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Everything posted by Orion_
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you will need to give me your email/real name so I know who can get a discount or if you prefer I can send to each of you a CD-R of the game so you are the first to play until the physical release.
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I had no luck with the scaled sprite functionality (32bytes alignment can fook everything!) but it's not just one framebuffer, I have plenty of sprite there, so doing scaling for all of them, no. I translated some GUI sprites to fit better on the screen, and re-rendered the scene with the rod at the bottom by lowering the camera a bit, it's ok now
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ok, so, the good news is, I have the exact same picture framing on my TV when forcing NTSC init, so I know how it will look for US players. the not so good news is, I need to change a lots of little things so it will look good, and playable for US players. (because here, if you can't find this rod, you cannot complete the game) Thank you for the test and photo ! and Thanks SCPCD for telling me to test on NTSC, because I was ready to send the CD production ! DOH!
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I just can't delete 40 lines of each of my picture, the game is made for 320x240 display :/
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I'm currently finalising the game, and testing on NTSC configuration. the only problem is: I don't have an NTSC Jaguar nor NTSC TV. So I can only simulate the NTSC behavior by forcing NTSC video values on my Jaguar. The game is playable, except on one screen where an object is at the bottom of the screen, and it can't be seen on my TV in NTSC mode. I just want to know if it's because my TV is PAL and therefor not giving the right behavior of an NTSC display, or if it's the same on a real NTSC Jag/TV. So, whoever live in a country where NTSC TV is the standard, can you please test this little BJL program on your setup and tell me if you can see the "fuschia rod" in the bottom middle of the screen ? http://onorisoft.free.fr/extern/philiatest.bjl Thank you !
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it's a myth, like the jagcf
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I finally got an Encrypted CD to boot ! so at least I know that my encryption process is good and that my cd library is working from an official boot. (I updated the encryption tool in the jagcd package on my website, because there was a little alignment bug) unfortunately I found some bugs in the game that I didn't noticed before, so, more debugging to come ... but it's close to the end so, If everything go right, I guess you might expect a store release during next month
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in fact, how many people have and use a mouse adapter on their Jaguar ? I don't really understand why, but whenever I'm trying to make the code for the mouse to work, it just freeze the console, that's strange because it's the exact same code I used in Elansar, and it was working. but I'm wondering who many people will actually use this feature..
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Here it is ! (video currently being encoded, available in about 45 minutes) https://vimeo.com/93892663
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It looks just like the Falcon version 320x240 16bits, but faster (60/50 fps) the CD loading time are not that long, around 2 seconds per move, sometimes more on some screen. I just need to make a better gameplay using the joypad (with shortcut keys) I might make a video soon
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some news, I'm working on this project all days (including weekend) The game is now fully playable from Part 1 to Part 2, (didn't tried Part 3, but it should work) All special "enigma" screens from Part 2 are working, video playback is ok Audio is ok, though I had to recude frequency from 32khz to 22khz, because the DSP couldn't keep retrieving data while there was huge sprite on screen (360° panorama) that gave me extra ram, so I could load more data (inventory screen), so you can switch to inventory screen without waiting for CD loading. I still need to fix some transitions, make a decent gameplay optimised for the Jaguar joypad (and the mouse adapter too !) integrate a Memory Track saving option, and do a proper menu ! then testing testing, and moaar heavy testing ! to see if everything is working right !
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no problem, I just guess Raptor will supports JagCD now ?
