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Blogs

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  • Cheat Blog
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  • Rybags' Blog
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  • EricBall's Tech Projects (PRIVATE)
  • MagitekAngel's Blog
  • I created this second blog on accident and now I can't figure out how to delete it.
  • keilbaca's Blog
  • TestBot4's Blog
  • Old School Gamer Review
  • The Mario Blog
  • GideonsDad's Blog
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  • Horst's Blog
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  • Blogpocalypse
  • simonl's Blog
  • creeping insanity
  • Sonic R's Blog
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  • Syntax Terror Games
  • NCN's Blog
  • A Wandering Shadow's Travels
  • Arjak's Blog
  • 2600Lives' Blog
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  • Kiwi's Blog
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  • Zero One
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  • Austin's Blog
  • Robert Hurst
  • This Is Reality Control
  • Animan's Blog Of Unusual Objectionalities
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  • The 7800 blog
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  • lost blog
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  • Robert @ AtariAge
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  • That's what she said.
  • Hitachi's Blog
  • The (hopefully) weekly rant
  • Goochman's Marketplace Blog
  • Marc Oberhäuser's Blog
  • Masquane's AtariAge Blog
  • satan165's Dusty Video Game Museum
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  • Retail hell (The EB years)
  • Vectrexer's Blog
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  • Retro Gaming Corporation
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  • Xuel's Blog
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  • Atari 2600 for sale with 7 games 2 controllers
  • A Ramblin' Man
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  • Markvergeer's Blog
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  • Bri's House
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  • Secure Your E-Commerce Business With ClickSSL.com
  • raskar42
  • The P3 Studio
  • Bydo's Blog
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  • POKEY experiments
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  • Brain droppings...
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  • polo
  • VectorGamer's Blog
  • Maybe its a Terrible Tragedy
  • Guru Meditation
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  • The 12 Turn Program: Board Game Addiction and You
  • Tezz's projects blog
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  • Vic George 2K3's Blog
  • Whoopdeedoo
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  • DJT's High Score Blog [Test]
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  • Adam24's AtariAge Blog!
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  • Computer Help
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  • an atari story
  • JDRose
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  • The Forth Files
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  • A.L.L.'s Blog
  • Frankodragon's Blog Stuffs
  • Partyhaus
  • kankan313rd's Blog
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  • ¡Viva Atari!
  • FujiSkunk's Blog
  • The hunt for the PAL Heavy Sixer
  • Liduario's Blog
  • kakpu's Blog
  • HSC Experience
  • people to fix atari Blog
  • Gronka's Blog
  • Joey Z's Atari Projects
  • cncfreak's Blog
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  • 8BitBites.com
  • BrutallyHonestGamer's Blog
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  • Lynx Links
  • bomberpunk's Blog
  • CorBlog
  • My Ideas/Rants
  • quetch's Blog
  • jamvans game hunting blog
  • CannibalCat's Blog
  • jakeLearns' Blog
  • DSC927's Blog
  • jetset's Blog
  • wibblebibble's Basic Blog
  • retrovideogamecollector's Blog
  • Sonny Rae's Blog
  • The Golden Age Arcade Historian
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  • Bergum's Thoughts Blog
  • marminer's Blog
  • BubsyFan101 n CO's Pile Of Game Picks
  • I like to rant.
  • Cleaning up my 2600
  • AnimaInCorpore's Blog
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  • Coleco Pacman Simulator (CPMS)
  • ianoid's Blog
  • HLO projects
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  • Synthpop Universe
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  • Make Atari 2600 games w/o programming!
