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phoboz

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Posts posted by phoboz


  1. On 7/28/2021 at 5:12 PM, Stephen said:

    Всем не правы в голове.

    This is the only part I understand, the other words seem to be something you don't learn in ordinary language courses.

     

    PS. I guess we are that insane if we are so passionate about a console, supposedly a failed one so many years after it's was announced dead.


  2. @Songbird has done the work on the game manual, the result is looking great. A few more steps remaining on box, and label layout. Then we are hopfully ready for release of the first 2D, top-down RPG, and rougelike for the Atari Jaguar. Many years of waiting is over for the ones that were hoping for this to happen...

    🎮

    • Like 4
    • Thanks 3

  3. 1 hour ago, Clint Thompson said:

    Maybe not processing power but bandwidth on the other hand... that's where the 68K+GPU+DSP worlds seem to collide.

    Yes the bandwith issue is something to take care about. For Asteroite (a game we have been working on for some time now), it took a few tries to get everything tuned correctly for high color sprites (65536 color), a 256 color tile map, a 256 color background, sound samples, and MOD music. E.g. I had to find the correct sample rate for the sound, as I was told that the DSP has the lowest prio on the bus.

     

    The next project (which hasn't been revealed yet), we are using several layers of high color (65536 color) backgrounds, 16 colors for each game character, but each game character can have an unique palette (up to 16 different palettes on the screen at the same time), and there will also be some visual effects using high color animations. I will see if we can use the same settings for the DSP in this game.

     

    The bottom line is that I have seen that some quite impressive results can be achevied, still using the 68k for game logic, if some time is spent on tuning everyting to avoid overload on the bus.

     

    I have also seen that the blitter is quite hungry on the bus, and it also keeps blocking for every task, so currently I am avoiding this one. So you might as well advise to skip the blitter, but this won't work for a 3D game of course. So in the end Atari could have skipped the blitter, but now we can select ourselves which devices we want to use, and which not to use, depending on the type of game.


  4. 3 hours ago, Leeroy ST said:

    This is a curious trade off to discuss.

     

    Because when you think about it, how many of those Amiga ports, or cancelled carry overs (Like Bubsy) were actually good? Some were bad, some were very lazy. You'd have less games but the libraries reception arguably would ride higher as a result.

     

    Arguably.

    Don't forget the ST ports that made it to the Jaguar in recent years. Apparently there was also a deal with SEGA to port Phantasy Star II from Genesis, which also used the 68k.

     

    I am sure they could have switched to higher color visuals for the Jaguar ports of Amiga games, but that is not the fault of the 68k, it was the lack of motivation by the artists. For example, the Another World port uses higher color backgrounds than the Amiga/ST versions without any problems. No need to change much of the code to take better advantage of the higher color graphics of the Jaguar.

     

    Processing power is only an issue for 3D games, for 2D games the differance is made by the artists. I am sure a game like Rayman does not need processing power beyond what the 68k can offer.


  5. 9 hours ago, Lostdragon said:

    If the Jaguar had dumped the 68k

    Then I guess the Jaguar would have had only about 10-20 games, becuase a lot of games are ports of Amiga games (which used the 68k).

    Sony had the MIPS which has a well established set of development tools, and the 68k also has good tools. Development for the RISC processors of the Jaguar on the other hand means development in pure assembly using the propreitary MADMAC, with strange hardware bugs to care about.

    In my opinion, the 68k was really what saved the Jaguar, way more important than a built in CD-ROM drive.

     

    The RISC processors of the Jaguar for graphics, and sound are fine, but it would be way to time consuming to write all game logic in assembler (for a serious game) Neither does game logic normally consume so much processing power it would be worth the effort.

     

    However, I really whish the would have put in the more powerfull 68030 CPU instead. That would have made some differeance.

    • Like 4

  6. Every CD game I have tried on the GameDrive gives me a black screen right after the Jaguar startup sequence.

    (it doesn't matter if I wait for the full animation to complete, or if I press the button to interrupt it as soon as possible)

     

    Is this the normal behavior when the files are not stored on sectors one after the other?

    Or do I need to wait several minutes before advancing from the black screen?

    (I realize I never had the patience to try that)

     

    I had a freshly formatted SD card, and transferred the files directly to the root of it.

    So I assume this is the best action I can do to ensure continuous storage of the files.

     

    Can there be some other problems that prevent CD games from running?

    (like it's not working on some Jaguars etc.)

     

    I have firmware-210414 installed on the GameDrive.

     


  7. On 11/12/2003 at 5:05 AM, JB said:

    I doubt it'd be feasable to create a TIA clone out of standard off-the-shelf transistors

    Wouldn't be just a little bit easier to create a curciut with the same function as the TIA using 74-series logic ICs?

    Or even programmable array logic ICs from the PAL series?

     

    PS. I belive that the first protoype of the Amiga custom chipset was made using discrete logic ICs.


  8. I think he could make the game more interesting by having a wider rendering area (wider than the visible display area), and move it a little bit to the sides to simulate a turning road, because now it just looks like a very long straight track.

     

    Reaction to the video:

    "New wave of 3D games for the Amiga", what happened to the wave of games for the Jaguar?

     

    It will also be very interesting to see how he implements textures using the Amiga blitter...

    (unless he intends to draw them pixel-by-pixel to the planar graphics of the Amiga using the CPU)

    • Like 1

  9. 6 hours ago, Sauron said:

    Yup, that's a bummer, as the Jag could really use a decent RPG. But I don't blame him for not wanting to do the work with porting it.

