Jump to content

All Activity

This stream auto-updates     

  1. Earlier
  2. How GPIO's are working

    They're chip-select lines, they only stay asserted during the duration of the memory access. In other words, you can't set them high or low, you only get a very short pulse when you access memory in the memory area associated with the GPIO pin.
  3. How GPIO's are working

    Hi. I'am trying to understand HOW EXACTLY GPIO's in jaguar are working. Let's take first example, eeprom access code developed by Atari. Take look at the last section: JOY1 equ $f14000 ;this we'll use as our I/O base address GPIO_0 equ $f14800 ;General purpose I/O #0 GPIO_1 equ $f15000 ;General purpose I/O #1 ; ; Equates derived from the above ; to allow indirect with 16-bit displacement addressing ; GPIO_0of equ GPIO_0-JOY1 ;offset to GPIO_0 (when addr reg Ax -> JOY1) GPIO_1of equ GPIO_1-JOY1 ;offset to GPIO_1 (when addr reg Ax -> JOY1) ; ; entry: ; a0 -> JOY1 ; d2.w = 9-bit command to write ; out9bits: rol.w #8,d2 ;align 1st serial data bit (bit8) to bit0 moveq #8,d3 ;send 9 out9lp: move.w d2,GPIO_0of(a0) ;write next bit nop nop nop ;delay next write nop nop nop rol.w #1,d2 ;adjust bit0 for next datum dbra d3,out9lp ;go for all 9 or all 16 rts this line: move.w d2,GPIO_0of(a0) ;write next bit asserts clock signal line (GPIO0) and set D0 data line. I'm wondering how the Clock signal is deasserted ? Another example form same code, asserting /CS line (GPIO1): tst.w GPIO_1of(a0) ;strobe ChipSelect How it is deasserted ? Seems like I missed something?? Hope somebody can help with understanding that. Best Regards Willy.
  4. I noticed the link to version 0.5 is down so I uploaded it here .
  5. Hi, was wondering if there were a way to do this. My interest is to extract the title screen pic(s) from DOOM, add something to it/them and put them back. I was asked if I'd used the "jag romview program" but not sure where to find it. If anyone can point me in the right direction to a method that works, I'd appreciate it
  6. Cartridge dumping tool

    Ok, I've got my old laptop up and running thanks to a donor laptop I have, :-D anyway! I want to use bjl dump but I'm unsure if I'm using it right. I've got the jag on the ready orange screen. so now I want to use the autodetection setup so is this the command "BJL_DUMP.EXE try.rom 0 800000 0" I'm right and how can I tell if it's working? :? Thanks!
  7. Cartridge dumping tool

    Any updates? Thanks.
  8. Cartridge dumping tool

    I've got some carts that aren't dumped as far as I can tell, I've looked at all the of roms sights that I know pulse some questionable websites too, games like MB, BS and BSG. I'm getting ready for the Jag SD cartridge.
  9. Cartridge dumping tool

    Unfortunately the answer is "no" to each question. But adding support for non-builtin parallel ports is not a lot of work. Which game do you want to dump? Unless it's a previously unknown beta, it's probably been dumped already ; you could download it and save you the trouble.
  10. Cartridge dumping tool

    Has "support for PCI/PC Card/ExpressCard parallel ports" been added yet? Can this app be used with M$DOS 3.3? Is there an Atari St (the only parallel port in my house ) version of this app? Thanks!
  11. Here's an adapter to use Atari ST (or compatible) joysticks/joypads on the Jaguar. The four directions of the joystick map to the Jaguar's D-pad, and the joystick button maps to the Jaguar's B button. This is not a standalone device, it is meant to be added inside a standard controller (it can probably work on a Pro controller with minor modifications, but I don't have one so I can't test it). All buttons of the controller remain functional whether or not there's a joystick plugged in. The circuit taps signals from the controller's 74HC244 chip ("Axx" arrows) and from the controller's cable ("Bxx" arrows). The dot on the 74HC244 package is next to pin #1 ; pins are numbered counter-clockwise. To identify the correct wires on the cable, use a continuity tester, since wire colors may be different from controller to controller. The parts you need are: - One 74HC244 or 74HCT244 integrated circuit - Five 10 kΩ ±5 % 0.25 W resistors - Five 1N4148 diodes - One 100 nF 25 V X7R capacitor - One 9 pin male D-sub connector
  12. The IRC jagware chan

  13. The IRC jagware chan

    What IRC network is this channel on?
  14. [codename S.p.a.c.e] Development Log Topic

    Thanks, I have found the last binary version, don't know if I put it here many years ago, so I put it right now. Construction should be working, the game was too "slow" in my opinion, too much turns at the start to build your economy, and there is this problem of memory corruption that occured after 1 or 2 hours. And no save of course... Space.bin
  15. [project W] A Warlord-like Game Demo

    Awesome, thank you
  16. Project Apocalypse

    First time i'm reading about this GT Turbo and i gotta say that Project Apocalypse looks amazing and i'm jealous of those who played it at one of the Retro-gaming Connexion years ago XD do you still have the demo around on your computer or do you plan to make it a fully-fleshed out game? 'Cause that would be absolutely amazing!
  17. [codename S.p.a.c.e] Development Log Topic

    Oh well but if you do plan to revive this game someday on another platform, me and i'm sure plenty of other folks here we'll look foward to it
  18. Don't expect to learn something useful from this, but here are the lastest version of source code for Dazed vs and Blackhole. Remember that both games have mostly been coded in a one day&night effort during an AC event, so nothing has been pu on paper before, and most evrything is coded with GT favorite methode : "La Rache"... Dazed could be a kind of Match-3 game but with some twist that has never been copied (and if you try, you will find why) BlackHole is a Space War like game, up to 8 players (but honestly, never tested with 8 jagpads), IIRC there is only the game engine Dazed_source.zip Blackhole_source.zip
  19. [project W] A Warlord-like Game Demo

    Ok, don't know if one could find some interest in this, but here is what is probably the lastest version of source code of Project W. It should works with rotaries IIRC (with automatic detection), but not tested recently (the .bin file is also included in the archive) I probably coulnd't be of any help if someone try to lose his mental health by reading it... ProjectW_source.zip
  20. [codename S.p.a.c.e] Development Log Topic

    Sorry, no more Jaguar at home, and no will to come back to Jaguar coding right now. I kept all the ideas of this game somewhere, maybe it may revive on another (plat)form.
  21. [project W] A Warlord-like Game Demo

    Remember the game was made in something like 12 hours, during night, so the code is really crappy. I guess that a talented and motivated coder should better start from scratch. With the new tools available for the Jaguar, it sould be done pretty quickly... But it will not be me as I have my Jaga 2 years ago, maybe I still have the sourcecode somewhere, but belive me : it is really useless and crappy (can't imagine how many ugly coding things one can do at 5am...)
  22. [project W] A Warlord-like Game Demo

    Hey Fadest, knowing that there's more talent at AA when it comes to homebrew games, perhaps you could ask to anybody to help you in making this a full-fledged game someday for the Jaguar? BIG Warlords fan here :-)
  23. [codename S.p.a.c.e] Development Log Topic

    Hey Fadest, do you plan to evolve S.P.A.C.E. into a full game someday? It has great potential to be a cool and unique game for the Atari Jaguar :-)
  1. Load more activity