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  • Atari 2600 game maps
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  • Gernots A500 game reviews
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  1. Hi guys, I decided to show what I have made so far with JagStudio. Inside the .zip file, I have included a title screen demo, and a shooter demo. I am also working on platformer and overhead demos as well. Pardon the lack of actual screenshots, but I don't know how to take them in Virtual Jaguar. My JagStudio Demos 4-21-2021.zip
  2. So, something inbetween a blog post: How the heck did the Jaguar get Basic? And why two of them? Let's rewind back to December 1st 2014. Raptor library was out and we were really doubtful anyone would pick up and use it (Der Luchs proved us wrong there, cheers!). For quite some time now (months, prehaps years) we showed the library to people who promised they'd do C or BASIC backends for it (you know who you are, you naughty people!). So I decided to take a look at that myself. While evaluating what's out there CJ asked me if we could do Pascal as he kind of likes it. First hit for "free pascal compiler" was of course Free Pascal . It looked really nice and hackable, there was a 68000 port for it and a good looking IDE there as well (Lazarus). So all this was looking good. After 1 hour or so I even had the cross compiler for 68k ready to go! Alas, the 68k port of the libraries was horribly outdated and since I don't know Pascal that much (well, not at all actually!), compiling the standard library proved a bit too much for me so I abandoned this. (Of course if anyone wants to bring the 68k port to working shape I can definitely consider picking it up again). That was all done in 1 day. Next day I started evaluating Basics. Compiled, interpreted, it didn't matter too much. A couple of suitable candidates were found, all written in raw 68k (which was good for me, no faffing about again ). In the end I picked EhBasic; it looked it was being updated (although we learned that its author unfortunately isn't with us any more ), it was a monolithic source file (just the way I prefer projects) and it looked easy to get working. Withing 1 hour or two it booted up on ST (my preferred target as the debugging tools are better), and I quickly hacked in I/O and forcing it to load any ASCII file. Initially it was targetting the EASy68K environment which seems to have some sort of operating system for it so it could bring up a file selector etc. To honor the openness of the original project I decided to share the code changes to the public so I set up Github and Bitbucket repositories for it. So, success from the first day! The 2nd day was spent tossing the code over between me and CJ, getting it to run on the Jaguar which wasn't too bad once we sorted out the assembler syntax differences. Next day EhBasic started up on VJ and printed something - yay! Then we simply neeeded to figure out how to add our own commands and functions, which it turns out that is quite easy - double yay! Then it was over to CJ to interface EhBasic with raptor and after a few days it was ready! Hardware accelerated Basic interpreter for your Jaguar! Of course, while benchmarking it, we did saw that the interpreter's speed isn't much to write home about. And line numbers might get on people's nerves. And we'd be probably be forced to write a compiler at some point. And we couldn't add too many extra commands because the parsing would slow down considerably (that and there doesn't seem to be room in the tokens for a lot of extra commands). All of these things were itching me. So, fast forward to December 10, and this IRC log snippet: 10:57 < ggn~> bcx raptor next? 10:58 < CJ^AU > if you want 10:58 < ggn~> maybe I'll look at this today How hard could it be, right? After all a Basic's a Basic's a Basic! Well, here's an intro to bcx Basic: Like its acronym says, it's a Basic to C translator. Which means you get to type Basic or Basic-like code and it'll convert the source code into C code that you can compile afterwards. Which of course opened a few can o'worms for me in the process! C. I really don't like that language. I mean I use it at home, I can understand why people like it and on which projects it's beneficial - but still meh! With such a positive attitude ( ) and some experience in my back I considered which one to use. Ideally it would have to be a cross compiler, without many dependencies, able to produce a Jaugar binary or compatible object files for linking, and of course free so I can distribute it on a zip file) There's the one by Atari which is based on gcc v1.5 or something (meh), some good optimising compilers on the ST like Pure C (meh, would tie the developemnt down to having to use a 16/32 machine and/or emulators), vbcc (not bad, supported and can output Jaguar binaries from what I gather, but I really don't like its interface and I really have no clue how mature its optimiser is. Of course a lot of Amiga people say it's good. But still, would avoid it if I can) and modern cross-compiled gcc led by Vincent Rivière (good solid optimising compiler, needs Cygwin which is bad for my use case). While the last choice wasn't the most ideal and