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WAVE 1 GAMES

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Posts posted by WAVE 1 GAMES


  1. 1 minute ago, JagChris said:

    We've talked about this before. The technique Oliver Nallet shared for busting those limits. The same  technique Duranik mentioned recently in what comes to mind for them to fix Native.  

     

    I see programmers on here mixing up what their limits are with what the Jaguars are. Someone was just saying it's hard to even code an old 80s 8bit game on the Jaguar. For THEM it's hard. Too much egocentrism in this forum.

    I didn't say anything was hard.

    I stated verifiable facts in a very specific scenerio.

    Has nothing to do with skill level.

    That many moving 16 bit color objects on screen combined with 2 352 pixel wide 16 bit moving 16 bit background/foreground layers and sound and music taxes the system hard. It has a negative impact on performance no matter who the coder is.

    This is not an assumption or me lacking some magic skill. This is the truth


  2. 1 minute ago, agradeneu said:

     YOU can not......!

    Lmfao.

     

    Neither can you.

     

    Your argument is pointless. There is no need for all objects to be 16 bit but IF they all were it would tax the system. Why do you think the Jaguar supports so many different color modes? It's for maximum performance and flexibility. This is not a false claim this is the truth. Sorry you don't believe that.

     

    It's not a debate.

     

     


  3. 6 minutes ago, JagChris said:

    The techniques to solve problems like that have been public knowledge since 2007.

    Elaborate Chris. What specific techniques are you referring to? How about a link to what you mean? What exactly is the point of this comment?

     

    Yes there are many different techniques to conserving bus/memory. That is what we were talking about.

     


  4. 11 minutes ago, agradeneu said:

     

    Like always Jeff, you are spreading false claims to make yourself and your products look better. There is nothing wrong to be an amateur, but its wrong to be that dishonest and boastful. 

     

     

     

     

     

    What false claims? What are you talking about? You tried to own me with your little remark and all I did was point out that you are wrong. No I'm doubling down on what I said in It's original context. Because I'm right.

     

    2 large 352 pixel wide (16 bit) background/foreground images can not be moving around on screen together with over 16 animated 16 bit sprites (also moving)

    This combined with music and sound takes a BIG hit on performance. Believe what you want to I don't care. The only thing we were talking about here was ways to conserve the bus/memory.

    It's not a debate.


  5. 1 hour ago, agradeneu said:

    Well, your background is not 16 bit obviously, same for the parallax. 

     Are you suggesting the game uses 16 bit for the sprites? Why so vague?

    For  good measure,  a 112x768 pixel animation bitmap for fairly big boss with 16 individual animation frames, 16 bit color, is 168 Kbytes. I know that.

    Regarding Fishing Frenzy, I would be really surprised if the sprites were > 50-60 Kbytes, in case they were actually 16 bit.

    Does not sound that huge to me. ;-)

     

    Just to give you some professional perspective on that matter: 

    Native Demo uses only 1 MB of RAM for graphics, while the graphic assets are all 16 bit quality (with some 8 bit sprites).

     

     

     And yes I don't think a simple, very basic game like "Fishing Frenzy" taxes the Jaguar at all, even if all graphics actually were 16 bit.

    The games that really are taxing the Jaguar, like e.g. Rayman,  are in a completely different league.

    Sorry for that, but you are really asking for it. 

     

    All of the fish are 16 bit color sprites with about 10 frames of animation. I am not suggesting anything that is what they are.

     

    Thank you for putting things into perspective. Now let me put something into perspective for you.

     

    I said a 352 pixel wide 16 bit color background accompanied by a 352 pixel wide foreground image and parllax scrolling (ie movement of large 16 bit objects on screen) combined with over 16 animated 16 bit fish moving around would tax the shit out of the system, because guess what? It will. If you don't believe that then the only thing I can say to you is "sorry buddy" at no point did I suggest the MOVING background and MOVING foreground layers were 16 bit color. They are not, that is the whole point. I'm not sure why you threw Native in there other than to say "but lookie what Duranik did.." But its not the same thing. First of all im willing to bet that demo was 256 color sprites. (I could be wrong) and I'm also willing to bet the environment consists of parts vs large moving images but even if it doesn't and its all 16 bit glory like you think it is there are 2 key differences here. Native has no sound using up the bus and I believe somebody in this forum already pointed out tearing in Native (to which Duranik himself confirmed) so the system bus was being PUSHED here. Not a very good example as the whole point the 2 of us were making was to conserve bus and memory not push it to the brink of falling apart! Now I ask you why in the hell would anyone WANT to push the bus to the absolute limit to where things start tearing for such a "simple little game"???

