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phoboz

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Everything posted by phoboz

  1. It would probably be more like a full featured emulator, like on the PC (except 68000 emulation) I guess Jaguar titles like Cannon Fodder, Syndicate, Zool 2, and Pinball Fantasies were made by those who had the original source code. They could have had some abstaction layer towards that hardware (for the Amiga), and changed that layer to use another hardware abstraction layer towards the Jaguar hardware. However, the different hardware abstraction layers might not have had a one-to-one mapping between the APIs, so some adaptions might have been needed in that area as well. All still doable if you have the source code, and game assets, very difficult only working with a binary (without access to the source code, and the original game assets)
  2. From what I understand, the Atari ST has some kind of framebuffer, and most of the graphics operations are done by code on the 68000 CPU towards the framebuffer (the same CPU as in the Jaguar). The Amiga, on the other side has a custom chipset for graphics, and sound. So I guess much more things would need changes in an Amiga port, or some software that emulates the Amiga custom chipset would be needed. Althogh the Atari STE had a blitter just like the Amiga (which is a custom chip) I don't know if Chaos Engine took advantage of that? Please take my statements on the Atari ST with a grain of salt, but for the Amiga I know what I am talking about.
  3. Did anyone get Gorf 2000 to work? I get the 2 options in the picture, but if I select either there is just a black screen.
  4. Just received a GD in the mail, and my first question is: - Where can I find the software to upload a ROM to the GameDrive via the USB port? (e.g. something similar to the 'jcp' command for the Skunkboard) I didn't find any software here: https://www.retrohq.co.uk/products/atari-jaguar-gd-flash-cartridge or any instructions the the leaflet: https://www.retrohq.co.uk/product/jaggd/JaguarGDInstructions.pdf
  5. I guess @CyranoJ knows the reply to this, Atari ST port, or Amiga AGA port? The second one would a new thing for the Jaguar homebrew community, so my guess it's the first one. However, I've seen a video showing that it would not be a straight port, rather there was some improved music for the intro. In the game I would really like to hear the original Amiga music for "the Forest", as it is still stuck in my mind to this day. (I never player the Atari ST version, so I don't know which music is there, but on the Amiga it's probably ProTracker MOD music, which there are libraries for the Jaguar to handle. Although I have no idea if it's easy to integrate the protracker module together with the rest of the code for an Atari ST port?)
  6. Yes I played the Amiga AGA version of Chaos Engine 2, and it was a big disappointment. Chaos Engine (1) is a much better game that was ported to multiple platforms. Even if Chaos Engine 2 was an AGA game (supposedly more colors), didn't even look as good as the standard version of Chaos Engine (1).
  7. I have to investigate more before I can commit to do anything for the Nuon. Still there is plenty of work to be done on Asteroite for the Jaguar. It always takes time to learn a new platform, and it's crucial to have good support libraries. Also there must be a way to test frequently, but I understand there is an emulator for the Nuon.
  8. I will consider it as an option for the final game.
  9. I haven't thought about it, I tried to make to walking sound low enough to not be disturbing. The sound is higher when running.
  10. I find the NUON quite interesting, however, it seems to be very hard to find a controller. The ideas for 2D, and 2.5D games that have had, the power of the Jaguar seems to be sufficient, maybe if I get into 3D (someday) the NUON would be interesting.
  11. Try playing this video in full screen mode, when I do that the flashing effect is displayed correctly. I started to capture the video using 60 FPS (starting now), but it appears to work only when using full screen mode.
  12. ~45 minutes of gameplay. 50 rooms (not all visited in video), 20 different enemy types, and 2 BOSSes, enjoy: (there will be more in the final game)
  13. Version 2 of the Slime BOSS for the sewers area. Updates due to some comments on the video, and on this forum: 1. Added a structure to take cover behind when the BOSS tries to corner the player 2. 2 possible paths of attacking the BOSS in this mode, above the structure, or below the structure. 3. Hit indication for all bullets (green flash) 4. Player bullets turned around
  14. The main BOSS of the Sewers area:
  15. 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.
  16. 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?...
  17. 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.
  18. 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.
  19. 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
  20. 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)
  21. 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)
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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