possibly vbcc would be more hassle-free, I chose gcc in the end. So, starting to fiddle with bcx next. I found out that the compiler seems to produce C sources suitable for Windows only - Linux or anything else isn't supported although I dunno why, I think it wouldn't be that hard to make it cross-platform. Commenting out some header files in the produced source seems to have fixed this, so I was left with something that gcc could eat up and spit an .o file. At this point I should maybe describe my work set-up. Obviously Cygwin would have to be used to run gcc. The bcx compiler itself is (again) a big monolithic file that is self-compiled, i.e. if you want to build a new version you have to run the old bcx compiler on itself, then compile the produced C code, then use this compiler to convert your test programs to C code and then run gcc to convert it to a m68000 .o file, which then you can link with a Jaguar linker like rln. Sounds complex? It was . Now, I chose mingw as my C compiler for bcx because Cygwin for some reason couldn't produce a Windows executable of bcx! And since I copied the dev environment and build script from Raptor Basic, I had to use the Windows command line too! Luckily I used Conemu which can show all of the above in the same screen, in tabs, and with horizontal/vertical splits - so I had all the madness at once on my screen . Shortly after the initial environment was sorted, a PLOT/COLOUR pair of commands were coded to see if I could put anything on screen. Of course I spent some time on this because I had to see how C passes parameters to routines (and with the added bonus of compiler optimisations on ). After some confusion and a few hours of looking at compiler generated source code (gas syntax yay), I managed to get that working, kind of! Of course, the real problems were just starting: gcc's standard libs object files are packed in archives with the extension .a. rln didn't know how to eat up those, so I raised a support ticket to Shamus (bless him!) and in the meantime I dumped all .o files from .a libraries and started resolving dependencies by hand while linking even the simplest of sources (pro tip: don't ever do that!). Check out this commit log for example to see what fun times I had . While Shamus was slaving away on rln (again, bless him!), I started to backport all EhBasic commands CJ added to bcx, remaining syntax compatible when possible. Fast forward to December 20, where Shamus finally adds .a support to rln so linking problems become a thing of the past . Spirits went up and we targeted for a Decemeber 25 release - what could go wrong? Next few days were spent polishing up things and adding more commands... [EDIT]Forgot to mention here that I built gcc on mingw to get rid of Cygwin's dll dependency hell if I wanted to do a tidy release!)[/EDIT] And then we're one day before Christmas. Panic mode on! Due to compiler zealously optimising out stuff and inlining some of the commands I put (generally it made a total mess out of things), I decided to move all extra Raptor/U235SE functions to an external .o file. Guess what - remember when I said that Shamus fixed rln linking? Well, an awesome bug manifested when trying to link the above and rln would crash! Urgh! Also, trying to get C's sprintf to work so we can use rich output formatting would result in literally tons of unresolved externals which I had no idea how to solve! Not to mention that Raptor's print fucntion accepted -1 terminated strings, which are a "bit" hard to do in basic-translated-c-code! Things were looking bleak indeed... So I began with the hard stuff first: Shamus was really puzzled as rln was working for him on linux - so I brought the source over to Visual Studio, solved a ton of warnings-Visual-Studio-likes-to-call-errors-for-some-reason-maybe-there's-a-switch-to-pass-so-it-won't-no-time-to-research-release-was-a-few-hours-away-zounds, and miraculously fixed the bug in 20 mins! Yay me! After this my spirits went up again and fixed the rest of the problems: sprintf was out which means the user will be responsible for formatting the string before sending it off to be printed. But null-terminated strings were a problem until I thought: hey, don't I have access to Raptor source code? DUH! 5 minutes later and I had a custom raptor.o which accepted null terminated strings! Removed optimisations from compilation (too scared to leave that on for a public release, I think it should be alright though), fixed the build environment, tested that all examples work, CJ woke up in .au, he tested some more things, uploaded to server and made the release posts! Pheeeeeew! So this is more or less the history of how these 2 Basics came to existence. There are still stuff to be added and probably a helper program for asset insertion in Basic projects, but in due time - we made the first step, now we're waiting for people to pick it up and tell us what they like and dislike, and what they'd want to see next. Thanks for reading, and since it'll be a new year in a few hours, I'd also like to wish you all a happy new year - please use Raptor Basic and Basic+ to bring some life to the Jaguar - we'd be ever so glad!
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