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rush6432

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Everything posted by rush6432

  1. Because if it WAS designed for C++ The system would have had more successfull library of games, and been a bit more popular at the time of release and possibily lived a bit longer... Obviously it wasnt designed for it... the development manual even states this for the GPU and DSP processors i believe that they are designed to be programmed using assembly. As said before, you can create a toolchain to compile c++ on your own and if you get it working, great!!! but there is no need to re-invent the wheel here. the machine WAS DESIGNED to be interacted with at a low level using ASM or a bit of C and nothing is going to change this unless you write it yourself. Thats great that you want to document this, might try a blog however.... Send dr typo a pm. he has a successfully toolchain setup to code in C and it seems to work great for him. However based on your posts and the fact that you refuse to use anything other than windows and dont SEEM to be able to code in anything BUT c++ or .net i think you're going to have a very hard time doing anything with the jaguar.
  2. A low cost flash cart to publish homebrew games would be ideal possible way to tunnel jaglink games via ethernet over tcp/ip (serial to ethernet) (if a fast enough broadband connection) exists
  3. meh im just too lazy heh. You know us americans eventually im sure ill get around to it.
  4. I dont have any live cd or specific setting of any paths.... literally copied over aln/mac/wdb from linux version of atari tools to a FRESH Install of ubuntu 10.10, created a simple bash script that calls aln and mac to get the binary compiled and i run wdb to upload. other than that its as simple as making folders and organizing it all how you want. just make sure when compiling if you use the include command on specific .s files that you call to the right path they are in inside of that folder, ie root folder and you call to gfx folder for file.s do an include "gfx/file.s" all common sense there. Im not sure why you are sooo opposed to Linux live cd. linux honstly....much better than winbloz and most get used to it quick and find they like it better... Now for C. i cant help setting that up as i personally dont use C on the jaguar. I feel more at home with asm personally.. Might get ahold of dr Typo. he has done a few demos in C...
  5. SO.... these goddamn badgers....
  6. No, no, no. The very first thing is to have a dev environment set up. Without that, you`re basically screwed. I have a Removers library on my machine, I don`t need any other routines. For starters, that`s all that is needed, since it contains functionality for gfx mode, input, audio and bitmaps. Getting this thing to compile and link is a whole different matter, however. I can easily imagine a hundred people to start doing something for Jag, only to leave it upon finding out that there`s either linux involved or a lot of dev-env configuration. You have to realize, it is year 2012. Having experienced absolutely smooth dev experience with Visual Studio 2010 and XNA, it`s pretty depressing to start fiddling at the command prompt... I get tired of seeing posts like this and general statments.. Its not and never will be python/perl/php/c++/c#/.net/insert language here asm/c are your only options at the moment unless you make your own solution... If you cant fiddle at the comand prompt in linux/windows/osx then you shouldnt be developing on the jaguar.... C++/c# and higher level languages have you detached so much from hardware than joe blow can write anything these days. Unless you write the converter for c++ on the jaguar its not going to happen. ASM is proven, it works, thats what the jag is mainly coded in. Deal with it or find your own solution around. Everyone seems to be ok with the assembler portion from what ive seen and im no guru when it comes to asm. Its pretty straight forward and easy to learn if you're willing to put in the time... My entire dev environment consists of an includes folder with some routines ive written to make life easy in the programs i make (sys hardware equates, text,sound,networking,misc stuff) ive got a graphics, sound and music folders as well to sort out the included binary files to the program and the main folder consists of MAC/ALN and the code to the program and in my case WDB for the alpine to load the programs... I used ubuntu and built in gEdit.... no crazy stuff here.. all straight forward BUILT IN stuff with the OS. The only command line other than a script or two ive written to compile the program and load up WDB and auto launch was to set permissions on the older programs (wdb,mac,aln) and set the ownership to root so i can effectivly run them in terminal... With all the complaining ive seen you post you could have had something running on the jaguar by now had you put that energy into writing programs/libraries
  7. On another note... 300zx is a pile of junk anyhow... Uglier than sin.. Much prefer the 3000GT(GTO for those of you outside the states), RX7 or Supra
  8. Good to see another game added to the jaguar library. looking forward to giving it a run!
  9. I think you're judging the programmers a little harshly there. The development tools were of poor quality, the released hardware was buggy to the point of being crippled and a lot of the programmers were start ups or one man teams. Even Id Software struggled to get Doom out of the door in a timley fashion, even then it was broken in parts. I think high voltage has a good point. There's a lot of variance based on which CPU's the development teams were able to harness and how well; I'm quite impressed by the hardware, the Jag has potential Curious why you say the development tools were poor; I would imagine there were compilers, assemblers and libraries of cool routines for both that came in a can like spam just like in the 80's as well as some 3-D modeling and rendering tools and engines (very 90's). Anyone have a list of what was in the dev kit Atari released to the game studios? The dev tools were quite poor. just search around, they are free to the public and have been for quite some time. Seems many devs had issues with the pc dev kit and or linux version originally. The alpine board was originally designed to be used with the atari dev kit and was supposedly "retro-fitted" if you will to work with linux/dos. A few BASIC examples of a few things are shown and the dev manual had many revisions very often to address bugs or workarounds. Only recently in the past few years have better tools emerged from developers and fans. (SLN,SMAC,Image conversion tools, file compression tools, better examples of performing basic tasks,ect ect) Sound is a big one. Linkovitch has released a pure DSP sound engine thats excellent! Reboot is developing their Raptor engine which should make development more straight forward and allow development teams to focus more on the game than the coding. Not all original atari tools were total junk but majority. All mostly solved now if your good with programming in ASM and there are now some basic C libraries that are free to use as well. Had more examples been avail from the start showing more capabilities and functions the jag could pull off i think you would have seen more cool things in the games that were released... The system is quite impressive and has great capability and flexability.
  10. Betaaaaaaaaaaaaaahhhhh testin...

