Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by phoboz

  1. No I got the point, and agree to it. Early 3D was probably heavier on the coding side, but probably less time consuming for the artist(s) I just wanted to react to the assumption that a game should only be compared to other games that fall under a specific label. As @PeterG mentioned, it's just a label.
  2. You could also compare this to an "Indie game" as opposed to an AAA game. I am not sure why the term "homebrew" is being used for the Jaguar, as this term seems to refer to games that are developed for a system without a license from the console IP owner. Often using "hacked" tools. However, please note that the Atari Jaguar was declared an open platform by their final IP owner "Hasbro Interactive" in May 1999. All development can be done using official tools, and the original developer documentation. So there is nothing that prevents a complete legit game release for the Atari Jaguar, as opposed to many other retro game consoles. Also note that what made the well established game company "Electronic Arts" what they are today, is that they reverse engineered the SEGA Genesis to avoid costly license fees from SEGA. So you could call their very successful games for the Genesis homebrews? (eventually they made a deal, but they used their own "hacked" technology for developing games rather than using the official one) Nevertheless, I think that we have seen some very competent Indie Developed action/adventure games over the years. So if we are to up the competition a little bit, here are a few great examples: Axion Verge, and The Mummy Demastered. Let's where we end up on this one?...
  3. The probably wanted something that looked like a PS game on still images. Today, a video is a much more accessible method to learn about new games, and then you see the low frame rate (if that is the case) Most of us has probably got over 3D as something new and exciting, so now we can focus on what we like instead... Yes, I prefer clean, flat shaded polygons over that blocky, ugly look of low resolution textures. I fully agree... a big thank you to the artists who helped me with this: Krauser, and @SlidellMan.
  4. Another status update, this time you see part of the severs, beneath the abandoned factory (which you haven't seen yet) Also note the new, brown suite of the hero. This will enable the game character to come in contact with the green water in the severs, without instant death (but you will loose energy). You will also meet the Rat-King mini-boss.
  5. Kings of Edom has gone trough an extensive beta testing phase for the several last months. Almost 50 bugs, and feature requests were addressed. We are now working on the game manual, in which we try to capture as many aspects of the game as possible. E.g. to give a good explanation about how the game mechanics works, as well as giving an overview of the hero, monsters, items, spells, and ancient relics of the game
  6. That's why I prefer to work alone, or with with a small group of people that can trust each other (I guess this makes me a little bit ego, but I am open about that)
  7. We are probably drifting away from the original topic, which is Battlesphere, and instructions for it. Personally I am also responsible from steering the discussion in another direction, but I wanted to express a few of my opinions. Here is a short summary: 1. I really like this game, it's one of the best for the Jaguar. 2. A manual with instructions would be great, since it's very hard to get a complete-in-box copy of this game. 3. If the source code would be open, it would be even more great (I am not sure from the discussion if other people than me agree, or not?) 4. I think that the game could have been even better with a mission style gameplay mode, e.g. similar to Star Wars: TIE Fighter. (if the source code was open, the chances for this to happen would not be equal to completely impossible)
  8. For current consoles i tend to belive that because they are all PCs (except Switch). The sole reason to buy such console is that there are exclusive games. If you got the source code you could just remove the locks, and run it at much better specs on your gaming PC.
  9. I think it's the choice of the author regardless of the platform, the company (if aligned with the board), the moral grounds etc. There are very many big commercial companies that do not fear "open source" and think it is equal to "PirateBay" For example, Sony Imageworks released parts of their rendering software as open source. (I even contributed to that code myself, just for fun) https://github.com/AcademySoftwareFoundation/OpenShadingLanguage Most of the big commercial software companies regularly contributes to the Linux kernel (e.g. Microsoft, Oracle, Intel, Huawei) without being afraid. The open source community have given them so much in return the latest 2 decades. Without this evolution, you would still run something that looks, and feels like Windows 95 on your PC. Former SUN Microsystems (later acquired by Oracle) was a big contributor, and the whole OpenOffice suite, (probably a lot of the newer versions of MS. Office) are based on the code base for StarOffice. I worked as a partner with them long ago, and they were really listening to suggestions to make open source contributions.
  10. No ones expects that it MUST be made available, I am just explaining why I personally think it would be great if that happened. I opened up the source code for several of my Vectrex games I made in the past. https://github.com/phoboz The reason that happened in the first place was because I had some bad experiences with loosing source code (due to computer problems in the past). So when I started to develop my first game for the Vectrex, I put it on GitHub (so I could access the repository from any place when I had to opportunity to work on it) For the second game I started the same way, but then GitHub started allowing private repositories for non-paid memberships. So I made the source code for my second game a private repository. When I released the second game, some people had noted that I "removed" the source code from GitHub, and they were very disappointed. When I had sold approximately the same number of copies of the second game, as for the first. In addition to people telling me: "Now that you sold a few copies, will you make the source code available?" So I did that. The point that I am trying to make here is that I saw the same amount of copies being sold at a similar rate for both games, regardless if the source code was made open or not. So opening up the source code does not necessarily mean financial loss. Why, because not everyone is ready to set up a tool chain just to save a few bucks on not buying the game. Some people also want to support the developers financially, so they can continue making games. Not all open source code is free of charge, there are commercial products which are delivered with source code, and even hardware. For example the ARM CPU is a licensable product, where you get the RTL code when buy the product. You can make it whatever you want, for example the Tegra CPU in Nintendo Switch is a system-on-chip GPU with ARM cores.