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I released a new version of the Cinepak Player module, it now allow you to have 22kHz 16bits Stereo Audio !! with the same data rate as the old 8bits mono audio stream, thanks to the IMA ADPCM codec ! (which encode 16bits samples into 4bits, allowing stereo) The DSP code include a Stereo IMA decoder, and I also modified the player's input so you don't have to provide an OPlist anymore, just a_vdb/a_vde values (to avoid re-doing the video init), It will make its own OPlist from that. There is a special tool provided (made by Zerosquare and me), to encode your AVI audio stream to IMA audio stream. Your input AVI needs to have a PCM 22kHz 16bits Stereo Audio stream, then convert it using the provided "avi_ima_encode" tool. Then just drag and drop this new avi into Jagmod's tool. This module player is only compatible with IMA audio stream ! (else we would need to modifie jagmod's tool to include a special ADSC chunk to tells it's ima instead of raw) same link: http://onorisoft.free.fr/jag/jag.htm#Tools Full source included, as well as the original player source (if you want to hack it yourself )
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Regarding my progress, at first I was a bit lazy about the sound mixer, I was planning 22kHz 8bits Mono but I finally found some motivation and reworked my DSP mixer code with a new, faster, and realtime IMA ADPCM audio decoder. So know I can store better audio quality in less memory space ! My DSP mixer allow a Music channel at 32kHz 16bits Mono + 3 Sfx channel at 32kHz 8bits Mono so, better Music quality, and Sfx too (even if it's 8bits, there is 10kHz more sampling !) and in the end, it use a bit less ram, so it gives me greater flexibility. I'm now currently porting the C code of Philia's engine, I have some C code running already, but this part will take some times.
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myst source is huge, and full of C code (even for some part of cinepak) I didn't use any part of it, and in fact I'm pretty sure no one can use a part of a full game source code (unless you want to port the whole game) as I said, I already had the cinepak working before having myst source. And it's not because my game is a "myst like" that I can use the myst source to make a similar game. I use my own tools, my own engine, it has nothing to do with how myst engine works And in fact, myst "engine" is all hardcoded into plenty of C source files, even the mouse hotspot coordinates are hardcoded into each C function !
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some news about my progress. I have converted all the movies in cinepak, they are all playing very well. (45mbytes of data) I also have converted all the graphics and musics data into Jaguar format, (22mbytes of data, >470 files) I tried to read and check the integrity of the data from CD, it's all good ! who said the JagCD is not reliable ?? I computed how I can squeeze the game into 2mbytes of ram, it's tight but it fits. I will use the same technic as myst, having an audio buffer in ram, the audio quality will not be the same as audio cd (8bit mono 22khz), but it won't interrupt the music each time you click to go to another place. Now I'm beginning the port of the main C code. an interesting thing about myst, the screen image are small ! 272x192 only ! Philia and Elansar are 320x240
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I reaaaaally wonder the percentage of real dev in this list #runaway#
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Thank you, I just downloaded this, I will take a look
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I hope it's not too late, I would like to buy one skunkboard too ! any details on when the real order and production will happen ?
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help think up some new: "Did you know"? sayings fo
Orion_ replied to scrummy's topic in Atari Jaguar
I have a blue LED (modding) -
the problem is not Win7, it's 64bits most of the old program won't work on 64bits OS. I'm still using BJL on my Win7 64bits computer. I have a genuine parallel port in the back of my computer, which helps. But a PCI-e card with a parallel port can do the trick, the only thing is to be sure that it emulate a real parallel port (and not a printer port) also you will have to modifiy the BJL sending program line command to redirect to this new port (which sometime is not the default port $378) I'm using "lo_inp" program from Zerosquare of Jagware, this program comes with "inpout32" parallel port driver which is for 32bits by default, but if you download the 64bits version on their website, install it on your computer and replace the inpout32.dll of "lo_inp" by the 64bits one, it works lo_inp: http://www.jagware.org/index.php?showtopic=484 inpout32 driver 64bits version: http://www.logix4u.net/parallel-port/index.php
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I already posted this in the Atari Jaguar Programming forum here http://atariage.com/forums/topic/224421-jaguar-cd-development/
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That's what I said, it's not publicly available I finally have the cinepak player working, but it might be interesting to see the source anyway, if you want to send it to me, if it's not too heavy < 5Mbytes you can send it to my website e-mail, else you can upload a zip somewhere and send me the link by private message here.
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I released my jagcd dev pack in the development section: http://atariage.com/forums/topic/224421-jaguar-cd-development/ a fair return on the generosity of the jaguar community
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I bring you a set of tools and sources code for Jaguar CD development ! Including CD encryption tool, CD record tool, CD Make track tool, CD File system, Jaguar CD library (data/FS/audio), Memory Track library, and Cinepak Movie Player module ! Now you don't have any excuse to not use the Jaguar CD to it's full potential, and not just for BJL game loading ;p See the tools section of my jaguar page: http://onorisoft.free.fr/jag/jag.htm#Tools