     

    As for the arcade version of the game it uses 256 color pallette and has text that pulls from that same pallete. (Those colors are red, white and yellow)

     

     

    Thanks for your professional perspective.

     

    Have a good day


  6. 1 hour ago, agradeneu said:

    You don't need 2MB RAM and a 64 bit bus  for 4 bit graphics. ;-) Instead, if you really wanted to become a master of using very limited resources (tiny RAM and limited palettes), make a game for 8 bit machines. And then come back.

    For it's amazing graphics the SNES has only 128 Kbyte+64Kbyte of RAM, the ROM sizes were 0,5 MB and 1 MB mostly.

    He's actually right.

     

    It's true you don't need 2 mb of ram for 4 bit graphics.

     

    But lets try adding a 16 bit or 8 bit 352 pixel wide background image combined with an equally wide 8 bit or 16 bit foreground image, add scrolling on these large high color objects for the paralax effect and then throw 16+ 16 bit color fish on screen all doing their own respective thing. If you don't think something like that would tax the Jag then I don't know what to tell you. So NO you don't need thr whole 2 mb of ram for lower color graphics in such a setup but it definitely helps performance to keep as much of that RAM freed up as possible.


  7. 1 hour ago, CyranoJ said:

    OK, I have to ask... what have you decided "32 Color spliced gfx mode" is supposed to mean?

    32 colors for a single image.

     

    And it's a spliced image.

     

    I guess you could also say 4 bit X2 spliced image


  8. 4 hours ago, Gaztee said:

    Just a heads up that a box manual and a new label have been developed for the game in conjunction with PhOboZ. 

    I have been wondering if people will just replace the current label? Or if they will just want to replace the front? I can certainly add a new green cart if people want that included??

     

    Very very interesting Gaz! GrEat work! Do you have a pic of the boxart and the brand new label?


  9. On 1/1/2020 at 10:04 AM, Guillem said:

    Well i'm just waiting for my JagGD.

    But i like your way : in the previous message you ask me to do them by myself, and now not to do.

    Thanks for all

    I am terribly sorry for the accusations. The evidence is merely circumstantial and I reacted a bit harsh.


  10. On 1/1/2020 at 4:52 AM, Guillem said:

    Here is my first release of MRQ files for homebrew games (not tested)

    Please forgive the mistakes

    Thanks for pirating WAVE 1 GAMES  Ants, JagZombies and Frogz 64 you fucking dick

    • Confused 1

  11.  

     

     

     

     

     

     

     

     

     

    Yes the good 3D games that we did get to see were done very well. Some textured and some not. All were impressive.

     

    If Supercross 3D had been more refined in regards to its framerate prior to release we would be telling a totally different story about that game today. 

     

    In regards to IWAR I haven't ever noticed any slowdown in that game myself, in fact its aolid framerate ia something I remember most about it.

     

     

    • Like 1

  12. 1 minute ago, Zerosquare said:

    What's the point of asking for feedback if you've already made it?

    I don't think he actually wanted feedback. I think he just wanted to know if people like his design. YES or NO only. Seems the feedback provided may have been unwelcomed based on his reply. Can't tell if he's joking or not but it is a YES or NO poll so I guess he didn't? I can't make heads or tails from his reply.

    I don't care for the design but maybe it's just for him to wear and he just wants to show it off. IDK


  13. 3 hours ago, CPUWIZ said:

     

    You already fucked up the thread, thanks.  Other mods would have probably just deleted your posts.

    I wouldn't necessarily say he fucked up the thread. According to your own poll results prior to him posting the mock ups the general consensus is people are not in favor of your design.

     

    But even with the new mock ups its still the same direction and idea.

     

     

    I'm curious if you go forward with the new ideas is it something you are going to offer to sell?


  14. 3 hours ago, 7800JAGFAN said:

    Well, I never bought the original JagZombies due to the youtube videos showed some bugs, but also a very short game.  However, this looks much better with the scrolling and if its longer, will make a nice "Halloween" game and I will most likely buy this time around.  Another thought, we don't have a light gun option, but Atari Age sells mouse adapters for the Jaguar, maybe mouse support?  This would really be the best way to go for accurate controls and the option is already for available here at Atari Age.  I'm keeping an eye on this one.  

    Adding a mouse option is something I will look into however I have a few issues off the bat with that option.  it is to my understanding that the mouse must be plugged into controller port 2 in order to function. If this is true and not just speculation on my part, that would render dual shotgun mode useless. Dual shotgun mode requires both controllers on both ports or a custom joystick that would also use both ports.

