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Posts posted by Welshworrier
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I believe the arcade game has 5 pads/homes - always used to hate getting the leftmost one
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I know it looks pretty but you probably want to fix the collision detection as a priority. What good are neat graphics and swish transitions without the supporting gameplay.
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I may be wrong but accusing a mod of being a liar isn't usually the most "future posting privilege" enabling technique.
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I should also add that the games shown in your picture are ones he said he had recently (about July) sold on.
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What interests me here is I bought some jag games off Gumtree last week from someone in Derby. I drove to pick them up and we ended up having a nice long discussion about all the games he's selling for various consoles.
He mentioned that he'd sold a lot of his stuff, including Jaguar, to a local guy called John (who was picking up about 200 gameboy carts that afternoon).
Probably coincidence but due to the nearness of the locations, and looking at the background showing the other consoles, makes it a bit curious.
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I will say Hyperspin, which is a multi emulator frontend, does a lot of the stuff already. I've got it set up on my MAME machine in the garage to produce a display similar to this video -
The ability to link to manuals during game would be good, but as you are running on a PC you could always tab between the manual and VJ. I'm not trying to be negative - I'm just trying to see it's unique selling point.
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One thing I would ask is how will this differ from, say, a hyperspin front end launcher?
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Think of it this way: high level language like basic needs a few lines of code to get things on the screen and moving. Assembly code (which one were they suggesting as each variant has it's nuances - was it the DSP or 68k ?) Needs hundreds. One mistake in code will make it not work as expected, if at all. Do you want to be finding errors in tens of lines or hundreds? Do the math

Performance wise you would not be noticing much difference comparing a high speed library/development language like the raptor package to C or untuned assembler.
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Read the description.
Not all the games/discs are original e.g. karts., the boxes are all empty with the carts out in the other pictures - some games such as defender and towers 2 not included, copy of doom 2 included, CD drive doesn't work properly etc.
In probably most hypocritical act, includes a copy of the star wars port by reboot.
Says he's sold collections like this before so not likely to be disappearing.
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Epilogue: It went for £2050.00, or around about 2500 USD
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Just noticed this collection appear on eBay.
The pro controller is at about picture 9.
Think it's the largest collection I've seen for sale at once.
http://m.ebay.co.uk/itm/ATARI-JAGUER-JAGUAR-CD-Bundle-for-Sale-/152328134291?nav=SEARCH
Got to be 1k plus
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File under /usr/bin to continue the theme

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Soft mod is incredibly easy to do as long as you've got the memory card/stick. You just copy the save file to the card, run the game (splinter cell is usually the easiest to get hold of). Just Google for "aid Xbox" for the auto installer files you need. I believe version 4.6 was the last release and if you search for that release it will have the guide for how to add ROM sets to the DVD image as well as the latest emulator releases.
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It is a steampunk xevious isn't it

Fdup is a relatively easy one to simulate, only issue is what to do when the original file link gets closed and the DUP is still open (so a check in the fclose). But I guess I'm telling you advanced egg sucking
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You'll probably want to add in the extra gemdos calls, fseek in particular, fdup at a push and possibly fcreate if you wanted to redirect that to eeprom save
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I thought it was 3B code, as in 3 beers made it look good (a real Doug and Bob McKenzie moment eh?)
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I think you'll find that Jeffrey is part of the eBay scuzzbucket selling fraternity which may color his views somewhat.
I'm sure he'll give you permission to copy and sell his atariage beating game "neon centipede" when that comes out.
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Read the description of bs:g through Google translate
apparently it's a homebrew version of an ST port... -
I pity you mere mortals that don't have to use the whackety-whack printers on an almost daily basis.
The pleasure of shouting "bugger" as the fanfold paper decides to no longer make it's way out of the top and instead to concerteener like an origami rendering of Weird Als' accordion. The ecstacy of realising you've offset the paper and are now going to be printing over the page tear for the next 100 pages with no way to abandon due to the printer buffer already being filled.
Of course I still reminisce about the Atari 7 pin printer for the 400/800 series that they produced when everyone else was making 9 pin ones, meaning you couldn't do descenders.
I do, however, give you this to remind you of the beauty they can create https://m.youtube.com/watch?v=pX4tBIwhOqY
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Nice to see he's also selling the native demo.
http://m.ebay.com/itm/Atari-Jaguar-Native-Demo-Homebrew-/282158296362
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I take it people know that kevtris has been involved in the fpga part of the analogue mini nt project. It was mentioned in the ars technica piece on it http://arstechnica.com/gaming/2016/08/the-500-nes-remake-gets-a-bit-smaller-and-more-affordable/where it gets a good write up.
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Thunder cats is really stupidly difficult to beat. I knew the programmer of the St version (Derek) and when he told them they should make it easier but he was told to keep it as defined.
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Just put 69a on the side like a certain disc collection...


Frogz 64 Atari Jaguar game
in Atari Jaguar
Posted
It's part of the ramping up difficulty of the original game. Some of the pads would change color before disappearing, snakes appear in the grass, lady frogs appear that can be jumped on for bonuses etc.
To give your game longevity you'll need to include features such as those.