Cyrano Jones
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Posts posted by Cyrano Jones
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10 years later....
I just had a need to use this, nice port by GT, but here's a faster version based on his code:
A_zero .equr r0 A_one .equr r1 A_two .equr r2 D_zero .equr r3 D_one .equr r4 D_two .equr r5 D_three .equr r6 D_four .equr r7 Reg_temp .equr r8 LT .ccdef %11000 LZ_GPU: ; ***************************************************************** Modif: movei #loadtag,r20 movei #literal,r21 movei #search,r22 movei #break,r23 movei #$ff0f,r24 ; And masque movei #Params,r25 movei #$f02114,r26 ; Gpu Control reg movei #$f03fff,r27 ; ***************************************************************** load (r25),A_zero addq #4,r25 load (r25),A_one ; ***************************************************************** addq #4,A_zero jump (r20) ; loadtag=r20 loadb (A_zero),D_zero ; ***************************************************************** literal: REPT 8 loadb (A_zero),Reg_temp addq #1,A_zero storeb Reg_temp,(A_one) addq #1,A_one ENDR ; ***************************************************************** loadb (A_zero),D_zero loadtag: cmpq #0,D_zero jump EQ,(r21) ; literal=r21 addq #1,A_zero ; ***************************************************************** moveq #8-1,D_one search: shlq #1,D_zero btst #8,D_zero jr NE,compressed loadb (A_zero),Reg_temp storeb Reg_temp,(A_one) subq #1,D_one addqt #1,A_zero jr PL,search addqt #1,A_one jump (r20) ; loadtag=r20 loadb (A_zero),D_zero ; ***************************************************************** compressed: loadb (A_zero),D_two cmpq #0,D_two jump EQ,(r23) ; break=r23 moveq #$f,D_three addq #1,A_zero and D_two,D_three shlq #4,D_two loadb (A_zero),D_four and r24,D_two addq #1,A_zero or D_four,D_two move A_one,A_two subq #1,D_three sub D_two,A_two loadb (A_two),Reg_temp Boucle_main: storeb Reg_temp,(A_one) addq #1,A_two addq #1,A_one subq #1,D_three jr PL,Boucle_main loadb (A_two),Reg_temp loadb (A_two),Reg_temp addq #1,A_two storeb Reg_temp,(A_one) addq #1,A_one loadb (A_two),Reg_temp addq #1,A_two storeb Reg_temp,(A_one) subq #1,D_one jump PL,(r22) ; search=r22 addq #1,A_one jump (r20) ; loadtag=r20 loadb (A_zero),D_zero ; ***************************************************************** ; break: moveq #0,r0 ; pour stopper le gpu nop store r0,(r26) ; stop le gpu nop nop nop .phrase Params: GPU_a0: dc.l 0 GPU_a1: dc.l 0
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Bah. Next time I'll tell people to use cartridges instead, like I usually do
Build us a 700mb cart
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I thought about that for ULS, but pressed CDs seem to load pretty much all the time.
The laser is crap. The clasp is crap. And the motor is pretty crap.
Solution: Don't ship on CDR.
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OK, so you've tried RAPTOR Basic, and it's a nice step into the strange world of Jaguar development, and while it is perfect for beginners, it's a little slow for all you master BASIC guys out there more used to the likes of GFA and other more modern versions of the language.
Here is RAPTOR Basic+ - a compiled, high speed BASIC development environment based around BCX. Some of the RAPTOR Basic examples have been rebuilt in RAPTOR Basic+ and they now fly instead of crawling. We'll try and build on these in the coming weeks and months.
RAPTOR Basic and RAPTOR Basic+ will both continue to be worked on as they offer different levels of entry into the wonderful world of home brew coding on the Jaguar. They will keep the same revision numbers as commands and functions get added to both.
The latest version of RAPTOR Basic+ can be found here:
Ver 0.1.8 - http://reboot.atari.org/new-rebo…/…/RAPTOR_Basic+_v0.1.8.zip
Note: RBasic+ contains a 64bit version of VirtualJaguar - for all you people hanging on to crusty revisions of windows, replace it with the 32bit version.
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Now available for download!
Check the AA threads for the links.
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Reboot BASIC is also a GO!
Testers required!
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Well, after nearly 4 years of procrastination, excitement, apathy and enthusiasm, here it finally is, as promised:
Included in the zipfile:
RAPTOR
- RAPTOR default fonts (Thanks Atari ST ROM!)
- RAPTOR approved logos
- RAPTOR Manual (PDF)
- RAPTOR.O
EXAMPLES
- Multiple examples describing the functions starting with "Hello World" and ending with a full game
- Rocks Off! - Full source code for our game, converted to use the .O file
U235Se v0.21
- U-235 SoundEngine folder
The file is currently hosted on the D-Bug server, I'm hoping to update the Reboot website shortly.
