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Everything posted by phoboz

  1. Have you ever heard about the SkunkBoard, it has been around for years?
  2. Nice to have that clearified, still hope you make it though
  3. Great I am just as euntsiastic as you. Althought making such promise (that a firmware update will fix this) so early in the deveopment is quite brave. Let's hope it works out, because as mentioned, optical drive emulation for the Jaguar will be a game changer. For now it does what the SkunkBoard already does very well. So I will be following the news for this very closely... I think that the Jag community really deserves this for beeing so patient and and optimistic. I salute you...
  4. I hope it will be possible to realize this using the same hardware (for those who already bought the game drive), but I personally have my doubts... Because CD-ROM emulation will not just happen because a SD-card can fit all the data of a CD game. It's a completely different task to emulate a block device (a CD-ROM), compared to emulating a random access memory device (like a Cartridge). Because I seriosly doubt that the Jaguar CD-ROM will appear to the Jaguar just like a big Cartridge. A CD-ROM requires a much more complex interface, with commands to move the head to a certain sector, and to read, and cache data blocks. All of these datablocks must end up on the excact same physical location as they were located in the original game. Otherwise the game will go and look for the data in the wrong place, and read something else, which will certaily lead to a game crash quite soon.
  5. To me this would really be a game changer, because you might as well use the old and very reliable Skunk-board to play cartridge games.
  6. Yes, because all optical devices, will fail sooner or later, and they are expensive to maintain. So I think that the person who made these optical drive emulators did a very good job.
  7. Yes there is a person who actually managed to pull off CD- (or even GD-) ROM emulation for the SEGA Dreamcast. It is amazing, you could simply connect an USB hard-drive (with all your GD ROM dumps on, because these are big), and play all SEGA Dreamcast games. http://8bitplus.co.uk/projects/dreamcast-usb-gdrom-ode-board/ I think there is also an option to do the same for 3DO: http://8bitplus.co.uk/your-consoles/usb-host-controller-fz-10/ Such a device would be a game changer in the Jag community, as the Jaguar CD ROM add-on is very hard to find at an affordable price. Also I understood that these CD ROMs have very poor reliability, so I haven't bothered to look for one...
  8. Yeah this is great, the levels look like Doom II levels. However, is it really the Doom I engine in the bottom, because there should be a different shotgun in Doom II?
  9. I would really like to try this one out. It looks very impressive, it kind of reminds me of Shenmue on the Dreamcast, but with guns instead of Karate. (and a more cyberpunk atmosphere) Although it's hard to tell from the video what the gameplay is like, e.g. what you are supposed to do? I guess there are some missions for you to complete?
  10. Will it play this Jaguar game?
  11. Asteroite April update. Thank you Krauser for new music and enemies, @SlidellMan for the pipe tiles: and some initial work on a large BOSS, consisting of several parts, animated using key-frames (like the bosses in later Contra games) Thank you Krauser for the BOSS parts.
  12. phoboz

    Jaguar Bomberman

    Yes so it's not only the bits of the main CPU. In the end it's all about how you program whatever system you have. For example, the reason why the PC is locked in the gigahertz race is because it has to be able to run all kind of legacy software from MS DOS etc. Since these programs were made using 16-bit techniques, they can only be made faster by increasing the clock speed, because 64-bit will not speed up a 16-bit program. Unfortunately this has also lead to laziness, there there is very little gain to program for the PC using high-performance computing methods. So programming the Jaguar is actually more similar to program a high performance computing system, because the true power of the Jaguar can only be unlocked by using the combination of different subsystems in an efficient way. If you only employ 16-bit programming methods, like in the old MS DOS software for the PC, you will never see any 64-bit quality games on the Jaguar...
  13. phoboz

    Jaguar Bomberman

    The PC engine main CPU was indeed an 8-bit CPU, just like the Atari main CPU is a 16-bit CPU (the same main CPU as in the Genesis) However, the PC Engine hade a 16-bit graphics system more similar to the 16-bit arcade mahines (482 different colors on the screen at the same time). Just like the Jaguar has the 64-bit object processor (65536 different colors in the screen at the same time) My point is, how do you really define the number of bits a system has? Do you take the highest number of bits of any part of the system, or does it have to be the bits of the main CPU? To this day there has only been one pure 64-bit system, and that is the DEC Alpha (as mentioned above). Today PCs are not even pure 64-bit, because in the x86_64 most of parts are 32-bit or less, at least half of it is 16-bit, some 8-bit parts, and some part is 4-bit (it's really only the address space that is 64-bit). It's not even a RISC CPU, like the Jaguar co-processors, and the DEC Alpha. So how do they achevie speed on the PC, they just crank up the clock frequency crazy (e.g. giga hertz) I have tried Linux on a DEC Alpha (the only pure 64-bit) running at a couple of hundreds of megahertz (compared to the gigahertz of a PC), an it runs like a blast. Imagine how fast that could be if they would crank up the clock speed of the DEC Alpha to several gigahertz? But having such high frequency is really an energy bandit, so imagine how much resources we waste just becuase the didn't make the PCs pure 64-bit, and RISC (e.g. smarter), running at a few hundreds of megahertz instead...
  14. The controls are very similar to Contra. We have started to work on a boss that uses similar animation techniques as in the later games of that series.
  15. phoboz