     

     

    Well, Kings of Edom (rougelike RPG) is about to be released soon by @Songbird (sorry for promoting our game here, but I thought it was relevant in the discussion) I hope that it will satisfy the need for a while, and hopefully it will inspire more to come. Because it would be nice to also have a JRPG (I would put Zia in this cathegory), and an action RPG (like Zelda, Secret of Mana)

    • Like 3
    • Thanks 1

  10. This really exceeded my expectations, because they were not so high to start with (based on what I read in this thread)

     

    This game is just so weird, and intense so it becomes fun and addictive (as soon as you understand that you can move your pad faster holding one of the buttons)

     

    I enjoyed the BOSS fights as well, but they are really difficult,... insanely difficult, but once you beat the BOSS you really feel that you have achieved something. Although, I doubt I will ever beat the second BOSS, because the difficulty level really goes trough the roof in the second wave of rounds.

     

    Of course, it's not a perfect game because you get into some very frustrating situations that are impossible to get out of before taking several hits. I guess when you mash up elements from different kind of games at the same time, this is unavoidable.

     

    Definately one of the hidden gems of the Jaguar for me.


  11. On 5/26/2021 at 6:53 PM, Rick Dangerous said:

    I still have my replica CD copy, but will be looking to put this on my Jag GD as well.

    Did you succeed to play the CD version of the game (with sound)?

     

    It looks much more entertaining to play with sound, as the version I tried is completely silent.


  12. I think this actually looks quite promising for a 3D homebrew, no textures, but the framerate is smooth (which I prefer over choppy framerate with low res textures).

     

    I wish that the author @VladR has the endurance to make a full game out of this, and for it to be released (or downloadable).

    Not like a Stun Runner, Wipeout, Road Rash, F-Zero etc. clone, but as an unique game for what it is.

    I am sure that it will be appreciated by many Jaguar fans.

    • Like 3
    • Sad 1

  13. 1 hour ago, Fadest said:

    Is it the BJL version that was included in BJL ROM ? If so, it is a BJL file.

    I am guessing it's a BJL file, but I really not sure.

    (as it was hard to find any info about the structure of a BJL file)

     

    This version doesn't seem to have any sound, and you have infinite lives.

    Also if you already fired a shot, and fire again, the already fired shot will disappear.

     

    6 hours ago, Rick Dangerous said:

    I still have my replica CD copy, but will be looking to put this on my Jag GD as well. 

    Please let me know if you get something working on the Jag GD. I could only make this work on the Skunkboard.

    The patched file that I flashed to the Skunkboard won't start using the Jag GD.

    • Like 1

  14. @Albert, I see that for example Xenon 2 is marked as pre-order in the AA-store:

    https://atariage.com/store/index.php?l=product_detail&p=1087

     

    Does it mean that all printed units has already been shipped, and that there will be another run,

    or are there still copies in stock for immediate dispatch?

     

    The same question would also be valid for all games in this set, that are marked as pre-orders in the AA store?


  15. I managed to play this game on the Jaguar using the Skunkboard by uploading it with the JiFFI tool.

    I have no idea how/why it worked, because I had to select a flag "Upload homebrew as ROM",

    but the file itself does not look like a ROM?

     

    Does the JiFFI tool convert the file to a ROM before it uploads it?

    Still the question remains, what type of file the game initially was?

    image.png.3aaab5d297c52f1c25199e48aaaffc71.png

     

    • Like 2

  16. I have a file for Gorf 2000, but I don't know what type of file it is?

    (the file seems to be widely available at many ROM sites on the internet)

     

    The extension is .jag, but it's clearly not a ROM file, e.g. it does not have the ROM header (e.g. starting with F6:42)

     

    When I open the file in the JiFFI tool, it identifies the file format as: "None detected - either BJL, ROM, or junk!"

    I can also convert the file to ROM in the JiFFI tool, and it can be played in the project tempest emulator (for a few seconds),

    but it won't start at all on the Jaguar using the GameDrive.

     

    I know that there are some other files types for the Jaguar, for example "Jaguar Server" etc.

    Is there some common place were I can find information about the headers for all the different file types for the Jaguar?

    Or does someone else on this forum recognize what type of file this might be?

     

     

    This is what the start of the file looks like in a hex editor:

    image.thumb.png.51b6d860481ece210693c18253d5be8e.png

     

    How it looks in the JiFFI tool:

     

    image.png.fcee1828a2d5f011309e2591f2acf5df.png

     

    and crash in project tempest emulator.

     

    image.thumb.png.18078d90c6fce1c9a11acc7704101130.png

     

    • Like 1

  17. 28 minutes ago, leech said:

    ripping the sprites from the Amiga version that has more colors would be quite possible, right?

    This might be tricky to locate the graphical data in an Amiga binary, and convert it to another format. I remember that I used a tool to covert an image file to some code, and binary data used directly by the Amiga blitter. This file I just linked with the assember code, and gave the instruction to the Amiga to do that magical thing created by the tool.

     

    So it's not like taking a .png file and covert it to the Jaguar using the Jaguar image converter tool.

     

    Even if it's possible to locate the graphical data you would need to reverse the operation of the tool above to covert it back to a standard image format.

     

    Note that many Amiga games were hacks, targeting the hardware directly. Not using the Amiga's API in ROM. Becuase people could do more cool things talking directly to the hardware. But the code would not be very portable in the end.

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