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Orion_

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Everything posted by Orion_

  1. Orion_

    JagCD VooDoo

    I was reading some old jagcd bios source code, and found this... Sorry, couldn't resist...
  2. awesome news & demo ! I can't wait to try some arm code on harmony
  3. Is it possible to have a release of this binary ? I would be glad to play this game once I get my 2600 Thanks for the details about the flickering. I'm eager to see how it looks like on a real TV set (even If I think that an LCD TV won't render as an old TV)
  4. First of all, I really like this game, it's very well polished and fun to play ! (is a PAL version available ?) Second, I was really astonished by the "transparent" feature between the enemies and the playfield in the game, and also I couldn't understand how to draw 3 sprites at random places on the same line ! Then I looked frame by frame in stella and understood the flicker trick, one left sprite at first frame, one right sprite on the second frame, and so on, = multiples sprite + translucent effect (I guess) What was intriguing me was the stella emulation which showed no flickering. Then I tried to do the same in a little test I coded, and I got flickering... I'm wondering why in a case I have flickering, and in the other I've not. When looking StayFrosty on latest stella 3.1, If I go frame+1 button frame by frame, the general screen view always displays all the sprites, but the zooming view displays one sprite per frame, now running my test it shows only one sprite at a time on the general screen view, so am I missing something ? One precision, I'm using the 48bits tricks to display my sprite (so I want to display a 96 bits sprite) I can post my code if it can help, but I don't think I make anything fancy. One question also, it seems the game is using 264 lines instead of 262, and I really see a lots of game (even official ones) that are really not respecting the correct number of lines needed for NTSC or PAL display. does it really matter ?
  5. SeaGtGruff > Thanks for the hint and the detailed informations ! GroovyBee > But do I need to stick with precise vblank timing or if I extend the vblank period it's ok ?
  6. Thanks for the Alt+L tip ! I added a "sta WSYNC" at the end just before the loop. What I don't understand is, when counting the number of scanline in my code I get 312. Maybe I'm missing something. I also noticed, the VBLANK is not turned off after the first frame, so at the beginning of the second frame, both vsync and vblank are turned on, is that ok ? I took the timing of the stella programming manual for PAL, I think that starting to draw on line 45 is for centering the image on screen.
  7. Hello, I'm new to 2600 programming, and it seems that timing is pretty critical there. I searched a lot in documentation, studying sources code example and debugged some games to see timing, and it seems that not every rom does the same things. (TIM64T value not the same, or strange vsync/vblank enable) In my template I get some blank lines at the beginning of the screen(in stella) whereas medieval mayhem PAL version starts at the top of the screen. So, are the TV timing as critical as I think, or does a wrong timing isn't very dangerous for the TV Set ? I will use a PAL system so I'm trying to get a PAL template. I would like to know if it's seems correct and If I don't get the timing wrong. Thank you ! processor 6502 include "vcs.h" include "macro.h" ORG $F000 Start: CLEAN_START Loop: ;-------- ; VSync lda #2 ; VSync On Value sta WSYNC ; Finish Current Line sta VSYNC ; Turn VSync On lsr ; VSync Off Value sta WSYNC ; Wait 3 lines sta WSYNC sta WSYNC sta VSYNC ; Turn VSync Off ;--------- ; VBlank ; NTSC: (3/37/192/30) ; PAL: (3/45/228/36) <- SCANLINE_TIME = 76 VBLANK_LINES = 45 SCREEN_LINES = 228 OVERSCAN_LINES = 36 lda #2 ; VBlank On Value sta VBLANK lda #(VBLANK_LINES*SCANLINE_TIME)/64 sta TIM64T vbloop: lda INTIM bne vbloop sta WSYNC sta VBLANK ;--------- ; Screen ldx #SCREEN_LINES scloop: stx COLUBK dex sta WSYNC bne scloop ;----------- ; Overscan lda #2 ; VBlank On Value sta VBLANK lda #(OVERSCAN_LINES*SCANLINE_TIME)/64 sta TIM64T ovloop: lda INTIM bne ovloop ;------------- ; Next Frame jmp Loop ;------------- ; Interrupts ORG $FFFA .word Start ; NMI .word Start ; RESET .word Start ; IRQ END
  8. Reading the code snippet you wrote on the topic, it seems some part of the DPC works like stuff I explained in my post. but for the moment, I'm beginning with 2600 programming so I will start with the basics before understanding DPC ^^ Is there any DPC tech documentation ? or do we need to look for sources like your demo to understand DPC ?