  11. Personally ive found VJ doesnt like binary files without a header on them (using SLN or ALN with the -n flag set) it seems to hang on the fuzzy screen (frozen of-course) This is just my own observation from using it to test a few things lately back and fourth between emulators and the real hardware. It may have something to do with the way it initializes the video or sets up the OBJ list. Could be a million things honestly. i dont think it would be anything settings wise on your end. Should I try converting it to a ROM file? ive found using the ROM feature in jiffi (converting to) will clear up most of the issues and replace the header or add one that does work that VJ recognizes. if it loads in ram $4000-$20000-4...) then just let jiffi try to auto detect the start/load address and click rom and convert. should do the job.
  12. Agreed you can probably pick up a jag for like 75-100 bucks and a skunk for atleast a 100 bucks... not too expensive. could probably sell an xbox to snag one (if you have excess)
  13. sln with the -n option (no header) will obviously cause VJ to throw a fit and not run the binary file. This however DOES work within project tempest emulator (0.95) Just a word to the wise.... dont do all development on the emulator when starting... make sure you have a good functioning base program with good obj list refresh method and a "core" to work with. If it works perfectly fine on the real hardware then id say start development on the emulator if you must, however you'll find more often than not that you may have something working on an emulator and on the jaguar it wont run.... VJ is probably the most accurate of the emulators out there for sure, but nothing beats testing/development on the real hardware its intended for.... Just my two cents from my own experiences...
  14. Yeah they've been around for a bit (sources) Multiple revisions of the poly engine source exist dating back to the felix/sylvester dev kit versions of the renderer... but no compiled binaries other than the 3djaz and 1 or two versions of the 3d tech demo ive seen. been a while since ive looked around at that code or those binaries though. cool little tech demo but code is not ideal obviously. could be better but it works fairly well for what it is. Optimization is always possible.
  15. im not so sure it even exists anymore. if someone here had it or knew someone who had it there would be more videos floating around, which there are not..... chances are its lost as well... Id love for someone to prove me wrong though.
  16. Personally ive found VJ doesnt like binary files without a header on them (using SLN or ALN with the -n flag set) it seems to hang on the fuzzy screen (frozen of-course) This is just my own observation from using it to test a few things lately back and fourth between emulators and the real hardware. It may have something to do with the way it initializes the video or sets up the OBJ list. Could be a million things honestly. i dont think it would be anything settings wise on your end.
  17. Is there jag specific code in the mac version there that is used or set only if the code is compiled with a flag set for the jaguar/snes version?
  18. Talked with him VERY briefly about the source code to this game... it exists but he is quite busy and doesnt know exactly where at the moment. Was written mostly in C and a little asm from what i was told.
  19. Hey guys, just thought id update here. All good so far, we have completed a few test prints of labels and boxes as well as finishing up a few lose ends on the game itself. I can say without a doubt this will be a very nicely packaged release. Hopefully we can get some pictures soon of the final product and maybe a video of the game running in action and or more pictures. Thanks to all for the continued support. If we make our money back on the initial run of carts, we would be glad to continue to make them as long as there is demand. However making carts is quite expensive and does stack up very fast (more so than we thought at first.) Pricing details will be released in time with photos most likely. Again thanks for all the continued support and we look forward to releasing our first title and hope to grow in quality/talent as we continue developing other titles.
  20. wow... bumping an old thread are we?
  21. Nice, ill have to give this a shot and test it out! Ive got a custom environment in linux right now for my own but i always like seeing other setups
  22. i dont know of any titles that would be in the lost list that might fit this..... possibly a new homebrew?
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