    However, this could be an additional option for the single shotgun mode for players who have the mouse. I wasn't aware that a PS/2 port mouse was available now. That is great news, I just checked it out in the store. I am curious if a PS/2 optical mouse would function with this adapter? That would be cool.


  15. just wanted to throw this little quick update out there about some neat stuff to be included in JagZombies 2

     

    consider it a behind the scenes sneak peak.

     

    Clint Thompson of RISC games has been very kind and has designed the 3d model and animations for the new Batlord for this sequel. In addition to that he has also been kind enough in assisting with the new Batlord's stage as I was having a total brain fart and did not know where I wanted the final battle to take place (but knew it could not be in a cave again.) below is the new Batlord's design and the Batlord Cathedral stage:

    cathedral.thumb.gif.fe60ed579fea6471f76d09670f67387f.gif346728962_newbatlord.thumb.png.0781fe47669b5e2e8cb9d86901b5d551.png

     

     

    In addition to his contribution about 2 or 3 years ago Lars Hanning of Starcat DevOcean was kind enough to give me the assets files to a zombie he created for his unreleased zombie shooter. It was to be used in JagZombies 1, however was ultimately cut from the final game. The Starcat zombie will finally make his belated appearance here in JagZombies 2

     

    starcat.gif.294df220cce54baa59a9a23c8a5438c9.gif

     

     

    Also the game will feature 7 brand new stages they are:

     

    Blood Moon Forest

    Hotel Hell

    Junkyard Jitters

    Return To Skinwalker Ranch

    The Library

    Sinister Sewers

    Batlord Cathedral

     

    Most of these new levels will feature some sort of animated properties as well as scrolling and one is even a pseudo 3D style level.

    So these are pretty exciting but then I thought to myself since we are doing this as a ROM cartridge that could go up to 6MB if necessary why not give the player a little something extra? So in addition to the main game's 7 new stages you will be able to play the original games 7 stages in an additional game mode called "JagZombies RELOADED". This will be accessible to the player from the very beginning at the main menu under option 4. For this game all of the old stages have been digitally enhanced with higher resolution and greater color depth than previously seen in JagZombies 1

    moscow.png.f36ed9dc803614e25a6f39e2ed48ea82.png1460368519_parkingdeck.png.c3208219287ef0b5235ca7406718e376.pnggraveyard.png.4a5aeeb39abda3a7650f2f01d5a37a12.png

     

    286439815_hauntedtraintracks.png.928815c9d871be73b9529af92eb0989b.png927475534_skinwalkerranch.png.3fd37931589d464b4ed4fb55eeea46b0.pngwarehouse.png.a3623a61c44b17a0da29aac9b592b942.png

    batlord.png.696ccb1c3ffc3bfb8fdd06bf72ef3f14.png

     

    It is still unclear at this point in development if all of the original zombies from JagZombies 1 will return for this special game mode due to space, but that is ultimately the goal. The original Batlord will also return for this mode in his respective stage, and he will be animated this time around. Again, this is just a little something extra I thought players might appreciate.

    • Like 5

  16. 20 hours ago, VintageGamer74 said:

    I like how it is looking. 

     

    Look forward to further progress. 

     

    Cheers!

    Thank you for the kind words. Will update progress here when possible.

    • Like 1

  17. 18 minutes ago, 7800JAGFAN said:

    You could always fall back on the number pad like Total Carnage, or the D-pad on the second controller like in Llamatron, both methods work great once you adapt you right hand to play "overhand".  Also looks to be off to a good start.   

    Well it will work with the Dpad on the second controller right out of the box. Would probably be an awkward play for most folks though considering how big the Jagpad is. So for Jag pads it would probably just be best to grab a buddy to help you shoot. I was trying to make something more intuitive for the 1 player experience should he choose to use dual shotgun mode. Hell even if I don't produce a twin stick for shooting the door will be wide open for Somebody else to come along later down the road and do it. That's just an extra anyway. Right now my main focus is getting this game done and making sure it exceeds all possible expectations.


  18. 2 hours ago, 82-T/A said:

     

    I can actually see this being really cool, but I'd love to see a light-gun for the Jaguar.

     

    Actually what I had in mind was a dual stick arcade controller like the one for the sega saturn version of Virtual On Cyber Troopers. This would work fantastic for the games new dual shotgun mode which will put 2 crosshairs on screen at the same time via the player 2 port. I'm working with a few people to get this done at the moment but I'm not sure if it will end up being a reality or not.

    Screenshot_2020-08-02-03-05-33.thumb.png.fb0263ab12242ac5a8d3e225e00de9f7.png

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