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phoboz

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Everything posted by phoboz

  1. It would be worth it just to see if the mail is faster the opposite way?
  2. That will probably be me, because I always fail to understand how to buy these things the official way. Now I checked Dragon box, and it says out of stock. I also registered on the Atari Age waiting list ages ago...
  3. It looks nice, but the game already has a logo. Thanks for the effort...
  4. phoboz

    Super Burnout

    Yes super scalers are great, how many are there on the Jaguar? I can think of at least 6: 1. Super Burnout 2. Atari Karts 3. Val d'Isère Skiing and Snowboarding 4. Wormhole 2000 5. Saucer Wars 6. Blue Lightning (I think it's a super scaler, but I haven't played it since it's a CD game) PS. I don't count Doom, Wolfenstein 3D, and Alien vs. Predator, as they have a 3D environment for the maze walls. Would have been really nice of SEGA made good on the settlement towards Atari and ported some of their super scalers as well. (Can't the current owners of the Atari brand enforce what is left of SEGA to fulfill this somehow?)
  5. It was primarily focused on re-implementing the hardware. So if you mean if someone was to write a source code to supplement the bios, then I don't think so.
  6. Yes I must admit that some of these myths really scared me from starting to develop games for the Jaguar. - Of course I like to use the 68000, it was, and still is one of the most popular, and most widely used devices in the world. Why can't I use it on the Jaguar? - Is the console hard to develop for? Probably not harder than any other console. I don't know, I only know that is equal hard to develop for as the other consoles I have worked with. - I have never understood what those crippling bugs are? Oh yes, I read that it was a big "bug" that the custom hardware cannot access main RAM, and you have to move stuff. Then people realized that these devices actually could access data from RAM, the data just need to be aligned to the bit-size of these devices, e.g. 32-bit aligned, or 64-bit aligned. Of course it has, that's true for all devices, including the x86 in 32-bit mode (e.g. a PC running Windows), but the compliers handle this without you knowing about it. So how can this be considered a "bug" for the Jaguar, when it is not considered a bug for the PC?
  7. Updated the description above, due to changes in the game.
  8. The object processor is a verycapable device. It can do just like you describe about the Neo Geo, to draw a large arbitrary sized sprites, in large numbers (I think up to 512). It can even draw scaled sprites, with no, or very little additional overhead. So this is in my opinion really the strength of the Jaguar. The blitter (which you need to use for real 3D games) is a different story.
  9. I am sure that if someone really put the effort into it they could make a great fighting game for the Jaguar (because that is what the Neo Geo is all about, isn't it). I don't think that there are any specific technical limitations to the Jaguar that would prevent that. You have the same, or even more colors etc. If you use the 64-bit RAM in a clever way, because this is were you need to have the graphical data that you are about to display on a 64-bit system. There were indeed some attempts for the Jag, but you don't make a good fighting game just like that. I think that all of us that have played the earlier SNK fighters can agree to that, they didn't shine over night, it took several years of hard work to make a game that was comparable to for example Street Fighter II.
  10. The only reason graphics (sometimes) need to be shifted to RAM on the Jaguar is because 16-bit EPROM simply isn't fast enough for the 64-bit object processor. For example, in Kings of Edom, the title screen I can rendered directly from ROM, as it is only one 192x128 pixels image. In the game, the inventory screen (of the same size) which drawn on top of all the in-game graphics, has to be transfered to RAM before rendering. Because, the wait cycles for reading the 16-bit EPROM slows the whole rendering process down to much (e.g. the image flickers) So if the Neo Geo would have been a 64-bit system, you probably would also need to transfer some graphics to faster memory when very much is going on. Nevertheless, it's something you need to be aware about when programming the Jaguar, I am sure that there are other things you need to think about when are programming the Neo Geo. Of course if you successfully want to port a Neo Geo game you would have to only unpack, and transfer the graphics to RAM when it is needed. So for a fighting game, you will not keep all the animation frames for all the fighter in RAM all the same time. Rather you only load the 2 fighters that are fighting each other, and when they are done, you remove them from RAM to give room for others. PS. The Jaguar is not like a CD based system, because there a lot of things you don't need to transfer to RAM. For example, you never transfer any program code, you can play buffered sound directly from ROM, basically you can have all (non graphical) read only data in ROM. The loading times of the Jaguar (from ROM) is not even of the same magnitude as with a CD-ROM based system, and that was the part that really killed the Neo Geo CD.
  11. Yes I would definitely pack all the graphics in such case. Primal Rage might have been even better on cartridge with packed graphics, because of the more amount of RAM available to use for active animation frames.
  12. A quick check on the Neo Geo specs indicate that 2 Megabytes of RAM should be sufficient: RAM: 214 KB SRAM[27] Main 68000 RAM: 64 KB (32 KB SRAM ×2) Video RAM: 84 KB SRAM Main VRAM: 64 KB (32 KB SRAM ×2) Palette memory: 16 KB (8 KB SRAM ×2) Fast video sprite RAM: 4 KB (2 KB SRAM ×2) Z80 sound RAM: 2 KB SRAM However, if the 3DO version has less animation frames than the Neo Geo version, it might have to do with that you actually need to run everything from RAM on a CD based console. You don't have to do that on the Jaguar, its only the graphics that are in use at a particular time that need to be in the RAM. You can run code, and have lookup tables etc. in ROM. However, it might be that the 4 Megabyte limitation of the cartridge is a limiting factor. On the JagCd, you would have the same limitation as on the 3DO version, e.g. that everything has to be in RAM.
