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Starcat

Removers Lib And Visual Studio Express?

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Starcat    0

Hi folks!

 

So far I have always skipped on doing Jag dev in C, as I figured it wouldn't make much sense.

However after hearing about the Removers lib being used in Frog Feast, I thought it might actually work for some game ideas.

 

These days I spend most of my coding time doing C / C++ code due to my study, so it would be amazing if I could create some Jag code using C.

 

If you can point me to a documentation about the removers lib, that would be great too.

 

In what way is Jag C dev different from asm in terms of setting it up, including own functions, compiling and so on.

Is it that you have assembler code as object files and you can call them using C commands? or how does it work?

What tools are required?

 

 

Also, has anybody ever created a Jaguar project using Visual Studio Express as environment? There are people who use it for DC dev and GP32x and so on.

I bet having a guide on how to setup Visual Studio for Jag dev would interest many new developers. You can use external linkers and compilers and so on.

Afterall many people on PC are used to it these days. And you can download VSExpress for free on the M$ homepage.

 

Just thought this would be a good idea. Anyway, most important to me really is to get a little help getting started in Jag C.

 

So basically any help on getting started in Jag C is very welcome.

 

 

Regards, Lars.

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SebRmv    2

Hi Lars!

 

That's very cool news if you consider using my own library :)

 

Concerning your questions about Visual Studio, I cannot really answer to these since I develop mainly with my linux distro.

 

With linux, you can simply download my shell script that builds a gcc cross compiler to generate 68k code.

ie download and run:

http://removers.free.fr/softs/archives/mk_xgcc.sh

 

then you can get a source distrib of my libs, ie download

http://removers.free.fr/softs/archives/jlibc-0.5.1.tar.gz

http://removers.free.fr/softs/archives/rmvlib-1.1.2.tar.gz

 

and build them (in this order)

I assume the path you will use are the same as mine

(I know there is an issue in the Doxyfiles that states explicitly an absolut path on my system :D)

 

To build, simply run ./build.sh (that are in the archives)

 

Then, you can start using my library.

I have already coded some small examples to illustrate how to use it.

The sources are downloadable at my website:

 

http://removers.free.fr/softs/download.php

 

About a documentation of the library, I have started to document the code

and use doxygen to generate an HTML doc. This is browsable at the following

urls:

http://removers.atari.org/doc/jlibc/

http://removers.atari.org/doc/rmvlib/

 

I know this documentation is not perfect (far from that), but I hope it can already

help programmers to become familiar with the library.

 

I am currently writing a more technical document to explain the internals

of the library (and in particular the sprite manager that is going to evolve

quite a bit soon [i hope Christmas vacation will be sufficient to implement all my ideas])

 

Anyway, I would be pleased to answer all your questions and hear your suggestions.

 

Maybe it is a good idea to open a new part in this forum (or elsewhere) so that users

can discuss about the library.

 

Cheers

 

Seb

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Starcat    0
Hi Lars!

 

That's very cool news if you consider using my own library :)

 

Concerning your questions about Visual Studio, I cannot really answer to these since I develop mainly with my linux distro.

 

With linux, you can simply download my shell script that builds a gcc cross compiler to generate 68k code.

ie download and run:

http://removers.free.fr/softs/archives/mk_xgcc.sh

 

then you can get a source distrib of my libs, ie download

http://removers.free.fr/softs/archives/jlibc-0.5.1.tar.gz

http://removers.free.fr/softs/archives/rmvlib-1.1.2.tar.gz

 

and build them (in this order)

I assume the path you will use are the same as mine

(I know there is an issue in the Doxyfiles that states explicitly an absolut path on my system :D)

 

To build, simply run ./build.sh (that are in the archives)

 

Then, you can start using my library.

I have already coded some small examples to illustrate how to use it.

The sources are downloadable at my website:

 

http://removers.free.fr/softs/download.php

 

About a documentation of the library, I have started to document the code

and use doxygen to generate an HTML doc. This is browsable at the following

urls:

http://removers.atari.org/doc/jlibc/

http://removers.atari.org/doc/rmvlib/

 

I know this documentation is not perfect (far from that), but I hope it can already

help programmers to become familiar with the library.

 

I am currently writing a more technical document to explain the internals

of the library (and in particular the sprite manager that is going to evolve

quite a bit soon [i hope Christmas vacation will be sufficient to implement all my ideas])

 

Anyway, I would be pleased to answer all your questions and hear your suggestions.

 

Maybe it is a good idea to open a new part in this forum (or elsewhere) so that users

can discuss about the library.

 

Cheers

 

Seb

 

Yes, that's a very good idea. I think the better the dev environment, the more people might want to use it.

And it's especially important to get rid of the "C is too slow" rumor. Afterall there are plenty of game ideas where C is probably fast enough.

 

I'll try it out as soon as I can.

 

Regards, Lars.

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SebRmv    2
Yes, that's a very good idea. I think the better the dev environment, the more people might want to use it.

And it's especially important to get rid of the "C is too slow" rumor. Afterall there are plenty of game ideas where C is probably fast enough.

 

I'll try it out as soon as I can.

 

Regards, Lars.

 

Exactly. I also think that C is sufficient for many games.

The trick is that the goary stuff is made in assembler (GPU/DSP/68k) and is part of the lib.

Thus this is still sufficiently efficient.

 

Note also that assembler's addicts may also use my lib. It is not a "C only" thing.

 

Cheers & Merry Christmas :)

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Tursi    0
Afterall there are plenty of game ideas where C is probably fast enough.

 

I think a lot of commercial Jag games were done in C -- Doom had a lot of C (custom GPU compiler notwithstanding). C code on the 68k purely is never going to be anywhere near the Jag's top performance, but that doesn't mean it can't do a game. Seb's library is a good step in that direction since it accelerates low level details for you, reducing the impact.

 

I'm curious about your plans for the lib, Seb? :)

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SebRmv    2
I think a lot of commercial Jag games were done in C -- Doom had a lot of C (custom GPU compiler notwithstanding). C code on the 68k purely is never going to be anywhere near the Jag's top performance, but that doesn't mean it can't do a game. Seb's library is a good step in that direction since it accelerates low level details for you, reducing the impact.

 

I'm curious about your plans for the lib, Seb? :)

 

Well, I have to find some time to spend on this (I am playing a bit too much during these holydays...)

but I hope the new sprite manager will be ready for january 2008

 

I'll give more details when it will be about to be released.

(but I really hope this will work as I expect)

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SebRmv    2
Well, I have to find some time to spend on this (I am playing a bit too much during these holydays...)

but I hope the new sprite manager will be ready for january 2008

 

I'll give more details when it will be about to be released.

(but I really hope this will work as I expect)

 

Hello,

 

finally, I finished the work I wanted to do on the sprite manager.

I have just released the source code (v 1.1.4).

 

The changes are transparent for users but internally the display manager has been entirely rewritten.

Now, the OP list is divided in 8 lists and branch objects are used to optimise bus access.

I have made some quick tests and managed to reach about 480 sprites at 60 Hz and 570 sprites at 50 Hz.

In practice, I think that 350-400 sprites is more reasonable.

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Starcat    0

Hey folks!

 

I have to admit, I still didn't really find the time to try the lib. Although I would love to.

However there still is one problem for me... I know hardly anything about linux. Or Cygwin. :blink:

I always used the dos environments or batch files for Jag dev.

 

Can anybody give me a helping hand or maybe some batch files that let me use the library and C under windows or dos?

 

Regards, Lars.

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