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Doomy Doomer

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Everything posted by Doomy Doomer

  1. 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
  2. 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.
  3. 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.
  4. 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 ?
  5. 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
  6. 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.
  7. The bigger sibling to the JagSVC, the JagAIOA All-In-One Analog adapter, is now in stock for those who were interested. https://www.humblebazooka.com/product/jagaioa-atari-jaguar-all-in-one-analog/
  8. Another update. Due to the massive chip shortage, the Jag2HD is delayed several months. Unfortunately, I can't give a new release date estimate. My parts contact has delayed at least 3 times since July and this last update from him was "several months" off delivery. That obviously pushes things into 2022. It's absolutely not their fault but rather a sign of the times and the struggle it is right now to find components specifically the chips that go into these adapters. I'm just as bummed as you guys I'm sure. I was in the middle of working on a Jag2HD "Plus", which has the JagNet built into the Jag2HD, when I got word of the delay. Keep following this tread, my Twitter, and website for updates.
  9. Appreciate the interest. The Jag2HD is actually completely tested and finished already. Frustratingly, I'm getting hit with the same chip shortages everyone is so it keeps getting delayed.
  10. The JagSVC (S-Video & Composite) is now in stock for those interested in that adapter! https://www.humblebazooka.com/product/jagsvc-atari-jaguar-s-video-composite-video-adapter/ The JagAIOA (Analog all-in-one) should be ready to roll second week of November. I'll post back when that's ready.
  11. I forgot to mention, if you are interested please use the email signup on each product page this way I know how many of these to plan for. I completely forgot to say that originally in the now edited OP.
  12. Yes, exactly as well as CSYNC tuned to Genesis Model 2 since it shares the same socket. Easy access to cables.
  13. I'm gauging interest for two new AV adapters I'm making due out sometime in November. I'd like to have a good idea for how many to make before launching, so I'm posting here. Each product page has a simple email signup form. if you're interested, please signup! The first is a simple S-Video, Stereo Audio, Composite video adapter. This adapter will only need the AV socket and will run $25 (plus shipping). https://www.humblebazooka.com/product/jagsvc-atari-jaguar-s-video-composite-video-adapter/ The second is an All-In-One Analog adapter with RGB (9-pin socket, Genesis Model 2 style), Stereo Audio, Composite, and S-Video. This adapter will require both Jag sockets, DSP for power, but will benefit from being able to work with the Rad2X without external power. No definitive price yet but tentative at $35 (plus shipping). Those looking to use a JagNet, JagLink, JagLink II can always pick up a Jag2GEN or the S-Video adapter, since both only use the AV socket. This adapter will have its sync line brought down to Genesis Model 2 levels so that Genesis Model 2 SCART cables wired for CSYNC will work as intended. https://www.humblebazooka.com/product/jagaioa-atari-jaguar-all-in-one-analog/
  14. Sorry just saw this! Yes, it should look just as great through the HDR cables via RetroTink 5x. This is how I use my Jag when it's not connected to my OSSC.
  15. Thanks! And I will be so impressed if you find two copies of BattleSphere at a garage sale!
  16. Just a quick update. Thanks to Zerosquare's schematic, I was able to build my own Jag Network Adapter (JagNet) and test it with my Jag2HD HDMI adapter. I'm happy to report they worked just fine together. I'm going to integrate support for my JagNet in a future version of the the Jag2HD. I'm also selling the JagNet by itself to help fill the gap since the JagLink II isn't in stock often. As long as there's demand, I'll continue to make these JagNet adapters. Lastly, a comment on delays. The Jag2HD is still coming and has been finished since mid summer but due to major supply chain issues and chip shortages it has been delayed a bit. I'm hoping to have these all in stock by a tentative date in December.
  17. The JagNet allows you to network two or more Atari Jaguar consoles together and play multiplayer compatible games like BattleSphere. The JagNet has two onboard RJ11 sockets that work with the official JagLink Interface, JagLink II, or other JagNet adapters. JagNet - Atari Jaguar Network Interface $30.00 + Shipping Buy here: https://www.humblebazooka.com/product/jagnet-atari-jaguar-network-interface/ Features: Network 2 or more Atari Jaguars in a daisy-chain network. Compatible with the official JagLink, JagLink II, and other JagNet adapters. Same features and compatibility as the JagLink II. Compatible with all Jaguar games that support networking. Compatible Games: Aircars (up to 8 Jaguars) BattleSphere (up to 16 Jaguars) Doom (up to 2 Jaguars) Notes: You need at least two Atari Jaguar network interfaces (JagNet, JagLin, JagLink II etc) in order network at least two Atari Jaguars together. Requires a 4-wire telephone wire (not included). Doom has a well documented bug in its net code that causes stuttering and restarting of the level. This is not a JagNet related issue but an issue with the original Doom code.
  18. Thanks for asking. Still in the works. Everything is finished and tested. I'm now just patiently waiting on all components. I was quoted a month lead time recently.
  19. I asked James to confirm and actually he meant it's a 6C4P on his as well, so no Pin 1 or 6 populated in the socket. I'd go back and edit my original post but sadly AA doesn't let you do that. Mystery solved I guess.
  20. Very nice! One thing that was interesting that I noted to Zeroaquare was the JagLink II's board has 5v going into an empty pin 1 on both RJ11 connectors, at least on his. I was talking to James from Retro HQ and he said his have all 6 connectors on the RJ11. The JagLink II documentation I could find from 2003 even mentions Pins 1 and 6 on the JagLink II as power in / out between the two + jags. I ordered some boards to test this schematic out either way but I also designed a shell and plan on selling them if everything works out. The main goal though was to try and integrate this into my Jag2HD for a later model. Here's a super rough model next to my Jag2GEN:
  21. All great info, thanks. I had read this would be a problem for GD users. I'll look into a way of disabling the JagLink portion with a simple switch.
  22. Gotcha sorry I didn't see the link. I was referring to the original through hole IC in the Jag link. Awesome! I'm trying to make as many people happy as possible while keeping prices as low as possible.
  23. Right but at those prices it's not very cost effective. I've found other RS232 ICs just they vary on data rate. I'd also probably go with a much smaller foot print that through hole if possible.
  24. I'm looking into adding JagLink support. It looks like the original JagLink used a LT1181A Dual driver/receiver IC. I'm looking for an alternative IC. Do you happen to know what the data rate requirements are for JagLink games?
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