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Everything posted by swapd0
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I'm using VBCC. Some time ago I tried to include a Jaguar output to vbcc but it didn't work. Do you have a Jaguar target? Another solution is generate a TOS output and use a program to relocate the relocatable-TOS-file to a fixed address... Let me know, I need it...
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Which C compiler are you using?
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One question? Why you jump to a relative jump? if you remove jr Blasterfire it's just the same, or maybe is just a small template?
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maybe you can try an electronic shop for built bjl cables for you, for someone with soldering skills it would be very easy.
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Its 1993, you're in charge of the Jag, what do you do?
swapd0 replied to A_Gorilla's topic in Atari Jaguar
IMHO it's better to include a real cache on GPU/DSP and remove the 68000, than include a 68020, just because the more processors you have the harder to code. -
Its 1993, you're in charge of the Jag, what do you do?
swapd0 replied to A_Gorilla's topic in Atari Jaguar
Something very important: Include a cache on the Object processor, this can be easy because it would be a read only cache just to store the list and maybe the bitmap data, you only need to flush it on each vbl to be sure that is reading the correct data. -
Its 1993, you're in charge of the Jag, what do you do?
swapd0 replied to A_Gorilla's topic in Atari Jaguar
The Jaguar was designed to be cheap so i won't say a 68020 or a R3000 CPU neither more memory, here is my list (* mandatory items) * Fix bugs * Include a small cache on blitter with a write buffer, so it'll work always in phrase mode * Small cache on GPU/DSP, but keep the internal RAM - RGB pack/unpack opcodes on GPU - RGB lighting on blitter * Pixel expand on blitter, so you can have a 4bit textures as input and write a 16bit pixels (just to save memory), using internal CLUT (not OP CLUT) - 32bit data bus on DSP - Bigger CLUT on Object processor, but keep the 8bit bitmap object as limit. * CDROM instead of cartridges - 256kb or less for the 68000 * Better development tools * Make work Object processor in inverse mode, one pixel is written only once (just like a 1bit zbuffer) - A second GPU will be great to use it as a programable graphics processor - Some kind of memory card to save big game states -
If the blitter had a write buffer it will be possible for sure, without it... don't know.
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I think that we need a second run of skunkboards, a lot of people missed it and maybe it's the only option for development on a modern computer...
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Spain, the only one in Spain for sure!
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For Mortal Kombat I could definitely help with that I've worked with the graphics before just to see how it's put together but I'm not too familiar with what from the Arcade version the Jag could handle (Sprite Size, Color, Resolution, Memory,etc...) I think their should be some Jag exclusives if Memory is available Well, you can use 1,2,4,8 or 16bits sprites, usually the arcades use 4bits sprites (16 colors), just load a game in MAME and press F4. To save memory you can have big sprites broken into smaller ones, like tiles, and for each character animation have an array of tile index. For sprite games in Jaguar you don't need to have a framebuffer, because all is rendered using the Object Processor. Also all characters can be packed into memory and only depack the current fighters. Maybe even you can depack them in realtime using the GPU.
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Mortal Kombat, Golden Axe... if someone could rip the graphics from the coin-op, maybe I could code a Jaguar version. I spend most of my time coding tools or routines, but never have coded a game because I'm just a coder. Is there a graphics man with a project in mind, that needs a coder?
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Cool!, I'm a bit lost in hardware developments, for the sake of homebrew development it should be cheap
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Hi the other day I saw a compact flash cartridge for the ZX Spectrum I think that is a better option than the jaguar compact flash cartridge project (the one with ethernet), because you can use flash memory up to 1Gb, and they are handled like FAT disks. It will need a small eeprom to have a small OS for loading games, just a file selector. Pro -Cheaper? -Games can save data on flash memory Cons - Can't load normal cartridge images
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For now it's a bit buggy, and it has GUI so that makes it harder to port, it should be nice to create a CLI version, and then include a GUI.
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Hi everybody, here are some notes about my debugger. The sending&receiving routines are written in 68000 code, the sending code is a translation from BJL GPU-loader routines, receiving was a lot harder, I tried to different routines but at the end only worked the serial one, I send data from Jaguar to PC using the bussy bit, this means that is a bit slow. To make the debugger I builded set of commands, some with extra data, they are sended to Jaguar (must be on debugger mode, included into PacketLoader) and the Jaguar return the processor state (registers), then they are printed on screen. To debug some simple examples are ok, but it has some missing features, like change register value and watch memory, and some features need to be updated bacause it's a bit slow, on 68000 code you can execute step by step and skip one instruction, breakpoints are implemented but don't work . On GPU/DPS only single step is implemented. To put the Jaguar into debugger mode I have two options, upload the file with '0' pressed, or put into the code a trap #0 (near buggy code better) In PacketLoader from my web, I include the pc-loader and driver with the send&receive routines (PC side). You can have a look at it, to see how it works. See Ya Rober
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I used my disassembler to get the sources forn the Atari ST version, i wished to have the original ones with comments. Later I'll need some help so i'll put a message here. About the 3D Engine, maybe some day i'll get a GP2X and continue with it, because on a PC with accelerator cards is a bit... See ya! Rober
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I already asked over at Atari.org, but here i can support my question with a screenshot: Although the program seems to run a kind of title-intro the screen-output seems to be (still) in the Atari ST-like bitplane-interleaved format, not yet ported over to the Jaguar's pixel-interleaved format. Is this assumption correct? Or is this a bug? Regards Matthias It's Ok, I haven't rewriten the drawing routines, first i need to change the lighting routines to work in CrY format, then change drawing routines to use the blitter... and... you will see the game at 16bits CrY format. Regards Rober
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Hi guys, here you can download the Frontier: Elite II for Atari Jaguar, it's in a early stage of development, and have a look into the tools sections for my assembler (I've read that on Windows XP, madmac doesn't work) My Webpage See ya.