  11. The Doom source code is also available. I have seen that someone is working on adding music to the levels (which the original Jaguar Doom lacks) I belive this version of Doom has some additional levels from the expansion packs. I also saw a video showing some work on Heretic (the sequel to Doom). So definately good things can come out of it, if someone is really dedicated.
  12. Free binaries is like 'free' in 'free beer', something that is consumed instantly for pleasure. Open source is like 'free' in 'freedom'. E.g. you are free to know what the code does to your computer, it allows you to tailor it to your own needs, you share something that others can learn from, and to derive new things from (something that might give more instant pleasure to others)
  13. Just for the sake of being able to play around with it, perhaps to learn a few things, or make something else based on it. The same arguments as with open source... When you get assets, like game graphics you are usually free to edit them. For a program, it's much easier to do that if you have the code.
  14. According to my experience, it can take almost as long time to understand someone else's code, as it would take write the code from scratch. Especially if there is no design document available, which is usually the case with game code. Yes, the best option is of course that author takes responsibility to maintain his/her own work. Because of the reason mentioned above. Unfortunately I have seen so many cases when the authors completely loose interest in maintaining their products (at least when there is no big money involved) They just seem to dissapear from the surface of thd earth...
  15. That's to bad, because what usually happens is that the source code is lost forever. It's very cool that this (quite good game) is a Jaguar exclusive. I think that the engine has all the ingredients to make up the basis for a game very like Starwars: TIE Fighter, e.g. including missions with different objectives (besides from shooting everything)
  16. I saw that the Battlesphere Gold ROM is on AtariMania. Any chance that the source code would be released?
  17. Are there some instructions on how to play in the "Alone Against the empire" mode? The only description I have seen is that it's like "Star Raiders", but I have never played that game. (so it's not a very good description) I can bring up some hexagonal map, but I have no idea about what to do with in (e.g. what does the button presses actually do here) Also I understand that you are supposed to enter warp speed to move to other sectors, bit I have never managed to activate that? I enjoy the "Gauntlet" mode, and the "Free-for-All" mode, but I have no clue about the "Alone-Against-the-Empire" mode?
  18. Congratulations, this looks like it will be a great game.
  19. Yes, the engine uses matrices, and supports rotations around x,y, and z-axis. No viewports transformations are supported, just object transformations. Which I believe would be sufficient for a Tailgunner look-alike. No, the code to perform 3D transformations is written entirely in C. I put the code in a public repo just for reference: https://github.com/phoboz/reargunner2k (to compile you also need the Removers' library, and jlibc, so these libraries contain the assembler routines for drawing polygons etc.) I had to experiment with the fixed point precision and size of the object space to avoid overflows. I also share a small demo, e.g. rotation of 2 pyramids around the x-axis. These can also be moved using the joypad (x,y), and bottons C & A (z-axis) It is probably running very slowly, without having done any benchmarking, but I base assumption on that it runs much faster in Virtual Jaguar, than what it does on a real Jaguar. Considering that there are only a few surfaces, the performance must be improved to make something useful out of this... reargunner2k.cof Thank you for sharing your code, I will check that out as well...
  20. I am a big fan 3D vector arcade games. Such as Tailgunner, Starhawk, Battlezone, Red Baron, Tempest, Star Wars etc. An upgrade of any of these concepts using flat shaded polygons instead of line vectors, would be a huge upgrade like Tempest 2000 was. (no need for any outline vectors, just pure flat shaded polygons) These games should have fairly limited number of surfaces to process, Battlezone is limted to rotations around the y-axis, Red Baron to rotations around the x-axis. Tailgunner, and Starhawk both have a fixed viewpoint. I might take on Tailgunner myself, I have a 3D engine with fixed viewpoint, but 3D transformations are slow since they are currently made on the 68000. @DrTypo, if you have tips on getting started to implement 3D transformations on any of the RISC processors, it would be helpful (but I am not an assembler guru myself, so I would need to learn more)
  21. No problem, I'm just a regular user suffering in silence for several months now...
  22. Looks cool, but it looks like this game does some rotations about the x-axis also.
  23. Wow, this looks like a perfect engine to be used for a Battlezone inspired game. (using flat shaded, solid polygons instead of the wireframe graphics of the original) Great work!
  • Create New...