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swapd0

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Everything posted by swapd0

  1. I don't code for STOS for ages but when you use the scroll commands it scrolls just part or all the screen, you can't define a screen bigger. Maybe you can define a screen bigger using the STE extensions, I never used it because I've a normal ST. Now that I've a mist hope to start to code again...
  2. I got mine yesterday but I haven't tried it until this afternoon, of course it works. I've connected it to an old 15 inches vga crt monitor and looks great, much better than a lcd.
  3. \o/ Which tools did you use to convert the graphics?
  4. Looks great, witch tools did you used?
  5. swapd0

    3D Stooges work

    Here you can see some videos, I'm not sure if there are some source code or binary avaliable. http://no-fragments....ents_13/MOVIES/
  6. I always wanted to do this (with bugs fixed and some write buffers to improve performance) but I've no idea about hardware or VHDL.
  7. But Star Raider source code was already available. It took me a lot of time to execute Frontier until the begining of the game, save it to a file, disassembly and rename a lot of labels to understand the code.
  8. it would be great if he release the disassembled code of this game and others that he ported, so anybody could take it and port it to the Jaguar.
  9. I wrote that because I've a 3d engine and also a 3d mapping routine and always wondered if it would run faster on a packed screen format, but of course it's a lot of job for a single user/application. Anyway if MIST can run faster than a 8Mhz Atari ST I'll have the same speedup without rewriting anything.
  10. It would be nice if they also include a packed pixel format, I know that the ST don't have it but ii should be very easy to implement.
  11. Even with the original source code it takes time to understand how it works.
  12. It could be nice to include the Jaguar chipset without bugs and maybe a flew cache or write buffer into the blitter, rgb lighting...
  13. IMHO it's a waste of time to set the OP list pointer with the GPU.
  14. video please, I'm too lazy to upload into the skunk.
  15. IMHO having a repository with simple routines/libs would help to new developers to learn how to program the jaguar and to have something to play with.
  16. Hire some programmers to test the jaguar and listen to their new ideas, for example: - Fix bugs - add a bigger CLUT - new objects to change CLUT - write buffer on the blitter or a cache into tom for the OP, blitter and GPU - remove zbuffer, you won't move enough polygons to need a zbuffer - GPU & DSP with more opcodes - better dev tools
  17. this one looks quite nice http://www.youtube.com/watch?v=HDfGvjb6ZDA&feature=relmfu
  18. When you write a polygon routine it's easy to handle any number of vertex if the polygon is convex.
  19. The texture quality is great but the framerate is a bit disappointing.
  20. I need to port my assembler to OS-X to compile the project. The last thing I tryed was the polygon routine, but I couldn't make it work using the GPU. Also I was using a modified BJL uploader/receiver with an integrated remote debugger and safer start up code (for example it mapped all vector traps to an rte), witch helped with the development. I'm wanting for a virtual jaguar version with debugger options to continue with this and others projects.
  21. I'm waiting for a version of virtual jaguar that includes a GPU debugger (better if it works loading just the GPU in binary without a startup code) to finish and test my 3d routines. A few months ago I had a look at Cybermorph and CF source codes (the only ones that I have) and the 3D engine is far (very far) from being fast, it can be optimized in many parts (3d rotation, polygon setup, polygon drawing...)
  22. It's possible to include a debugger for 68000, GPU & DSP code to make jaguar development easier?
  23. swapd0

    Shoot'em up

    Thanks!!! Downloading...
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