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Orion_

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Posts posted by Orion_


  1. The preorder for the third run is now over.

     

    I will soon produce more cartridge of Elansar, my myst like game for the Atari Jaguar.

    One cartridge per person, First come first serve, Please don't request a cartridge if you already have one, or if you already have the CD version !

    elansarpackage.jpg

    • Like 6

  2. I already sold around 100 cartridges of Elansar, and around 100 Elansar CD version

    so I really doubt I could sell another 100 ...

    When I asked people to send me an email for a 3rd run, I got less than 10 emails anyway ...

    I decided to make some more cartridge to avoid ebay speculation, and also because I had around 20 Elansar sticker remaining :D

    also I had the opportunity to produce cartridge with Another World 2nd run, so I could get a fair price (else, producing 20 cartridge only would be way too expensive)


  3. Daniele > yes italian is available for Alice :)

    ls650 & sh3 > I know the title is bad, but I wanted something short and that explain best the story of the game.. (even If I can't pronounce it correctly)

    In french it would be "Le sauvetage de la mère d'Alice" which is ... a bit long, and not really a title as well :P

    I know a lot of game are referring to Alice in wonderland already so I didn't wanted to take an existing title too ...

    ah not easy to choose a game title :P

    • Like 3

  4. Is this one going to be built with NTSC Jaguars in mind as well?

    The game was ported on Jaguar with a 320x224 screen restriction.

    So it is NTSC compatible, no screen truncate.

    My Jaguar is PAL but I force the NTSC init to test like if it was a real NTSC display (320x224 60Hz)

    I'm just waiting someone to test it on a real NTSC Jaguar, and also with the M bios (I had problem with Yopaz on this particular model)

    Once these tests pass, I will start the production.

    No preorder, the game should be available by the end of March.

    Good news, the 6MB ROM version is ready and working on my skunkboard :)

    • Like 3

  5. I dont want to sound like a jerk for asking, but any reason for that frame rate?. I dont have much programing or technical knowledge, but from what i understand, 2d games from the 16 bit era, usually ran at 60fps. OK, now that i asked, i do feel like jerk :P . Just curiosity, i am loving the screenshots :D .

    It's because I'm not an optimization freak on Jaguar :)

    The game use 2 tilemap scrolling layers, and It could be done using optimized OP list, but I never got this technique working, and I don't have enough ram for doing a multi buffer scrolling.

    So I'm using the blitter to create the full screen each frame and this takes a lots of time despite my effort.

    In PAL, It can be played at 50 fps, but at certain place in some levels, because of the second layer, the frame drop to 25, so I decided to fix the gameplay at 25fps.


  6. I'm officially announcing Alice's Mom's Rescue !

    This is a 2D platformer game in the old school style.

     

    The giant raven has captured Alice's mother.
    Help Alice save her mother through the 3 worlds and 25 levels!
    Change Alice's height by jumping on the magic mushrooms to get through the tiny spaces.
    But be aware that your small size will also reduce your physical abilities!
    Solve puzzles, beware of the evil cats, birds, bats & spikes, and find the right path to victory.

     

    alice1.pngalice4.pngalice2.png

     

    The game will soon be available for the Jaguar CD, on professionally pressed CD in a DVD case + manual. (like Philia)

    It plays at 30 fps in NTSC, and 25 fps in PAL. It support the Memory Track cartridge with automatic saving.

    The CD will also include a PC Windows version ! (Hybrid CD)

     

    Unfortunately, the game won't fit inside a cartridge, except if the cartridge is 6MBytes (which is not the case of the cartridges I can produce)

    So, I was wondering, if people without a JagCD would be happy if a ROM version would be available so they can flash it on their SkunkBoard Rev 2 !

    Is there many people out there with a Skunkboard rev2 and without a JagCD ?

