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Posts posted by Orion_
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Hello,
After testing different compression tool for 68k, I finally found one (thanks ggn !) which compress really good (better than ICE, UPX & ZIP !) and is fast enough (at least not slower than PackIce for example)
It's ARJ in mode 7, the problem was that it involved a tool working only on TOS, and thus using an Atari emulator in the compression process.
But I re-made this tool for PC/Windows (source included) and also a ready to use package for compressing files
Here it is:
http://onorisoft.free.fr/extern/ARJ68k.zip
Just use the command: packarj yourfile.dat
and you will get a yourfile.arj packed file. (which is not an arj archive but the raw compressed data !)
Now use the "arjm7.s" 68k routine to unpack
a0 = destination, a1 = source, bsr unarj
d0 is no more needed because I include the original file size inside the packed data ! and added a line at the beginning of the unpack routine.
Warning: It use around 12k of stack.
If you want a faster depack, but less packed file (and no stack usage), simply replace the -m7 parameter (in the packarj.bat file) by -m4
and use the mode4 depack routine (ggn can you post this here ? thanks !)
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nice, I was looking a code to deactivate the VBL interrupt routine yesterday, sure this one will help me
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ouch ! 80€ laisse tomber ...
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I always thought that VBCC was easier to use than gcc and could be great on Jaguar,
because I had very hard time trying to compile rmvlib on windows using gcc
congrats on using this with vbcc, should be a lot easier now to make games on jaguar using this lib !
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Joyeux Anniversaire
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Joyeux Anniversaire !
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For those who are using SubQMod's SMAC and SLN, you should replace SLN with this patched version by DrTypo, it should avoid you some headache bugs
http://perso.numericable.fr/drtypo/jaguar/
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C'est ce que j'avais dans mon ancienne lib, mais j'avais malgrès tout besoin de rajouter un décalage a mes sprites
La plus besoin ^^
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Just for the record, here is what I use for the video init function
I took the formula from Cybermorph's sources and triggered them a bit.
It compute the value from a screen width/height ! (don't know if it still works if you modify the values )
But it looks centered on both PAL & NTSC on Virtual Jaguar Emulator and on my on my PAL TV.
No need to add some funky value to sprite coordinates anymore !
ScreenWidth equ 320 ScreenHeight equ 240 V_PAL_HDB equ 843-((ScreenWidth*4)/2)+4 V_PAL_HDE equ (((ScreenWidth*4)/2)-1)+$400 V_PAL_VDB equ 80 V_PAL_VDE equ (V_PAL_VDB+(ScreenHeight*2)) V_NTSC_HDB equ 843-((ScreenWidth*4)/2)+4 V_NTSC_HDE equ (((ScreenWidth*4)/2)-1)+$400 V_NTSC_VDB equ 32 V_NTSC_VDE equ (V_NTSC_VDB+(ScreenHeight*2)) InitVideo: movem.l d0/a0,-(a7) lea VideoPal,a0 move.w CONFIG,d0 andi.w #VIDTYPE,d0; 0 = PAL, 1 = NTSC beq.s .putVideo lea VideoNtsc,a0 .putVideo: move.w (a0)+,d0 move.w d0,HDB1 move.w d0,HDB2 move.w (a0)+,HDE move.w (a0)+,d0 move.w d0,VDB move.w d0,a_vdb move.w (a0)+,d0 move.w d0,VDE move.w d0,a_vde move.l #0,BORD1 move.w #0,BG movem.l (a7)+,d0/a0 rts .data VideoPal: dc.w V_PAL_HDB,V_PAL_HDE,V_PAL_VDB,V_PAL_VDE VideoNtsc: dc.w V_NTSC_HDB,V_NTSC_HDE,V_NTSC_VDB,V_NTSC_VDE .bss a_vdb: ds.w 1 a_vde: ds.w 1 .text
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I remember that positioning sprites on the Jaguar screen seemed a bit awkward.
Looking at my old code I had "X/YRELATIVE" variables that I added to each sprite coordinates.
