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swapd0

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Everything posted by swapd0

  1. swapd0

    Moon Patrol

    http://atariage.com/forums/topic/246639-atari-st-games-ported-to-the-jaguar/
  2. It doesn't matter if you put more RAM, the biggest problem with the jaguar is the performance, the blitter can't draw a single triangle and you waste a lot of cycles drawing it scan line by scan line. Also you can't write a list of commands (like with OP) and tell the bitter to draw them, so you can process the next frame while the blitter it's busy drawing. At the end you waste a lot of cycles waiting for the blitter to finish or the blitter is bored waiting for new data (less parallelism).
  3. Also the first version of the tool coded for the Atari ST.
  4. I've coded a tool to rip graphics, you load a file and then you can adjust pixel format and image width.
  5. Sorry but I haven't played AvP, so I don't know the weapons. There are a lot of wasted space with the programmers (?) images (guy #1 to #4) and all HUD graphics are stored as 8bpp but only uses a few colors, also the credits are stored as a tall 4bpp bitmap.
  6. I was bored and had a look into the files, most of them are 8bpp, there are no textures. GZ000325 GZ000326 GZ000327 GZ000328 GZ000329 GZ000330 GZ000331 GZ000332 Level Map GZ000333 Level Map GZ000334 Level Map GZ000335 Level Map GZ000336 Level Map GZ000337 Almost 0 GZ000338 Almost 0 GZ000339 Almost 0 GZ000340 Almost 0 GZ000341 Almost 0 GZ000342 Almost 0 GZ000343 Almost 0 GZ000344 Almost 0 GZ000345 Level Map GZ000346 Level Map GZ000347 Backgroud with ‘w’ Wayland Vutani GZ000348 Pistol or flamethrower? GZ000349 Rifle GZ000350 Shotgun GZ000351 Other weapon GZ000352 Guy with a serial number GZ000353 Same guy side photo GZ000354 Guy #2 GZ000355 Side Guy #2 GZ000356 Guy #3 GZ000357 Side Guy #3 GZ000358 Guy #4 GZ000359 Side Guy #4 GZ000360 Marine Id Label GZ000361 Alien Face (Cartoon like) GZ000362 Another Cartoon like face, but it’s not from predator GZ000363 Cartoon like creature GZ000364 Alien egg GZ000365 Alien spider GZ000366 Marine face? GZ000367 Another cartoon like drawing GZ000368 Planet and orbit drawing #1 GZ000369 Planet and orbit drawing #2 GZ000370 Planet and orbit drawing #3 GZ000371 Planet and orbit drawing #4 GZ000372 Level #1 drawing GZ000373 Level #2 drawing GZ000374 Level #3 drawing GZ000375 Level #4 drawing GZ000376 Level #5 drawing GZ000377 #1 GZ000378 #2 GZ000379 Hand & Machinegun GZ000380 Little explosion #1 GZ000381 Little explosion #2 GZ000382 Little explosion #3 GZ000383 Machinegun shoot #1 GZ000384 Machinegun shoot #2 GZ000385 Little explosion #1 GZ000386 Little explosion #2 GZ000387 Arm & shotgun #1 GZ000388 Arm & shotgun #2 GZ000389 Arm & shotgun #3 GZ000390 Arm & shotgun #4 GZ000391 Hand & another waapon GZ000392 Alien spider big sprite (when it gets attached to your face) GZ000393 Alien arm #1 GZ000394 Alien arm #2 GZ000395 Looks like a fat worm #1 GZ000396 Looks like a fat worm #2 GZ000397 Looks like a fat worm #3 GZ000398 Looks like a fat worm #4 GZ000399 Alien tail #1 GZ000400 Alien tail #2 GZ000401 Alien mouth #1 GZ000402 Alien mouth #2 GZ000403 Alien mouth #3 GZ000404 Predator arm #1 no weapon GZ000405 Predator arm #2 no weapon GZ000406 Predator arm #3 no weapon GZ000407 Predator arm #4 weapon 1 GZ000408 Predator amr #5 weapon 2 GZ000409 Predator spear? #1 GZ000410 Predator spear? #2 GZ000411 Predator spear? #3 GZ000412 Predator spear? #4 GZ000413 Marine overlay, full screen GZ000414 Alien overlay, full screen GZ000415 Predator overlay, full screen GZ000416 too small GZ000417 numbers GZ000418 alien numbers 7 segments GZ000419 GZ000420 radar GZ000421 another overlay GZ000422 more overlays GZ000423 overlay or mask, from circle to small alien animation GZ000424 more overlays GZ000425 more overlays GZ000426 more overlays GZ000427 Predator logo, looks like 16bpp GZ000428 Copyright letters in 16bpp GZ000429 3 fonts together GZ000430 Another font GZ000431 Alien logo, 16bpp GZ000432 Predator logo GZ000433 Full game credits, 4bpp GZ000434 looks like some color banding
  7. I don't care if it works at 60, 30, 15, 10 or 1 fps, but show something working and later you'll have time to optimize it.
  8. swapd0

    Starquake

    I finished this game in my spectrum. I never liked the Atari ST version.
  9. 1 The bandwidth with main memory it's the same (in theory), it takes more time to render into the line buffer but you don't have a big OP list. Maybe the main memory read cycles are closer and it's better. 2 With GPU interrupts you can have some problems with MMULT operations, but maybe they don't need it. 3 I thought that the code to change the screen resolution was more complex, but as SCPCD showed it's very simple.
  10. I know that but I thought that since the write is into the line buffer and you are reading the same number of pixels you don't have a penalty in main bus usage.
  11. Interesting... I thought that my solution was simpler and better but they must have a reason to do it in this way.
  12. I bet that doom uses 320x2?? but the gameplay zone it's a 160x175 scaled bitmap. Maybe I'll have a look at the sources and confirm this.
  13. IIRC you can have near 300 lines on a PAL jaguar, using the standard video setup code.
  14. The Iron Soldier guys discovered a ‘hack’ which allowed the texture palette to be a texture source, doubling the speed of texture mapping for small textures Very interesting...
  15. just asking, It's Supercross 3D source code available?
  16. swapd0

    IntyBasic.

