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Zerosquare

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Posts posted by Zerosquare

  1. 6 hours ago, Gunther said:

    If a $200-$25 cart-player, with mini-SD slot so that more games and emulators can be added, and contained support for wi-fi, modern V.R head-sets, bluetooth, and all the great features of BigPEmu, would you buy one.

     

    Yay or Nay?

    No, because I already have a Coleco Chameleon.

    • Haha 8
  2. 43 minutes ago, madman said:

    Does it matter? Is the game less fun if it doesn't?

    The Jaguar version of Tempest 2000 on real hardware gets noticeably choppy in some of the later levels with lots of stuff on the screen at the same time. I wouldn't go as far as saying it makes the game less fun, but it does spoils the immersion somewhat. On emulators, it runs silky smooth.

    • Like 1
  3. If you want a "plug-and-play" replacement chip, 2 kilobytes is the largest you can use.

     

    But it is possible to interface much larger EEPROM chips (e.g. 256 kilobytes) by adding a logic inverter and using custom reading/writing code. Access is rather slow however, so it may or may not be useful in practice.

    • Like 1
  4. It's the EEPROM chip that is used for saving high scores and game progression. It doesn't need to be programmed beforehand, the game will initialize it if is empty.

     

    The standard chip (93C46) can store 128 bytes, and is used by all commercial games and most homebrew games. Some homebrew games require a 93C66 (512 bytes) or 93C86 (2 kilobytes) chip instead. You have to use whichever chip the game is designed for ; a different one won't work (even if the capacity is larger).

  5. 41 minutes ago, sirlynxalot said:

    the game had a much farther draw distance and higher resolution than any other 3d game on jag, while maintaining a decent framerate.

    And that's exactly what's wrong with it. It's out-of-place.

     

    Now, imagine if it had Supercross 3D-like performance. It'd be a perfectly balanced game: bad graphics, bad framerate, bad controls, bad level design, bad sound, bad music and bad writing.

    • Like 4
    • Haha 4
  6. 18 minutes ago, cubanismo said:

    Getting the m68k binaries to play nice would probably take  considerably more work, so I don't have any plans to try to adapt that.

    The standard GCC 2.63 did support the 68000, so unless there were Jaguar-specific stuff added, maybe you could just rebuild it from source using a modern compiler?

  7. 4 hours ago, Seedy1812 said:

    To convert RGB to CRY is a simple process but needs a bit of brute force.

     

    (...)

     

    At the smallest length then the cry value is index:intensity

    3 hours ago, laoo said:

    In the Tech Ref manual there is also an explanation that CRY is designed in such a way that no brute force is really needed and it can be converted in constant time.

    The intensity is just I = max(R,G,B), then R2 = R * 255 / I, G2 = G * 255 / I, B2 = B * 255 / I.

    Now we just need 3 2D 256x256 tables with color component of CRY: [R2,G2], [R2,B2], [G2,B2] and we are using one table that is indexed by other two components than the max one.

    Yes, that's what I do in my converter.

     

    The thing is, in theory, you shouldn't have to use brute force to create the lookup tables ; you should be able to compute the CRY value directly using a mathematical formula. But in practice, it doesn't work quite right.

  8. 2 hours ago, laoo said:

    Is the original manual JaguarTRefMan920612.pdf in existence nowadays (I think I could handle it's enormous size)?

    Here it is:

    jagtech1.pdf

     

    A long time ago, I tried to do something similar. From what I remember, it didn't quite work either -- there were small but noticeable differences between the results of "theoretical" CRY based on mathematics, and "actual" CRY based on the values of the ROM tables that the hardware actually uses. It seems possible that the description and/or the implementation in the docs is not quite right, and the tables were generated by a corrected program, or the opposite (the tables being generated by a slightly wrong program).

    • Like 2
    • Thanks 2
  9. 19 minutes ago, doubledown said:

    As I understand how a rotary encoder is wired for a "spinner control" for the Jaguar...it is simply wired in parallel with the joystick left/right/(common) contacts, ideally through a switch so that it can be disabled, assuming that the same controller also has a joystick...so that it can be turned off and won't cause interference when using the joystick control.  If my understanding is correct, than the encoder can either be daisy-chain wired from the joystick contacts at the joystick switches themselves, or double-taped at my PCB solder pads.  As of this first Rev. 1 PCB...I do not have "dedicated" solder pads for an encoder...but again, as I understand it, it shouldn't truly be necessary, but may be an additional option for a Rev. 2 PCB if needed (just for wiring simplification).  I plan to play around with the encoder wiring tonight and finally get some testing done with one...to see if it's really worth the hype.

    Yes, that's correct.

  10. There are several reset signals:

     

    - RESETIL (pin 33B on the cartridge port), which is connected to the capacitor that generates the power-on reset thru a 100 ohm resistor. You can drive it low to force a restart and/or monitor it (but it rises slowly because of the capacitor, so a Schmitt-trigger input should be used).

     

    - CLNRSTL (available on TP13 and pin 10 of U9 ; not available on the cartridge port) ; this is the "clean" version generated from RESETIL by two chained Schmitt-trigger inverters in U9. It's connected to Jerry's reset input (pin 28 of U15).

     

    - RESETL (pin 18B on the cartridge port) that's a buffered output generated by Jerry (pin 29 of U15), connected to the reset inputs of the rest of the system.

    • Like 1
    • Thanks 1
  11. 15 minutes ago, OVERRiDE said:

    Its hard to believe commercial CD games with FMV are not exceeding this bitrate

    The best you can get with the JagCD is about 350 kB/sec, as it's a 2x CD drive. And that's under ideal conditions.

    • Like 2
  12. PS/2 trackballs won't work as is with the usual Jaguar mouse adapters, as those are made for Atari ST or Amiga mice. But they should work if you add a PS/2 to Atari ST/Amiga mouse converter in between, or modify the trackball directly to get the quadrature signals for each axis.

    • Thanks 1
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