X/YRELATIVE was the 0,0 of my screen, but is there any logic about those values ?
From the test I did yesterday, it seems that the values are not the same when in RGB16 or RGB24 !
And not the same again on emulators...
Are those values in any way related to the video init code ? (which seems to be the same for everyone ?)
I saw that HMSRaptor looks good and screen centered on both TV and emulators, I'm curious about how you guys achieved that ?
Also I found in the video init code that the VDE value was computed, but not used ?!
move.w d6,a_vde
move.w a_vdb,VDB
move.w #$FFFF,VDE
Can I use this instead ?
move.w a_vde,VDE
I don't remember how I started jag dev, but I think I will dig a bit in the original Jaguar SDK sources because there might be some interesting stuff. (correct init, blitter example, etc...)
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CAREFUL: IT DOESN'T WORK !!
I thought I had a bug yesterday in my program, but it was my new version of lo_inp that wasn't working, it seems not to transfer the whole program and datas are missing at the end !
I don't know why, maybe if someone find where I did a mistake, the code I added is at the end of the file in the function relocate.
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oh well ... nevermind ... Nice job Zerosquare
By the way, I just tested my new version of lo_inp, it worked with some .abs file I tried !
I hope I didn't do any mistake in the code ^^
I just UPXed the executable because my antivirus program was detecting a virus in the original exe file ... (heuristic detection sux :/)
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I was wondering, if a website with all the resources for jag dev exist ?
Some years ago I was a bit confused, and didn't know where to start or where to find all the docs and dev tools
There should be a page with all the link to lo_inp for BJL transfer, sln and smac for deving on modern OSs, link to tutorials and jagv8 doc etc...
That would be nice for newcomers
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Thank you SCPCD !
I modified the original package to add ABS file support.
I didn't tested it already and I don't know if the code is correct, but hopefully
http://onorisoft.free.fr/jag/lo_inp.zip
(I also updated to the latest version of inpout32.dll)
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I tried it under Windows 7 64bits and it didn't worked at first.
I had to update the inpout32.dll file with a more updated one.
Just download this package http://www.highrez.co.uk/scripts/download....=InpOutBinaries
Start the "InstallDriver.exe" file in the Win32 folder.
Replace the dll file from lo_inp by the one in the Win32 folder of the package (it's compatible 32/64bits)
I recently found out that virtualjaguar only support .abs file with header, and not .bin file with no header.
But lo_inp doesn't support .abs file (it doesn't find any header)
So I was wondering if the .abs file support can be added ? Has anyone some abs header information ?
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I recompiled virtual jaguar with some dumping option, like gpu ram & main ram dump, I think there was a debugging mode which worked too showing code disassembly and registers, but only when exiting the emulator.
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Bomberman !! Go Go Removers !
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Joyeux Anniv !
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Merci
Je passe plus beaucoup par ici et je m'en excuse, en ce moment j'ai plus d'ordi ni de net à la maison :/
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je pense qu'on pourra vraiment exploiter la jaguar a fond quand la jagcf sortira, ne serais-ce que question mémoire ram, on pourra stoquer énormément de graphs comme ça
parceque les pauvres 2mo de ram d'origine font un peu pitier
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I Just tested it on my JagCD.
Very nicely done as always
The game concept is not really my cup of tea, but I just love the colorful graphics and the game mood which like all your other productions, is very atari-ish mood.
One thing, I just can't keep my eyes looking at the very nice multi parallax scrolling because I loose concentration and gameover
You should have made a rolling demo screen
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ah ben de rien, ça fait plaisir que ça soit util à des gens
si un jour t'est motivé pour un peu de psx, pc engine ou falcon, je suis la \o/ #pub#
(la jaguar aura eu ma peau)
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vous avez pas marre de rafler tout les graphistes pour vous ?
Cinepak Jiffi?
in General
Posted
yes, it would be possible.
but that would require of lots of work and a lots of trashed cd-r
If you know how to make a cinepak cd using the tools already available, maybe you could start by using some command line video tools and batch files to do the automatic conversion.