" .long .gpu .globl gSetOLP .globl olp2set gSetOLP: .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: .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/gpu.o obj/startup.o obj/testrgb.o obj/test.o all: $(OBJ) $(LD) $(LDFLAGS) -o testrgb.j64 $(OBJ) obj/gpu.o: 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: jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/testrgb.o testrgb.s obj/test.o: jaguar.inc vidstuff.inc $(AS) $(ASFLAGS) -o obj/test.o test.s clean: rm obj/*.o startup.s ;----------------------------------------------------------------------------- ; Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! ; Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! Warning!!! ;----------------------------------------------------------------------------- ; Do not change any of the code in this file except where explicitly noted. ; Making other changes can cause your program's startup code to be incorrect. ;----------------------------------------------------------------------------- ;---------------------------------------------------------------------------- ; Jaguar Development System Source Code ; Copyright (c)1995 Atari Corp. ; ALL RIGHTS RESERVED ; ; Module: startup.s - Hardware initialization/License screen display ; ; Revision History: ; 1/12/95 - SDS: Modified from MOU.COF sources. ; 2/28/95 - SDS: Optimized some code from MOU.COF. ; 3/14/95 - SDS: Old code preserved old value from INT1 and OR'ed the ; video interrupt enable bit. Trouble is that could cause ; pending interrupts to persist. Now it just stuffs the value. ; 4/17/95 - MF: Moved definitions relating to startup picture's size and ; filename to top of file, separate from everything else (so ; it's easier to swap in different pictures). ;---------------------------------------------------------------------------- ; Program Description: ; Jaguar Startup Code ; ; Steps are as follows: ; 1. Set GPU/DSP to Big-Endian mode ; 2. Set VI to $FFFF to disable video-refresh. ; 3. Initialize a stack pointer to high ram. ; 4. Initialize video registers. ; 5. Create an object list as follows: ; BRANCH Object (Branches to stop object if past display area) ; BRANCH Object (Branches to stop object if prior to display area) ; BITMAP Object (Jaguar License Acknowledgement - see below) ; STOP Object ; 6. Install interrupt handler, configure VI, enable video interrupts, ; lower 68k IPL to allow interrupts. ; 7. Use GPU routine to stuff OLP with pointer to object list. ; 8. Turn on video. ; 9. Jump to _start. ; ; Notes: ; All video variables are exposed for program use. 'ticks' is exposed to allow ; a flicker-free transition from license screen to next. gSetOLP and olp2set ; are exposed so they don't need to be included by exterior code again. ;----------------------------------------------------------------------------- .include "jaguar.inc" ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Begin STARTUP PICTURE CONFIGURATION -- Edit this to change startup picture ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; PPP .equ 4 ; Pixels per Phrase (1-bit) BMP_WIDTH .equ 192 ; Width in Pixels BMP_HEIGHT .equ 48 ; Height in Pixels ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Change this macro as necessary. Games published by Atari but created by a ; third-party should use "LICENSED TO" screen. Games published and ; created by a third-party company should use "LICENSED BY" screen. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .macro license_logo .incbin "./sample.rgb" ; "Jaguar Developer Kit Sample" ; .incbin "/jaguar/startup/lt_box.rgb" ; "Licensed To Atari Corp." ; .incbin "/jaguar/startup/lb_box.rgb" ; "Licensed By Atari Corp." .endm ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; End of STARTUP PICTURE CONFIGURATION ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Globals .globl ticks .globl a_vdb .globl a_vde .globl a_hdb .globl a_hde .globl width .globl height ; Externals .extern _start .extern gSetOLP .extern olp2set BMP_PHRASES .equ (BMP_WIDTH/PPP) ; Width in Phrases BMP_LINES .equ (BMP_HEIGHT*2) ; Height in Half Scanlines BITMAP_OFF .equ (2* ; Two Phrases LISTSIZE .equ 5 ; List length (in phrases) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Program Entry Point Follows... .text move.l #$70007,G_END ; big-endian mode move.l #$70007,D_END move.w #$FFFF,VI ; disable video interrupts move.l #INITSTACK,a7 ; Setup a stack jsr InitVideo ; Setup our video registers. jsr InitLister ; Initialize Object Display List jsr InitVBint ; Initialize our VBLANK routine ;;; Sneaky trick to cause display to popup at first VB move.l #$0,listbuf+BITMAP_OFF move.l #$C,listbuf+BITMAP_OFF+4 move.l d0,olp2set ; D0 is swapped OLP from InitLister move.l #gSetOLP,G_PC ; Set GPU PC move.l #RISCGO,G_CTRL ; Go! waitforset: move.l G_CTRL,d0 ; Wait for write. andi.l #$1,d0 bne waitforset move.w #$6C7,VMODE ; Configure Video jmp _start ; Jump to main code ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: InitVBint ; Install our vertical blank handler and enable interrupts ; InitVBint: move.l d0,-(sp) move.l #UpdateList,LEVEL0 ; Install 68K LEVEL0 handler move.w a_vde,d0 ; Must be ODD ori.w #1,d0 move.w d0,VI move.w #C_VIDENA,INT1 ; Enable video interrupts move.w sr,d0 and.w #$F8FF,d0 ; Lower 68k IPL to allow move.w d0,sr ; interrupts move.l (sp)+,d0 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: InitVideo (same as in vidinit.s) ; Build values for hdb, hde, vdb, and vde and store them. ; InitVideo: movem.l d0-d6,-(sp) move.w CONFIG,d0 ; Also is joystick register andi.w #VIDTYPE,d0 ; 0 = PAL, 1 = NTSC beq palvals move.w #NTSC_HMID,d2 move.w #NTSC_WIDTH,d0 move.w #NTSC_VMID,d6 move.w #NTSC_HEIGHT,d4 bra calc_vals palvals: move.w #PAL_HMID,d2 move.w #PAL_WIDTH,d0 move.w #PAL_VMID,d6 move.w #PAL_HEIGHT,d4 calc_vals: move.w d0,width move.w d4,height move.w d0,d1 asr #1,d1 ; Width/2 sub.w d1,d2 ; Mid - Width/2 add.w #4,d2 ; (Mid - Width/2)+4 sub.w #1,d1 ; Width/2 - 1 ori.w #$400,d1 ; (Width/2 - 1)|$400 move.w d1,a_hde move.w d1,HDE move.w d2,a_hdb move.w d2,HDB1 move.w d2,HDB2 move.w d6,d5 sub.w d4,d5 move.w d5,a_vdb add.w d4,d6 move.w d6,a_vde move.w a_vdb,VDB move.w #$FFFF,VDE move.l #0,BORD1 ; Black border move.w #0,BG ; Init line buffer to black movem.l (sp)+,d0-d6 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; InitLister: Initialize Object List Processor List ; ; Returns: Pre-word-swapped address of current object list in d0.l ; ; Registers: d0.l/d1.l - Phrase being built ; d2.l/d3.l - Link address overlays ; d4.l - Work register ; a0.l - Roving object list pointer InitLister: movem.l d1-d4/a0,-(sp) ; Save registers lea listbuf,a0 move.l a0,d2 ; Copy add.l #(LISTSIZE-1)*8,d2 ; Address of STOP object move.l d2,d3 ; Copy for low half lsr.l #8,d2 ; Shift high half into place lsr.l #3,d2 swap d3 ; Place low half correctly clr.w d3 lsl.l #5,d3 ; Write first BRANCH object (branch if YPOS > a_vde ) clr.l d0 move.l #(BRANCHOBJ|O_BRLT),d1 ; $4000 = VC < YPOS or.l d2,d0 ; Do LINK overlay or.l d3,d1 move.w a_vde,d4 ; for YPOS lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ move.l d1,(a0)+ ; Write second branch object (branch if YPOS < a_vdb) ; Note: LINK address is the same so preserve it andi.l #$FF000007,d1 ; Mask off CC and YPOS ori.l #O_BRGT,d1 ; $8000 = VC > YPOS move.w a_vdb,d4 ; for YPOS lsl.w #3,d4 ; Make it bits 13-3 or.w d4,d1 move.l d0,(a0)+ move.l d1,(a0)+ ; Write a standard BITMAP object move.l d2,d0 move.l d3,d1 ori.l #BMP_HEIGHT<<14,d1 ; Height of image move.w height,d4 ; Center bitmap vertically sub.w #BMP_HEIGHT,d4 add.w a_vdb,d4 andi.w #$FFFE,d4 ; Must be even lsl.w #3,d4 or.w d4,d1 ; Stuff YPOS in low phrase move.l #license,d4 lsl.l #8,d4 or.l d4,d0 move.l d0,(a0)+ move.l d1,(a0)+ movem.l d0-d1,bmpupdate ; Second Phrase of Bitmap move.l #BMP_PHRASES>>4,d0 ; Only part of top LONG is IWIDTH move.l #O_DEPTH16|O_NOGAP,d1 ; Bit Depth = 16-bit, Contiguous data move.w width,d4 ; Get width in clocks lsr.w #2,d4 ; /4 Pixel Divisor sub.w #BMP_WIDTH,d4 lsr.w #1,d4 or.w d4,d1 ori.l #(BMP_PHRASES<<18)|(BMP_PHRASES<<28),d1 ; DWIDTH|IWIDTH move.l d0,(a0)+ move.l d1,(a0)+ ; Write a STOP object at end of list clr.l (a0)+ move.l #(STOPOBJ|O_STOPINTS),(a0)+ ; Now return swapped list pointer in D0 move.l #listbuf,d0 swap d0 movem.l (sp)+,d1-d4/a0 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: UpdateList ; Handle Video Interrupt and update object list fields ; destroyed by the object processor. UpdateList: move.l a0,-(sp) move.l #listbuf+BITMAP_OFF,a0 move.l bmpupdate,(a0) ; Phrase = d1.l/d0.l move.l bmpupdate+4,4(a0) add.l #1,ticks ; Increment ticks semaphore move.w #$101,INT1 ; Signal we're done move.w #$0,INT2 move.l (sp)+,a0 rte ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; .data .phrase license: license_logo .bss .dphrase listbuf: .ds.l LISTSIZE*2 ; Object List bmpupdate: .ds.l 2 ; One Phrase of Bitmap for Refresh ticks: .ds.l 1 ; Incrementing # of ticks a_hdb: .ds.w 1 a_hde: .ds.w 1 a_vdb: .ds.w 1 a_vde: .ds.w 1 width: .ds.w 1 height: .ds.w 1 .end
  19. I completely agree. I often think that it would have also been awesome to have 4 controller ports standard as later consoles went this method. It would have been groundbreaking.
  20. Yes, it's true. My understanding is that the Jaguar version wasn't even started, so the video just gives me (us?) some idea of what it could have looked like if it were to be ported to the Jaguar. Based on what I saw in the video, I think it's entirely doable with the Jaguar's hardware.
  21. Sorry to necropost, but a video has come out showing what Witchwood looked like.
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