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Everything posted by Zerosquare
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Yes, PAL Jaguars can do 60 Hz, even without a hardware switch. In fact, the switch doesn't affect the video circuit directly ; it's connected to a general-purpose input pin, whose state is mirrored in bit 4 of the JOYBUTS register. Based on this, the boot ROM initializes the video registers with either the 50 Hz or the 60 Hz timings. That's why nothing happens until the next reset if you toggle the switch when the Jaguar is running. Warning! Forcing 60 Hz on a PAL Jaguar has a few drawbacks you should be aware of: It requires writing to some registers Atari tells you not to touch. To quote the doc: People whose TV sets/monitors don't support 60 Hz will hate you. Most TV sets and monitors in Europe do, but not all - especially the really old ones. The timings won't match the "real 60 Hz" ones perfectly. That's because NTSC and PAL Jaguars have slightly different clock frequencies (26.590906 MHz vs 26.593900 Mhz, respectively), and the video clock is the same as the system clock. But TV sets/monitors can cope with slight timing errors, so it's probably not going to be a problem (Atari probably wanted to be extra safe by using two different clock frequency for NTSC and PAL, instead of a compromise between the two). Now, the code (ripped from the K series boot ROM): lea $F00000,a0 move #$00B5,$F10012; CLK2 move #$034C,46(a0); HP move #$06B1,48(a0); HBB move #$007D,50(a0); HBE move #$06CD,52(a0); HS move #$028B,54(a0); HVS move #$0310,84(a0); HEQ (the M series boot ROM uses $030E instead of $0310) move #$06A0,60(a0); HDE move #$00A6,56(a0); HDB1 move #$00A6,58(a0); HDB2 move #$020B,62(a0); VP move #$0006,76(a0); VEE move #$0018,66(a0); VBE move #$002E,70(a0); VDB move #$01F0,72(a0); VDE (the M series boot ROM uses $FFFF instead of $01F0) move #$01F4,64(a0); VBB move #$01FF,74(a0); VEB move #$0205,68(a0); VS And if for some reason you'd like to use 50 Hz on a NTSC Jag: lea $F00000,a0 move #$00E2,$F10012; CLK2 move #$0352,46(a0); HP move #$06AF,48(a0); HBB move #$009E,50(a0); HBE move #$06D5,52(a0); HS move #$0259,54(a0); HVS move #$0313,84(a0); HEQ move #$06A0,60(a0); HDE move #$00A6,56(a0); HDB1 move #$00A6,58(a0); HDB2 move #$026F,62(a0); VP move #$0006,76(a0); VEE move #$0022,66(a0); VBE move #$002E,70(a0); VDB move #$020E,72(a0); VDE (the M series boot ROM uses $FFFF instead of $020E) move #$0258,64(a0); VBB move #$0265,74(a0); VEB move #$026A,68(a0); VS
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Indeed, it can be found here, in the SOURCE folder. I've looked at Roine's code, it does exactly the same thing as the one in the first post, but it's a bit smaller
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You said the same thing for Ladybugged ...what ? "JagCF" ? "Jagtopus" ? Don't see what you're talking about
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Thank you to both for your efforts. I'll try to link into it as soon as I have time.
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We've not released them yet, but we probably will in the following months
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There's apparently a module that supports it for the forum software we're using, so it should be OK. The only problem is that we need to get ahold of RaZ (who's the only one that has full access to the webwerver), and it's easier said that done
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Excellent work !
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As a matter of fact, I've been trying to get SebRmv's setup to work with Windows 98 during the last few weeks... I already solved several problems but still can't get the linking process to work, it seems any symbol name that's longer than 8 characters gets truncated and confuses ALN. I tried using SMAC & SLN instead, but SLN doesn't support the binary format used by Seb's libs, and it crashes with an internal error if I try to recompile the libs from sources... Anyways, you don't need to build the C cross-compiler yourself : there is an executable Windows version available on SebRmv's download page (look for "Cross GCC m68k binaries"). Regarding interfacing C & ASM together, I believe this topic could help you.
