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swapd0

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Posts posted by swapd0


  1. 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?

     


  2. Looking at AtariAge day by ZeroPage Homebrew video (part 4) I've seen that Last Strike has an option to upload the hiscore by QRCode.

     

    I think that It could be interesting to write a free library that can be included in your game to generate QRCodes, also create in AtariAge an online hiscore board, also, that could be done for any Atari platform.

     

    It's just an idea, I don't know how much have be done on the server side. The Jaguar side I think that is not hard to do.

     

    What do you think?

     

     

    • Like 1

  3. Are you going to release the source code of this tool? I've installed in a virtual box (I don't have a win machine) with xp and win10 and it didn't work even after installing the Visual Studio runtime.

     


  4. One thing that I like in the Jaguar is that the blitter has sub pixel coordinates, if you use it you can do very smooth 3D graphics instead of the shaking 3d models that you see in may PS1 games. Sadly you can't draw many polygons.

    • Like 1

  5. 1 hour ago, SCPCD said:

    Not all jaguar have the same bios.

    There is some different version depending of the revision/manufactured unit : you can't rely on an offset.

     

    If you think about it, it's logical but I didn't realize.


  6. Ok, now I read the data properly but it looks that there are sightly differences in the Boot ROM, because I get some glitches at the start, but if I cut the jagbios.rom from 0xc1b4 to 0x127f4 and play it in Audacity it works...

     

    Also I've dumped the values that I'm reading and they are part of the bitmap that is located before the sample.


  7. I'm trying to copy the roar sample from the boot rom to ram and play it with u235se, but I get a weird sound. Maybe I can't access the Boot ROM because I got a Skunkboard inserted?

     

    The sample (11025Hz) is located at Boot ROM offset 0xc1b4 to 0x127f4.

     


  8. 8 minutes ago, Mitch said:

    As was mentioned, the XEGS did not replace the 7800.

     

    As far the 7800 vs the NES, the 7800 could have easily competed with the NES if it had been released on schedule, with a sound chip and had decent software support.

     

    Mitch

    fixed

    • Like 1
    • Haha 1

  9. 15 minutes ago, UHATEIT said:

    The first screen is retrohq and then it loads to the menu with the memory card unreadable badge across the middle of the screen. You can see the menu like everyone else has but it's all blank since it isn't reading anything on any of the memory cards. 

    In the captures I've seen that the SD card has no name, it doesn't matter and it has nothing to do with the partition table but when you got those weird errors it's better to try everything.


  10. If I use this, new_strip it's called when I execute the game from the menu, but it still hangs maybe because I've a lot of code like that.

    static SPRITE_STRIP *_text_strip __attribute__ ((section (".data"))) = NULL;

     


  11. 2 hours ago, Zerosquare said:

    I don't mean the stack pointer in the game, I mean the stack pointer in your menu code.

    It's also at $4000-4

     

    I've found the following.

     

    This is part of the menu of BurgerTom, I've included all the DPRINT to see where it hangs. If I upload the code to the skunk if works and I get a lot of text messages BUT if I load the menu that just execute the copy_run code I don't get the "new strip" message.

     

    WTF!?! It's defined and initialized to 0, why it doesn't work when I copy the code at $4000? _text_strip must be somewhere in the data segment and it must be part of the binary code that I upload.

     

    static SPRITE_STRIP *_text_strip = NULL;
    ...
    
    void init_text()
    {
    	DPRINT_FN();
    
    	if ( _text_strip == NULL )
    	{
    		DPRINT("new strip\n");
        	_text_strip = new_strip(256, 224, 0);
    	}
    
    	DPRINT("clear strip\n");
        clear_strip(_text_strip);
    	DPRINT("clear strip done\n");
    
        _text_metadata.offset = 0;
    	_text_metadata.width = 4;
    	_text_metadata.hx = 0;
        _text_metadata.hy = 0;
    	...

    Looking at the .map file...  it's into the bss? 😳

     

    .bss._select_sprite
                    0x00000000000357fc       0x18
     .bss._select_sprite
                    0x00000000000357fc       0x18 obj/menu.o
    
    .bss._text_strip
                    0x0000000000035818        0x4
     .bss._text_strip
                    0x0000000000035818        0x4 obj/menu.o
    
    .bss._text_metadata
                    0x000000000003581c       0x20
     .bss._text_metadata
                    0x000000000003581c       0x20 obj/menu.o

     


  12. The stack pointer is located at $4000-4 in all games.

     

    I think that the problem is somewhere in the init code, because the games boot but sometimes it hangs or have a lot of graphics glitches (some black horizontal lines).

     

    I'm going to copy the init code and call it into the main function.

     

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