    Interesting, but I think the theoretical section trying to compare the performance between a RISC processor and a CISC processor (the 68000) using the benchmark MIPS (million of instructions per second) is a little bit like comparing apples and pears. Because a RISC processor is targeting to execute one instruction per clock cycle (if the pipeline is kept full at all times), while on a CISC processor an instruction can take a variable ammount of clock cycles to execute. We also know that due to bugs, the pipeline of the RISC processor needs to be cleared, or filled with junk instructions, which makes the MIPS comparison even more complex. So perhaps something can be gained when running a very tight loop on the RISC CPU, and the Jaguar really doesn't do anything meaningfull, but as soon as you start to use the object processor, and the blitter (otherwise you won't see anything on the screen). The bus will be occupied by these resources as well, so the question is really how much you would gain by disabling the 68000 when many other system resources still needs to use the bus?
  16. phoboz


    I didn't know that. I thought it was only ports of ST and Amiga stuff that used it. Yes, and probably also a good option for Genesis/Megadrive ports However, no program on the Jaguar can do without the 68000. It is the main CPU of the Jaguar, the other ones are co-processors which can only be given tasks by the 68000. So the co-processors cannot do anything by themselves, unless they are told what to do by their manager (If I got it right, please correct me if I am wrong?) Usually you don't need super high performance for game logic, so in many cases the game logic is executed on the 68000. The nice thing is that it can do some game logic in parallel with the GPU, as it focuses on handling the graphical stuff at the same time. So the combination of this gives better performance than to put it all on one RISC CPU.
  17. I could not find a link to it online, someone sent me the ROM as a PM because I asked for it here. It is not known it it is possible to share the ROM publically...
  18. I learned that the ROM for a game (prototype) like this seems to be available. Please check this video out:
  19. Because if you socket the EPROM you won't be able to close the cartridge shell. The EPROM with sockets are usually to high, at least that is my experience with cartridges for several consoles. (but I haven't tried it for the Jaguar, as the DIP-42 socket is quite hard to find these days, DIP-48 is much more common, but it's to big) Yes, of course you had the Alpine (SRAM) development board for testing, and today there is the Skunk board (Flash ROM). However, if you want to make a prototype to bring to another place for demonstration (for example to a fair), it is more handy to bring it as a loose cartridge than to bring the complete development rig.
  20. For a developer to use EPROMs for a prototype is a very cost efficient solution. (I have done it for all my games before release) To make a mask ROM (that the original Atari cartridges have) is accosiated with a very high one time cost. But once you make 1000s of them, you benefit. So I would see it as a very likely scenario that the developers made a prototype cartridge using EPROMs, rather than spending a lot of money on making just a few mask ROMs. I doubt that a fab. would even take on such a task?
  21. This seems to be an unique prototype that you have got your hands on, congratulations. I don't know about non destructive cartridge dumping devices. I have managed to de-solder intact Jaguar ROMs using a professional desoldering station (which uses a vacuum pump to suck up excess solder). However, there is no guarantee with such operation... Anyway, I am glad that you able to enjoy something unique... Please let us know if you find a way to dump the ROM in the future?
  22. No what I mean is that the only one I find on atarimania is Tiny Toon Adventures - Plucky Duck in Hollywood Hijinks [Prototype] This one does not even look like the one on the pictures here. This is a completely different game, where you can only walk forward, and backward, nothing more. - Does anyone know where to find the ROM for the Tiny toons prototype in the pictures above? (not the one in the picture below)
  23. The one I find on atarimaia is the other Tiny Toons prototype, where you only can walk forward, trough everything. This one looks like you can jump, and do a lot more stuff.
  24. Looks like a fun game. Does anyone know where to find the ROM for this prototype, I want to try it out? It must be available somewhere, if some person was able to burn it on EPROM.
  25. Maybe we do a BOSS that utilises some cool effects? Can we expect to see some sprite scaling, and rotational effects in Odynexus for the Atari Jaguar?
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