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I don't think it's really useful to use both modes in the same sprite, at least I can't see any case where it would help. After all the Jag is a console where you can do many things you don't need, and can't do many things you need
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Yes, there's a mixed RGB/CRY mode where you can use both CRY and RGB objects in the same list. In fact it's per-pixel, so you could even have a sprite using CRY for some of its pixels and RGB for others. The downside is that you lose one bit color precision, which is used to select between CRY and RGB modes : in RGB mode it's the LSB of the green channel (so you get 5:5:5 RGB instead of 5:6:5) ; in CRY mode, it's the LSB of the Y part (so you get 128 levels of brightness instead of 256).
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It's too bad there isn't a "Like" button is this forum Here are a few pitfalls about RMW mode : - it is not alpha-blending. You can't control the level of opacity. So, in general, you won't be able to use it for e.g. antialiased sprites. - it cannot do "real" shadows/translucency effects either, because it's additive, not multiplicative. For example, blocking 50% of the light would turn (100,100,100) into (50,50,50), and (40,40,40) into (20,20,20). RMW can only subtract a fixed quantity, so there's no pixel value that would result in correct colors. - it only works in CRY mode. You can use it on RGB sprites, but it will blindly apply the same algorithm, which doesn't make any sense given how the RGB pixels are encoded ; the only thing you'll get are corrupted colors. - the C, R and Y are signed offsets, so their range is cut in half. For example, assuming you have a black baground, you can't turn it light gray (192,192,192) with a single RMW object ; the best you'll be able to do is (127,127,127) ; the same goes for turning a white background black. (You can "cheat" by drawing two RMW sprites on top of each other, though.) - since the calculations includes saturation, if you overlap several RMW objects, the order matters. - the C and R offsets are independent from the Y offset, so even if the Y offset is small or zero, the C and R can cause large changes in hue. Unless you're Jeff Minter, that makes colored RMW sprites not very useful. If you want to make a white spotlight effect in RMW : - take a greyscale picture - convert it into CRY with whichever converter you prefer - read the file, divide each Y value by two (so that you won't get wraparound errors), and zero out the C and R parts.
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Maybe there's something I don't understand, but why do you need to setup the OP with an empty list, etc. ? On startup, the ROM (either the original one or the BJL one) will do this for you. Copying the ROM program to RAM and jumping to it will work fine ; no need to bother with extra initializations
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Happy birthday Tempi !
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Excellent !
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The fact that a normal game runs fine is pretty strange... if the endianness or the bus width had been wrong, it wouldn't run... (note for Matthias : the universal header is set for 32-bit bus width). There's the possibility that your program doesn't initialize a register that happens to be set correctly when running on a Skunkboard, but not on a Stubulator BIOS. Try checking that you're initializing the video registers properly, especially VI.
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Happy birthday sh3, may the pixels be with you
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Damn, I was about to post the same picture Happy birthday SCPCD
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Operation AC-2012 (the gaming-in-space trip) Our launch base has already been attacked last February. Fortunately, during the epic MGC 2012 battle, our valorous steel defenders have successfully thwarted our enemies' attacks. Hence, the following launch of our RGC-2K12 rocket was flawless, and it is right now traveling in the Pixellated Way towards the Retro Moon. We must now closely monitor its trajectory, and to that end the Retro-Gaming Connexion organization has established a command center. To maximize our chances of success, we offer our cherished 80s-90s-era gaming computers the opportunity of joining our AC-2K12 base on April 14th and 15th, in order to be involved in the control of this space-time travel, in a friendly and festive atmosphere. As usual and since 2006, there will be numerous specific sections. We will turn this trip into an unprecedented adventure with the help of Acorn, Commodore, Amstrad, Atari, MSX, Sinclair, Oric, Thomson and other brand machines. The operation will take place from 10 AM on April 14th (Saturday) to 4 PM on April 15th (Sunday) in the Congis-sur-Thérouanne salle des fêtes (entertainment center). Planned events: - Game programming contest (speed-coding party ; details here) - Four-player Medieval Mayhem tournament on the Atari 2600. - Freeplay areas with numerous machines available. - A sales/trading area for everyone. - Meals available on location, unlimited beverages (not included in the entry fee, on prior notice only) As such an ambitious operation requires meticulous preparation, this convention is exclusively registration-based. Entry fees : €11 for Saturday only - €9 for Sunday only - €17 for both days ; women and children under 12 