    Don't forget to map the 't' key to a joypad button
  17. That game looks really nice, fast, smooth, explosions with particle system, really nice, but like many jaguar projects unfinished.
  18. I mean that if the blitter included something between 256bytes to 1Kbyte of cache or a write buffer you'll have much better performance in all operations. This is the code that I used some years ago to rotate a bitmap, I was coding a 'Zuma' like game. // rotate a bitmap using the blitter .68000 BITMAP_WIDTH .equ 56 BITMAP_HEIGHT .equ 56 BLITTER_WIDTH .equ WID56 PI .equ 512 HALF_PI .equ PI/2 .include "../include/Jaguar.inc" .public bitmapRotated .public shootVector .public ballPosition .public RotateBitmap // builds a rotation matrix // d0=angle BuildMatrix lea sine,a0 lea matrix,a1 move.w d0,d1 add.w #HALF_PI,d1 // cosine and.w #2*PI-1,d0 and.w #2*PI-1,d1 add.w d0,d0 add.w d1,d1 move.w (a0,d0.w),d0 // sin(angle) move.w (a0,d1.w),d1 // cos(angle) move.w d1,(a1)+ move.w d0,(a1)+ neg.w d0 move.w d0,(a1)+ move.w d1,(a1)+ rts RotatePoints lea matrix,a0 lea pointList,a1 lea pointListRot,a2 move.w #5-1,d7 // num vertex .loop movem.w (a1)+,d0/d1 // x, y move.w d0,d2 // move.w d1,d3 // copy x, y muls (a0),d0 // cos*x muls 2(a0),d1 // sin*y add.l d0,d1 muls 4(a0),d2 // -sin*x muls 6(a0),d3 // cos*y add.l d2,d3 asl.l #4,d1 asl.l #4,d3 move.l d1,(a2)+ // x rotated 16.16 move.l d3,(a2)+ // y rotated 16.16 dbf d7,.loop rts // d0=angle // a0=bitmap to rotate RotateBitmap move.l a0,A1_BASE move.l #PIXEL16|XADDINC|WID56|PITCH1,A1_FLAGS move.l #(BITMAP_HEIGHT << 16)| BITMAP_WIDTH,A1_CLIP bsr BuildMatrix bsr.s RotatePoints lea pointListRot,a0 movem.l (a0)+,d0/d1 move.w d1,d2 swap d2 move.w d0,d2 move.l d2,A1_FINC swap d0 swap d1 move.w d1,d2 swap d2 move.w d0,d2 move.l d2,A1_INC movem.l (a0)+,d0/d1 move.w d1,d2 swap d2 move.w d0,d2 move.l d2,A1_FSTEP swap d0 swap d1 move.w d1,d2 swap d2 move.w d0,d2 move.l d2,A1_STEP movem.l (a0)+,d0/d1 add.l #(BITMAP_WIDTH/2 << 16) | $8000,d0 add.l #(BITMAP_HEIGHT/2 << 16) | $8000,d1 move.w d1,d2 swap d2 move.w d0,d2 move.l d2,A1_FPIXEL swap d0 swap d1 move.w d1,d2 swap d2 move.w d0,d2 move.l d2,A1_PIXEL move.l #bitmapRotated,A2_BASE move.l #PIXEL16|XADDPIX|WID56|PITCH1,A2_FLAGS moveq.l #0,d0 // 0,0 move.l d0,A2_PIXEL move.w #BITMAP_HEIGHT,d0 swap d0 move.w #BITMAP_WIDTH,d0 move.l d0,B_COUNT move.l #CLIP_A1|LFU_REPLACE|SRCEN|UPDA1|UPDA1F|DSTA2,B_CMD rts matrix ds.w 2*2 // vectors to rotate pointList dc.w 1,0 // scan vector dc.w -BITMAP_WIDTH,1 // step vector dc.w -BITMAP_WIDTH/2,-BITMAP_HEIGHT/2 // translate vector dc.w 0 << 4,-14 << 4 // ball position dc.w 0,-1 << 4 // shoot vector pointListRot ds.l 3*2 // point list rotated ballPosition dc.l 0,0 // shootVector dc.l 0,0 // this belongs to poinListRot sine .sine 1 << 12,2*PI // 4.12 fixed point .align .phrase bitmapRotated ds.w BITMAP_WIDTH*BITMAP_HEIGHT
  19. With a small cache or a write buffer in the blitter you could do lots of rotations in real time
  20. The CD picture should be pointing a bit lower... to Maria!!!!!!1!!
  21. swapd0

    Deflektor

    Write it from scratch, I got the levels data from a windows port written in C.
  22. swapd0

    Deflektor

    I was thinking in doing this game for the jaguar.
  23. Well... I said "only", not only... I find it more complex with games that load data from disk (like gauntlet), instead of single load games. With Frontier I only needed to put all traps pointing to a rte, write a small code to build the OP list and the game was running (with weird display).
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