  13. Yes there are a lot of tile-sets on opengameart, but I think that many of the tools that are freely available are based that you develop games in a way you developed games for the Nintendo/SEGA consoles. Because ever since the NES, the norm was to use a character based display e.g. graphical tiles of a fixed resolution to build up a playfield. The Jaguar can be programmed to handled that, however, it is not limited to this. For example, none of the Neo Geo games use a character based display for the scrolling backgrounds. Games like Rayman, and the game below, (which was never released ), does not use such an approach at all. Rather I believe the world is created out of arbitrary sized, quite large sprites that are placed on a big canvas in order to build up the multi-screen playfield. You can do these kind of games with for example Unity, but unfortunately, there is no open tool (that I am aware about) than can be adapted to output configuration data in a way so it can be read by a Jaguar program to render the world. Also I am not sure that many pixels artist are used to create sprites this way, rather than using tiles? Complete game builders, like Unity, are very frustrating to work with, because every time you want to do something not completely according to what is expected, you have to do very complex workarounds. So I am really looking for a generic purpose tool that can put large sprites on a big canvas, define lines for collision detection, and output that data in a format that is easy to read in on the console side.
  14. Yes, and it does not only require good programmers, it also requires good pixels artists. The limitation for the Jaguar was that few took the opportunity to get the most out of the Jaguar's pixel power. There were a lot 16-bit ports, but Rayman was really the game that showed the difference. I think a lot of games from the Neo Geo library would be a great match for the Jag (because the arcade systems, even if the main CPU was 16-bit, they had a lot more graphical power than the home consoles)
  15. I think it has to do with the awareness about the Jaguar. Many retro collectors here are very young, who have only heard tales from their parents about Nintendo, and SEGA. So the prices for the good games for these systems are insane. I think once people discover that the Jaguar can actually offer better 2D pixel graphics than than the 16-bit Nintendo, and SEGA consoles the demand for the Jaguar will become higher. Of course the Jag will also need more games, but there are some new games being developed for the system. For me as a game developer it lies in my interest that as many people as possible can get access to the console to play the games.
  16. Is the Jaguar 2 hardware also an open platform, e.g. are things like the netlists for the custom chipset available?
  17. To bad that no one is investing time in it However, I do not see any lack of second hand Jaguar consoles in Sweden. So I am not afraid it will hard to find in the future. The system was quite hyped when it came during the 90's, so most video rental shops had them... A lot of these consoles are being sold now, as well as games in rental boxes. (actually I like the rental boxes more than the ones for the consumer market, as it's much easier to get access to the cartridge inside them)
  18. There was a project to clone the Jaguar hardware on FPGA. The work was based on the real netlists from the Tom&Jerry chips, which were made public when the Jaguar was declared an open platform. I don't know what happened with the FPGA core, but the most specific part for developing a clone system should already be there, as the FPGA core is open source. The other parts, such as the 68000 CPU etc. are off the shelf components. Of course a major part would be to integrate all of this in the end. https://www.retrorgb.com/mister-atari-jaguar-core-launched.html However, such clone console would probably not be cheaper than a second hand Jaguar console off eBay, as the Tom&Jerry chips require quite a large FPGA, e.g. expensive FPGA. I doubt that the volume would be big enough to motivate re-implemention of Tom&Jerry as ASICs, even if these are cheap per unit, it is very expensive to set up production for the first time.
  19. Propeller arena, and half-life. I don't know if these were officially released, but they were made available in the later days when the Dreamcast was still officially supported.
  20. There are some very nice 2D super scaler games for the Jaguar as well. As it is very good at performing sprite scaling, and image rotation. So you have Super Burnout, Atari Karts, and my own game Wormhole 2000.
  21. I guess the best way to battle this is for the owners of the rights (to these games), is to keep selling them (at a reasonable price)
  22. The first time I saw things that are preserved after permadeath (e.g. between game runs) were in Dead Cells. It gives a very good replay value, that you actually can farm progress by playing the game multiple times. I don't know how many runs I did of that game, but it was crazy. Yes this is now turning out to be a mix of rouge-like and traditional RPG (were you can farm things that are preserved permanently, and to have some story elements)
  23. I have finally come up with the idea what the objective of the game should be. There are 11 "super rare" crowns in the game, which you may (or may not) find during a game round, if you are lucky, and depending on how far you get in the game that time. When you find a crown, it will be saved to chip (so it's remembered even if you turn your Jaguar off) After you have played the game a LOT of times, you might be so lucky that you eventually find all the eleven crowns of the former kings of Edom. Then you should head for the pentagram at the entrance, and initiate the ritual to evoke the 11 kings of Edom. These are the 11 kings of Edom: Timna Alva Jetet Oholibama (this one should be familiar to some of you ) Ela Pinon Kenas Teman Mibsar Magdiel Iram
  24. I implemented a rouge-lite element (non rouge-like), that when you die, your remaining gold is stored to chip (EEPROM). The next time, when starting a new game, the new player "inherits from his father" some of the remaining gold. This you only get to do one time, so after the inheritance is done, the gold is reset back to zero in the EEPROM. This potentially gives the player motivation to play "just one more game", if previously collecting a lot of gold, but didn't manage to spend it before dying.
  25. Torches...like this? (completely random placement)
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