Jump to content

swapd0

Members
  • Content Count

    716
  • Joined

  • Last visited

  • Days Won

    1

swapd0 last won the day on December 8 2018

swapd0 had the most liked content!

Community Reputation

416 Excellent

About swapd0

  • Rank
    Dragonstomper

Profile Information

  • Gender
    Male

Recent Profile Visitors

11,934 profile views
  1. No way. Do the math, jaguar has about 104MB/s (8bytes (64bits) * 13Mhz) of bandwidth that must be shared between five processor, well... if you could do a memory access on each bus cycle (you can't), I'm not sure about the bandwidth of the GPU of the PSX (maybe 66MB/s 2bytes(16bits) * 33MHz), also add the 133MB/s (4bytes(32bits) * 33MHz) for the CPU, and the sound chip has his own memory, and you don't need to share any them.
  2. Still hangs with the joypad polling (not pooling XD) and RNG disabled. Anyway I'll finish the gameplay and then enable the sounds fx and see what happens. I code on real hardware, I've tried virtual jaguar only a couple of times.
  3. With the SE running it hangs some time later, when I'm in the game loop (move player, move enemies, draw sprites and loop), later I'll test with a mod playing. I'm not using the SE for pad pooling, maybe DSP & 68000 are pooling the pads at the same time?
  4. I've problems if I init the sound engine but I don't play any music or sound fx. Is really weird.
  5. I'm coding a new game, of course, I'm using the same libraries (my own) but I'm having random hangs. I've commented several parts of the code and still I've hangs, even doing no game logic just rendering the sprites it hangs, some times it takes a bit more, some times a bit less. Random hangs usually happens when you forget to initialize a variable and it gets random data, I've checked and is not the case (I think). IMO the jaguar hangs because the OP list is wrong, but it's strange because I've used the same library in four games. There are any way to capture when the OP gets crazy, and execute some code to do a memory dump or something else? I've all 68000 exceptions pointing to a routine to print (through the skunboard) the exception name (bus error, address error...), but no exceptions are raised. I'm running out of ideas to fix this weird bug. Just before I summited this topic I've removed the call to init u235se and it works, but I wasn't playing any music or sound fx... 😳
  6. I think that you can't display 240 lines in a NTSC tv, I can see up to 224 lines in my tv.
  7. Just two questions. How can I detect if the game is running from a JagGD? How can I read the serial number? Thanks.
  8. I hope that someone will port it to MiST
  9. IMHO is better to make new/original games for the Jaguar, if you like STUN Runner you can play it on mame, it's the best version.
  10. One question, skunk board silly venture edition is rev 3 or 4? I've two skunk boards, I think that I've rev2 (it has two USB ports and IIRC I missed the first batch of skunkboards) and silly venture edition, without opening still in the anti-static bag. I've been trying to write the high scores of my games with no luck, but after a lot of googling it looks that my skunk board doesn't have a serial EEPROM chip. Anybody knows if the silly venture edition has a serial EEPROM chip?
×
×
  • Create New...