  9. I'm new to 2600 programming, and just starting to understand tv timing the 2600 needs. But as far as I understand it the arm needs precise timing to fetch data to the 2600 rom port. so the scanline timing seems to be a little tight. Why not putting the arm at work during vblank & overscan, while the 2600 do the minimal waiting stuff with a little routine inside its ram (so the rom port is not needed to be polled by the arm) Then during the kernel the 2600 just fetch data from the arm to display amazing stuff, I don't know if there is a possibility to just get the datas from a defined port address and the arm just fetch datas continuously on that port, so the ram bank switching is not needed to get the datas. but that would work for arm only games ^^ something like that: lda ARMPORT sta PF0 lda ARMPORT sta PF1 lda ARMPORT sta PF2 etc... or GRP0/GRP1 and fetching custom arm code into the arm could be done that way too: sta ARMCODEPORT
  10. Or maybe are you talking of some harmony firmware update that could add some special port to access arm7 features and be used in new harmony dedicated homebrew games ? that would be a great idea !
  11. Is there any way of running arm code on the harmony from the 2600 ?? I didn't saw any information on this in the harmony manual/website
  12. I just tried project1 on PT, it's a really stunning prod, congratulation to the reboot team !
  13. I made a cover here: http://onorisoft.info/jag/ojc_cover_hi.png I would like to thank you all for the great comments about the CD
  14. please burn it at the lowest speed, it works better on old cd drive like jagcd
  15. I will try to make one when I will have time
  16. no because this really use the JagCD, it's not only BJL program on a CD it will be available on JagCF when this one will be released.
  17. Thanks for the torrent sorry about the size of the CD image, but it contain 260Mbytes of musics and 10Mbytes of jaguar programs I'm looking forward about your comments when you will have fully tested the compilation Peterghiea > Seaplane was canceled due to JagCF delay, the Game Designer is no more in Jaguar stuff now and the graphist was not really implicated in it, I just hate when a project take years to be completed so I give the betas out for them not to be forgotten on my harddrive, but don't expect a release of the game doctorclu > I think you can download a demo of nero to burn it. but don't try the discjuggler version in the emulator, it doesn't work.
  18. I'm very proud to introduce what I consider my masterpiece in homebrew game programming. This is a Jaguar CD compilation of 8 Jaguar Games/Prototypes/Intros I made during the last 3 years I spent on Jaguar programming. All this selectable by a nice presentation menu. I put a lot of time and effort in making and polishing this compilation, I'm giving it to you for free, and I hope you will really enjoy it. Have fun ! You will find the following: Osmozys Final: -The Final version of my game Osmozys, a 3D puzzle game featuring: ->A completely made-from-scratch 3D engine. ->6 wide HiColor raytraced scrolling backgrounds. ->6 Hi-Quality Audio CD tracks. ->25 Complete levels with difficulty ranging from easy to hard. ->User-friendly controls using an easy-to-use Camera Rotation System. (L/R ProController compatible) and also, Osmozys JagCode Version, a fixed version of DiamJag and JungleJag ! as well as 2 exclusives beta of SeaPlane ! an unfinished game that was planned for the JagCF. plus 2 little extra intros.. Download the encrypted Jaguar CD Image in Nero format HERE
  19. a little preview of my next release: http://www.youtube.com/watch?v=P45A83cA-ZY&fmt=18
  20. I think you are dreaming a bit ... and even with all the data, it would be years of work to code a starcraft for jaguar for only one man on his free time.
  21. It is certainly doable. The only thing that will require a little time is reading and understanding the source. I don't have the time right now, but that's something Orion_ (he's hacked Virtual Jaguar's source code to allow BJL programs to be run with it), or I, could do. Yeh saw Orion's avatar of a hot asian chick. Well, anyway, would be cool. Save me from having to hunt down a $600 Alpine. here you go, hidden feature, press 'd' key during the game to dump the ram http://www.jagware.org/index.php?showtopic...=virtual+jaguar
  22. the jagcode 1 cd http://www.jagcode.com/500downloads.html
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