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SebRmv

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Posts posted by SebRmv

  1. The DSP is a custom core designed by SCPCD, using ideas from several sources (the Jag's GPU, Motorola 56K, Intel's MMX instruction set...). Unlike GT Turbo, I think it's reasonable to expect a C compiler for it, we just need someone to write one ;)

     

    Writing a C compiler from scratch is a huge amount of work. The parser itself is far from trivial to write. But we can probably make a compiler for a subset of C.

  2. Thank You Seb & Stabylo for supporting the Atari Jaguar! You guys have done a wonderful job with all your Jaguar demos, they look great! :) are of high quality, which make them fun to run on the Jag. I am a computer hardware guy and don't know too much about Jaguar software programming, but with all the stuff for download on your "The Removers" website, I am finding it quite helpful in learning to code software. Much Thanks & keep up the good work guys, we need more people like you guys in the Atari Jaguar community. ;)

     

    Cheers :)

     

    thanks for your support hey :)

     

    unfortunately, we have not much time to spare on the Jaguar by now but I hope we will release other things in the future.

  3. comme y'a toujours pas d'update sur le site du jagcode, tursi a poster son jeu:

     

    le site de tursi: http://harmlesslion.com/games/martian

    le lien jsii: http://jaysmith2000.ipbhost.com/index.php?...mp;#entry191355

    la video du jeu de tursi:

     

    c'est moi ou jsii ne peu pas s'empecher de faire soit des graphismes soit des bruitage de jeu 2600 ? :D

    bon et sinon son jeu .. personnelement, le fond est pas mal, mais le reste :/

    (et alors les bruitages >_<)

     

    a noter qu'il a réussi l'exploit d'avoir un fichier plus gros que le miens alors que j'ai 2 image plein ecran + 3 extrait de musique + bruitages :D (et sans compression)

     

    Zerosquare > si je t'envoi le bin version final de mon jeu, ça serais possible d'en faire une capture video ?

    histoire que je puisse poster sur youtube aussi :)

    parceque j'ai bien une carte d'aquisition mais j'ai qu'une sortie peritel sur ma jag :(

    ouais, je viens d'essayer

    bon, chez moi pas de son donc bon, a priori tant mieux pour moi :D

    sinon, c'est pas hyper jouable tel quel mais ça peut donner un petit jeu sympa après encore un peu de travail

    (il manque aussi des tirs un peu à la manière de star wars par exemple)

     

    mais sinon, on attend avec impatience ton jeu à toi ;)

  4. I'm already using this algorithm, but I have "holes" between 2 triangles sometimes, and I think this is because of the imprecision of the increment (24.8 or 16.16 give the same result ...)

    so I thought that using bresenham I would have more accurate results :)

     

    ok, I understand better then :)

    I guess it is a problem of subpixel accuracy (google is your friend)

    I think you should consider all the coordinates to be 16.16 values

  5. I don't really understand your question

     

    For polygon filling, I am not sure Bresenham is the right algorithm to use.

    (and by the way, I am really surprised by your question since you have already coded a polygon filler but anyway...)

     

    Let say you want to fill the triangle A(xa,ya) B(xb,yb) C(xc,yc)

    and let say that A is the upper point and that AB is the left side, AC is the right side

     

    You keep for one line two variables xleft and xright

    and you start filling at line ya

     

    until you reach yb or yc

    you enter a loop

    xleft = xleft + xincleft

    xright = xright + xincright

    and you fill from xleft to xright

     

    then to finish the drawing you recompute xincleft and xincright and then continue to fill until the other point

     

    for the first part of the triangle, you have

    xincleft = (xb-xa)/(yb-ya)

    and xincright = (xc-xa)/(yc-ya)

     

    hope this helps (at least, that's the spirit)

     

    Seb

  6. A quick word to say I have just released an update of my library.

    The main change is the removal of Sinister routine and addition of my own sound manager and replay routine. It should work with any Protracker modules 4/6/8 voices (or else, drop me a mail @ Jagware.org!)

     

    Cheers!

  7. I have finally released a first version of the library I am working on since several months. It includes some new functionnalities and lots of improvements compared to the first library I released in last june. The interfacing of your code (either C or ASM) with it should be easier now.

    You can download it there:

    http://removers.free.fr/softs/download.php?lang=en

     

    It is released under the LGPL. In particular, you can link freely your own code with the library but if you improve my library then you should redistribute the source code under at least the LGPL terms.

     

    In addition, you can find also tiny C library for use with the cross gcc compiler available on the download page indicated above.

     

    I have also written a little article in french about my working environment here:

    http://removers.atari.org/spip/

     

    I intend to write some other articles and distribute some examples to show how to use all this.

     

    Enjoy!

     

    Seb

  8. as i understand it a parser would run through the ascii text and look for (human readable text, like) "action" .."fire" commands and do all that... to me thats a waste of time.. personally id rather see a clever datastructure (in already done dc.b format) for each effect, that calls specific routines that handles the shots... ? (ie convertion to micro-friendly code was already done)..

    but on the other hand Im not doing a 2D shot-em-up game ..so i should perhapps "shut up" instead ;)

     

    But it was so cool that i just couldn't do that :P

     

    /Symmetry

     

    Yes, I agree!

    The script should be digested before.

  9. Yes but, if I code the linker you won't need ALN any more.

     

    Actually I have a linker into jas so I need to take it out.

     

    maybe not ;)

    ok, let me discover a bit myself: I use ALN to link assembler files with C files (cross gcc generated, only 68k)

    so, if your linker is able to do this, perfect !

  10. Sorry for being a bit late...

    For now, jas uses my own object file format, I've some docs about COFF?? or ALN?? object file format, but it's more complex.

     

    it would be really nice if your assembler could produce object files in the old BSD format (a.out)

    so that they can be linked with ALN

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