Enjoy, and happy coding everyone! Early Merry Xmas from REBOOT.
PUSH THOSE BUTTONS!
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How exactly to rip all the tracks in RAW mode? Can this be done with CDex?
No idea if CDex can do this - most ripping applications can. If I remember correctly, I used IsoBuster.
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Without trying to cross any lines, is there a way to encrypt a previously unencrypted disk data without the original files? Also without the tools or knowledge of hacking because I don't know jack about that.
If the disc is in the correct format (multisession, CD audio for session 1, track 1 - then a boot loader on session 2 track 1 followed by the tracks) then yes.
You can rip all the tracks in RAW mode, then create the security track, append it to the end of session 2, and reburn it.
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No need to mess around with serial adapters and term packages if you have a skunkboard:
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Is it possible to disable the splash? Or perhaps use a custom one?
Yes to both, but we'd have to re-create the custom image that the binary is injected into. ULS2.0 is 'on my plate' which will allow multiple binaries, a sort-of filesystem, and optional splash screens, but atm I really don't have the time to look into this.
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I've had very expensive (for CD, anyway, LOL) disks fail consistently, and crapo, unbranded no-name shit I wouldn't trust work 100%.
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And here I am only sending bug reports
Well, if you look on the VJ homepage you will notice that we accept Bitcoin donations. Support is always welcome! -
What are the (known) differences between these tools and madmac/aln ?
RMAC/RLN mostly work, and when they don't - Shamus fixes them. The originals (and SMAC and SLN) are really, really broken. Especially in GPU areas.
Ok, so basically, is it ok to assume that RMAC/RLN are compatible with MadMac/ALN, but have fewer bugs?
(the question is: can I switch to these tools without fearing that some of my old sources won't compile/link/work...)
No. Yes. Probably
These days they are pretty stable. however I've hit a few compatibility issues (which Shamus has fixed). It's kind of odd how bugs get found when people actually make stuff. No wonder Subqmod gave up during 'the dark decade' lol.
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What are the (known) differences between these tools and madmac/aln ?
RMAC/RLN mostly work, and when they don't - Shamus fixes them. The originals (and SMAC and SLN) are really, really broken. Especially in GPU areas.
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Instead of doing a forum and since all Jaguar-related Facebook pages are essentially dead, I've created one based around the idea of keeping it current and regularly updated with interesting tidbits. Naturally this is no where or by any means a replacement for JSII and it's really only good for news but I would think Jagware would be the ideal place for Jaguar people to go for topics and such not. At least, it makes sense in my head.
Anyway, for those who have facebook and are interested: www.facebook.com/AtariJaguar64
All the best!
Unfortunately, the biggest reason for the split in the community has also found your page, aka Kizzy Kieren 'cut n paste' make up shit and cause trouble bullshit the Liard Hawken.
I wish you all the best tho.
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Downloading fine with Chrome here. Use another A/V
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Eleven years or more is a short time for you? I like how I "have an attitude" whereas you completely ignored the question just to threaten me.
No, I was pointing out that if you continue to make accusations about other forums and attempt to stir up trouble, you won't last much longer. I stand by that.
The rest of your reply proves that, yes, indeed, you do have an attitude. Forum admins have been notified. If you have a gripe about AA, JS2 or anywhere else, keep it to yourself.
In regard to JS2, there is a message on the log in screen. Try reading it?
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Pretty obvious I'm not going to get any news from Atari Age. (Banned for catching Albert promoting piracy.)
So... drum roll... what happened?
:MegaData: (JSII Icon Goes Here)
If you bring that attitude over here, you won't last too long here either.
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I have a chance to make an RPG for the 2600. If I restrict it to 32k then I can let someone else deal with publishing. If I self publish I can buy 256k ROM carts and really go big with level data, music, hi res screens etc.. However, I have no experience publishing. Doesn't seem like the fun part of releasing a game.
Do I pare down my game design until it fits into 32k or go big and deal with packaging, manuals, order processing, etc..
My advice would be to make the game first. Make it how you want it. Don't compromise on anything until you have to, and have fun with the game making part. And once it's done - then you can make these decisions much more easily.
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Hi Belboz,
Can we mirror those files here?
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If you have a working Jagtopia Boot CD, then they are completely useless.
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Thanks!
'yet another' ? its the first one I've actually released!
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As the title says, here is some code to support Atari and Amiga mice with the DSP (while still allowing the 68k to read the results).
See readme.txt inside the ZIP file for details. Enjoy!
Brilliant
Any objections to me integrating it into RAPTOR?
Unpacking rout
in Development
Posted
can anyone spot the copy/paste error?