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Doomy Doomer

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About Doomy Doomer

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    Star Raider

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  1. Thanks everyone who showed interest in testing the Jag2HD. All test units are now spoken for. I may do a round two depending on how well round 1 goes.
  2. This project has taken a back seat to other projects due to many factors but primarily because of supply shortages. I'm hesitate to continue working on it in its current form vs just releasing kits for people to make their own. To help me gauge this, I'm looking for 4 or 5 testers to purchase the adapter at a discount and provide me with their feedback. If you're interested please DM me and I can go over the details.
  3. Well done! I was hoping to see the insides but I can imagine getting it all buttoned up once was good enough. When I was looking into the Neo Pad, I was actually going to create a new bottom shell to allow everything to fit. All that aside though, the D-Pad is the biggest deterrent. Even SNK said F it and used an analog stick with their latest version along with shuffling around the face buttons.
  4. Ohh let me know if you ever want to part ways with that AES. Mine looks like it drinks heavily and doesn't remember where it's been for most of the day.
  5. Don't worry, I also have something in the works for tying up the wire As for wire splicing wires with those quick splice, like those automotive types, I'll let someone else make that kind of mod. lol To do any of this right you'd want a solid connection, which in my opinion means soldering OR better yet a new drop in PCB. That would probably drive prices way up since it would be two PCBs and a flex cable. Plus you'd still need to modify the shell for things like USB connection and LED status. Almost 30 yr old plastic hates being cut into. For the Neo Geo Pad I had originally designed a replacement drop in PCB, no soldering needed but there's next to no space for things like a battery and it's D-Pad switches are impossible to find. If you redo a Neo Geo Pad you better have clicky buttons or people will freak out. lol
  6. Like I mentioned, the former is in the works. The latter I thought about and even provided a Poll on twitter between a box or internal type mod but the majority of people don't have the skill set to mod their controllers even if it was simple soldering. So the majority voted for a "box" type vs internal type mod. Maybe down the road I'll offer both. Personally, I think the box type makes the most sense because you're not forever converting a perfectly good controller and you'd only have to buy one box for all different types of controllers. That impacts the Neo Geo a little more since it had the gamepad, arcade stick, and bean stick.
  7. This is in the works. I'm doing this for the Neo Geo first since it's a bit easier will less components. Here's a video of me using a Neo Geo CD pad plugged into my WIP BT adapter and using it via bluetooth on RetroArch: Proof of concept
  8. I haven't had a chance to get back into it. I'm not even sure what xnView is so I probably don't have it lol
  9. No problem, I do more research. I really appreciate the help here. You've helped me narrow down the issue and I've learn something.
  10. That image works great so it's gotta be my bmp. Is there any suggestions as to how I can create a proper Jag worthy BMP specifically in Photoshop if possible? I'm a little surprised my photoshop exported BMP isn't up to snuff.
  11. Appreciate the fast response. It still fails but it at least now resembles the color bars. I originally created the BMP in Photoshop but I just tried GIMP as well to try and rule out the image itself. Same results for both images. So to further rule out the image, I decided to use one of the images from an existing project in the JagStudio. I pulled "2.bmp" from the "background" project and here's how that looks: I'm obviously still doing something wrong 😕
  12. I'm trying to create a simple RGB Test Pattern "slideshow" that would have a few test patterns you can flip through and have it run on my GameDrive. I'm very new to JagStudio but I understand core logic concepts since my day job revolves around JS and TS. I'm embarrassingly stuck at the beginning steps in the quick start guide though. At the moment, all I'm trying to do is get a bmp of test bars to appear on screen. I can get the project to compile fine in Virtual Jaguar but the image is distorted, so I'm obviously doing something wrong My BMP is 16bit color depth and 320x240. Again, I'm new to all of this so this setup might be the issue but I tried to follow the "clut" description for this setup using the Reference Manual file. In fact, I tried using ref manual for most of the below info that didn't make sense to me initially. Here's a snippet of my rapinit file: ; RGB_PATTERN dc.l 1 ; (REPEAT COUNTER) ; Create this many objects of this type (or 1 for a single object) dc.l is_active ; sprite_active ; sprite active flag dc.w 0,0 ; sprite_x ; 16.16 x value to position at dc.w 0,0 ; sprite_y ; 16.16 y value to position at dc.w 0,0 ; sprite_xadd ; 16.16 x addition for sprite movement dc.w 0,0 ; sprite_yadd ; 16.16 y addition for sprite movement dc.l 256 ; sprite_width ; width of sprite (in pixels) dc.l 256 ; sprite_height ; height of sprite (in pixels) dc.l is_normal ; sprite_flip ; flag for mirroring data left<>right dc.l 0 ; sprite_coffx ; x offset from center for collision box center dc.l 0 ; sprite_coffy ; y offset from center for collision box center dc.l 320 ; sprite_hbox ; width of collision box dc.l 240 ; sprite_vbox ; height of collision box dc.l RGB_PATTERN ; sprite_gfxbase ; start of bitmap data dc.l 16 ; (BIT DEPTH) ; bitmap depth (1/2/4/8/16/24) dc.l is_RGB ; (CRY/RGB) ; bitmap GFX type dc.l is_opaque ; (TRANSPARENCY) ; bitmap TRANS flag dc.l 320*240 ; sprite_framesz ; size per frame in bytes of sprite data dc.l 320 ; sprite_bytewid ; width in bytes of one line of sprite data dc.l 0 ; sprite_animspd ; frame delay between animation changes dc.l 0 ; sprite_maxframe ; number of frames in animation chain dc.l ani_rept ; sprite_animloop ; repeat or play once dc.l edge_kill ; sprite_wrap ; wrap on screen exit, or remove dc.l spr_inf ; sprite_timer ; frames sprite is active for (or spr_inf) dc.l spr_linear ; sprite_track ; use 16.16 xadd/yadd or point to 16.16 x/y table dc.l 0 ; sprite_tracktop ; pointer to loop point in track table (if used) dc.l spr_unscale ; sprite_scaled ; flag for scaleable object dc.l 32 ; sprite_scale_x ; x scale factor (if scaled) dc.l 32 ; sprite_scale_y ; y scale factor (if scaled) dc.l -1 ; sprite_was_hit ; initially flagged as not hit dc.l no_CLUT ; sprite_CLUT ; no_CLUT (8/16/24 bit) or CLUT (1/2/4 bit) dc.l can_hit ; sprite_colchk ; if sprite can collide with another dc.l cd_keep ; sprite_remhit ; flag to remove (or keep) on collision dc.l single ; sprite_bboxlink ; single for normal bounding box, else pointer to table dc.l 1 ; sprite_hitpoint ; Hitpoints before death dc.l 2 ; sprite_damage ; Hitpoints deducted from target dc.l 320 ; sprite_gwidth ; GFX width (of data) Here's my asset desc: ABS,RGB_PATTERN,gfx_noclut16,assets\gfx\RGB_Test_Pattern.bmp Attached is the actual BMP. I appreciate any help you guys can offer! RGB_Test_Pattern.bmp
  13. Appreciate the HDMI placement feedback. If these ever get released, the placement will be as it is in the photo due to logistics. Otherwise the adapter would be twice the size since it utilizes the DSP port for power. I have 5 of these made as is and if I can't get my distributer to source the parts I need I'll do some sort of raffle for the 5 I have and then just release kits as to how to make your own. Things are getting so bad with parts shortages.
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