    The ROM will be available on the CD, but also as a downloadable file (with cheaper price)

     

    • Like 20

  7. I had something (tilemap engine) working using raptor, but once I tried to pull raptor out and plug all my game engine on top of that, it didn't worked at all (crash, black screen ...)

    so ultimately I ended up getting back my old source code and trying to debug this one instead, now I finally have something playable (at 30fps :/ ) but at least something working ... (without raptor)

    I guess, it's better to use raptor from start, not trying to port something on it.


  8. Sorry, I guess I'm currently bothering too much reboot's members :D

    But that is what you get when you tell people to really start using your tools :P

    (CJ might hate me, I sent at least 2 bugs in the Raptor engine, through I correct one of them, and found a workaround for the second)

    • Like 3

  9. The RMAC windows binary on Reboot's website is incorrect. (it's an ELF file)

    Also the version I had of RMAC/RLN had a bug with ".long" alignment which didn't work for example in a GPU code (it wasn't aligned to long, but to word !)

    The RMAC/RLN version I had with the Raptor package is good and align correctly.

    So maybe update the RMAC/RLN package from Reboot's website ?

    Thank you.

     


  10. Hello,

    I had problems with my own sprite engine (that I've been using for years) while porting my platformer game Alice.

    I want to try Raptor, mainly because the sprite engine seems powerful, and the Tilemap system would be much more faster than my "blitter based" tilemap engine.

     

    The problem is that raptor seems to be designed in an all in one package, with lots of dependencies.

    for example I took the "tilemap" example from the raptor package, and removed all the stuff I didn't wanted...

    I removed U235, I removed the fonts, and I removed the "particle" stuffs. (by setting all the pointer related to these to 0)

    and then I compile, and it won't work anymore (black screen :/ )

     

    So a few questions:

    Is it possible to use Raptor without having font/particle/u235 stuff ?

    What things are mandatory to set in the Raptor engine ? (can't we set NULL pointer to the stuffs we don't want to use ?)

     

    Can I add object dynamically using the RAPTOR_CreateObject function ?

    Is this a "Non-RAPTOR" object, or still a raptor object ?

    Will this be compatible with the Tilemap list ?

    Can we have 2 tilemap list ?

    Does the tilemap list ignore to display a tile when the tile index is 0 ?

    Can we set our own raw graphics for the tilemap without using the BMP convert stuff ?

     

    Also, I have my own DSP music/sfx decoder/mixer, can I use the DSP like I want without touching U235 ?

     

    I also want to include the JagCD bios call, and this needs:

    -a pointer to some space in the GPU ram (approx 336 bytes)

    -a clean space in the GPU IRQ code (nop nop nop nop ... at the beginning of the GPU ram)

    -and the GPU constantly running (Is it the case ?)

     

    Thank you CJ if you can answer :)

     


  11. I just wanted to say that, I recently stopped development on the Jaguar version of Alice because of bugs and issues I couldn't resolve to make a game at a decent speed (and bug free, I get random crashes)

    And before you ask, using raptor won't help because I can't figure out how to include JagCD gpu code into the engine, and the Alice platform engine needs dynamic sprite list, which seems not really compatible with raptor which require long static list description at compilation time.


  12. Reading at this ex-Sony PS1 developer interview:http://www.fultonsoft.com/2009/07/01/an-interview-with-the-playstation-museum/

    Case in point: Tomb Raider for the PS. The *ORIGINAL* game, that is, was running at about 5 fps when the developers brought it in for analysis. It was essentially unplayable, and the developers were beginning to get worried that it wasn’t going to get any better. Keep in mind that this is still just a few months after the machine first launched. Many developers were still working on their first title and didn’t really know what sort of performance they could expect from the machine. After doing our analysis, a few simple optimizations brought the frame rate up to 20 fps.

     

    So, if "Core Design" developers, were struggling to get something running good on the PS1, (which has a dedicated polygon renderer chip and math chip)

    I guess they would have had pretty bad performance on the Atari Jaguar which had to do all by itself using highly optimized asm code for the GPU.

    • Like 3
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