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Posts posted by Zerosquare
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It may be a little difficult to get... Try eBay and the "sales" areas on Atari forums/websites.
You can also build you own cable is you know how to use a soldering iron, but the video connector is hard to find.
In which country are you located ?
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Well, according to the law, you don't have the right to download a ROM image even if you own a physical copy, you're supposed to dump it yourself

Actually I wrote it for someone who had an Atari flashcart and thought there was a beta of a game on it, but it turned out that it was bit-identical to the released version. And maybe, one day, someone will find something rare that hasn't been dumped already...
It can also be useful if you're testing hardware, or, say, developing a flash cart or something like that yourself

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Ah yes, with development hardware/software you can do some neat tricks ; I was talking about the "stock" system

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Thanks for releasing that ; that's the kind of program which is really useful to have in your "toolbox"

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I get an error page that doesn't say much ("the content is currently unavailable", blah blah). Maybe a Facebook account is required ?
(BTW, to those using Facebook to host photos : please stop doing this ; some people would like to see your pictures without needing to subscribe to a clunky website with dubious ethics
. Thank you.) -
Thanks.
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Wow ! Nice work !
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Don't apologize, we all make mistakes, especially when playing with new stuff. Your posts may be useful to someone else having the same problem

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Very nice game

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Ah, you've made a small mistakeMy calculations were Video Clock (techref p.5) divided by framerate divided by number of scanlines.PAL:
(26.5939 * 10^6) / 50 / 625 = 851.0048
NTSC:
(26.590906 * 10^6) / 60 / 525 = 844.15575...

625 (or 525) is the number of lines per frame, but 50 Hz (or 60 Hz) is the field frequency. As a frame is made of two fields, there's a 2x factor you have to include.
Another way to get the result is to consider the horizontal video period : 64 µs for PAL, 63.555... µs for NTSC.
That gives us (26.5939 * 10^6) * (64 * 10^-6) = 1702.0096 for PAL (rounded to 1702), and (26.590906 * 10^6) * (63.555... * 10^-6) = 1689.98503083 (rounded to 1690).
For OP time calculations, SCPCD is the person to askAlso today I ran a simple test, creating a short object list of one 640 wide 16bpp bitmap, and one 80 wide 16bpp bitmap scaled to 640, and found I was getting occasional flicker on the display (the scaled object was getting a line chopped out of the (vertical) middle, at a non-constant position) which I took to mean the OP was running out of time but only just.When we do the maths, we find it should take: (640 * 0.5) + (640 * 1) = 960 ticks to draw that, assuming ideal conditions. If we only had 851 ticks (I only tested under pal) that would seem to make sense to me in a way that 1702 does not.
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You're right, it's not that simple, I made a mistake
Sorry ! (thanks to SCPCD for noticing it).It's actually 1702 cycles for PAL, and 1690 for NTSC. I used the horizontal period register value as a basis, but forgot that it was the duration of a half-line, not of a complete line.
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851 for PAL mode, 845 for NTSC mode

They are system clock cycles ; if you want to compute timings on the 68k, divide that number by two since its clock frequency is only half of the rest of the system. If you use RAM and/or other processors, you have to take into account bus priorities issues and RAM latency & refresh time as well to know how much code you can run during the duration of a video line.
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Happy birthday to both of you

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Happy birthday pmdata !
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In theory, it should work.
In practice, the system and the cartridges were not designed to be hot-plugged like this, so there's a risk it would damage the cartridge and/or the console (which is why I did not mention it).
Interestingly, the fact that some cartridge pins are longer than others is a good hint hot-plugging was considered at some point. But since the Jaguar shuts down if there's no cartridge inserted, and there's no documentation on this, it's better to be safe than sorry.
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Yes, but when a cartridge is inserted into the JagCD, it starts even if there is a CD in the drive. So there's no way of running the dumping program from the CD, unless you have the BJL ROM installed.
Or maybe you know a way to start from the CD even when there's a cartridge in the JagCD slot, in which case I'd be very interested to know how !

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I just tested it again on PT 0.95 and you're right, it does work fine ! My memory is failing me...
Actually, this is very interesting, because RMW doesn't work correctly in PT for most other games (for example, the floating logos in Do The Same have a transparent background, instead of translucent)...
Jag cart port questions
in Development
Posted · Report reply
What are you up to ?
TXD and RXD are the I²S data pins for audio, and are directly connected to the same pins on the DSP port ; they're used by the JagCD to stream audio tracks, for example. Together with SCK and WS, they form a synchronous, full-duplex serial port ; SCK is the bit clock (its frequency is equal to the baud rate) while WS is used to identify which bit is the MSB and which channel (left or right) is being transmitted.There's a detailed timing diagram of how I²S works in the datasheet for the audio DAC.
Those signals are not related to the UART used for networking.
UARTO is the output (TXD) of the UART, and UARTI is the input (RXD). They're the same signals than those on the DSP port, which are used by the JagLink, etc.
Yes, this is the chip select for the cartridge space ; you can't get rid of it, sorry !
/EOE1 (pin B22) is active for read accesses to bits 31..16, /EOE0 (pin B23) is active for read accesses to bits 15..0.
AFAIK, yes, it's correct.
Correct ; if your cart is 32-bit, you don't need to connect A0 and A1.
/EWE0 is low during write accesses to bits 7..0, so it should be connected to /WE if you've got RAM or Flash memory on your cart, etc. /EWE2 is the same thing for bits 23..16.ERW indicates whether the current bus cycle is a read or a write, but I don't remember the polarity. Ask SCPCD
Pressing * and # together doesn't do anything particular on the hardware side ; the game has to detect and handle in software./RESET is active only on power up (it's longer than a few milliseconds, but I don't remember how much ; that's another thing for SCPCD to answer), when the cart asserts /RESETI, or when you press the reset button if you've added one