are entitled to a 50% rebate. If you would like to attend (with or without bringing your own hardware), please use the online registration form below to tell us about your need and wishes. Registration form: http://www.yaronet.com/posts.php?s=147322 For any question, do not hesitate to contact us directly, either on the forum or by e-mail. Thanks in advance and see you at the AC 2012! The RGC team Practical information Registering for the AC 2012 must be done through our online form. Your registration will be confirmed on the reception of your payment (by check, Paypal or credit card - contact us for any other payment means). All practical information (packages, maps, train schedules, etc.) are available on our website ; more specific information (carpooling options, sales reservations, etc.) can be found in our forum. We encourage you to register and tell us about any particular demand you may have (projects, specific hardware you would like to present...) as soon as possible ; this will help us in making the best possible organizing. For any extra information or question, use the AC forum: http://www.yaronet.com/sujets.php?f=801. About the AC Originally known as the Jaguar Connexion and launched in 2002, the convention was initially just a gathering of a handful of Atari enthusiasts. Five editions later, it became the AC, to include all machines - consoles and computers - of the wide-known brand. Users, collectors, and other interested people now gathered during a yearly event. In the following years, the AC has been including other brands to offer the attendants an always unique experience. About the Retro-gaming Connexion organization Founded in 2004 by six retrogaming enthusiasts with diverse abilities and origins (consultant, multimedia teacher, pool technician), this non-profit organization's goal has always been to promote human gatherings. The successful conventions of the past years have turned the RGC organization into a well-known retrogaming partner in France. Today, with its strong membership of 11 persons, the organization has acquired a wide range of competencies, ranging from holding conventions (AC and RGC) to offering weekly computer training sessions, from packaging design to videogames production. The RGC website (in construction): http://www.retro-gc.org The RGC general forum: http://www.retro-gc.net Contact information: Telephone: (remove the initial zero and add +33 if calling from outside of France) E-Mail:
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If you're a coder, graphic artist or music composer on 80-90s computers or consoles (8-, 16- or 32-bit), as a member of a crew or just for the challenge of creating a game on a given theme during one-and-a-half intense days, you'll probably be interested in this. For those who are not already familiar with it, the AC is a convention dedicated to gaming on 8/16/32-bit computers, and will take place in France at Congis (near Paris). Events will include software and hardware projects presentations, a gaming tournament, free play and exhibition of all machines from iconic brands. For the 4th year now, the AC has included a game-creation speed-coding contest, and been witness to the birth of ambitious projects. A new challenge for 2012 is approaching. This year, the theme will be : "a music-based game". You can of course choose to create a purely musical game such as Dance Dance Revolution or Guitar Hero, but you can as well unleash your imagination as long as your game is based on music. For example, what about a shoot-em-up were you would collect musical scores fragments to build a song? As usual, to make things interesting, a final element you'll have to take into account will be revealed just before the start of the contest. For any questions, don't hesitate to contact me (Jeffrey) at The Retro-Gaming organization website (featuring a forum, info about former conventions, etc.) : http://www.retro-gc.org/ To conclude, here are the speed-coding contest rules: • This coding contest's aim is to create a game on your preferred platform, on a given theme. • The contest will last from 9 AM on Saturday to 3 PM on Sunday. • There are no technical restrictions, your game can be as small as 4 KB or as large as 16 MB (or more), on whichever platform you like. No categories : all entries will be competing against each other. • We may ask the author(s) to show and present their entry on stage using the video projector. • All game elements - code, graphics, sound and music, etc. - must have been created either by the contestant(s), or under a license that allows them to be used legally (public domain, Creative Commons, etc.) • After the end of the contest, all productions may be featured and redistributed on several media, such as a commemorative video DVD, websites like scene.org and pouet.net, etc. • Only a single entry per crew (or person) will be accepted. • The game must be new, i.e. not released before the contest. Good luck !
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The registrations are not yet open. I'll post here when they are
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Useful files, tools and links for Jaguar development
Zerosquare replied to Zerosquare's topic in Development
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Orion_ : genre ça ?
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Name : H.M.S. Raptor Author / Crew : Reboot Code : Cyrano Jones Graphics : SH3 Music : MSG Screenshot : Video : Website : http://reboot.atari.org/HMSRaptoR/hmsraptor.html CDI Image