A31Chris Posted August 15, 2018 Report Share Posted August 15, 2018 (edited) You guys want some ROMs? Here we got some self dated 95 era FFL ROMs from same source. And an early mcvr dated 7/5/95 FFL0322.zip FFL0907.zip MC_VR.zip Edited August 15, 2018 by A31Chris Atari 5200 Guy 1 Quote Link to comment Share on other sites More sharing options...
A31Chris Posted November 25, 2018 Author Report Share Posted November 25, 2018 Size.zip- Written by Mike Fulton and Eric Smith Last Modified: May11, 1995 (according to Windows timestamp. And that file in question claims it was last modified in Dec 94. lol. So who knows! ) Latest modify written about in the files remarks claims a date of 5/8/95. This program should take a file name with or without extension read in the .ABS or .COF and produce a list of equates for mac I started messing with the SIZE program trying to get it to compile. It needed files I had to hunt for through old Atari files but I got it all together. So here it is the complete directory in full in case anyone is interested. Later I will post the BIN in case anyone wants to DOS box it. SIZE.zip Quote Link to comment Share on other sites More sharing options...
A31Chris Posted November 25, 2018 Author Report Share Posted November 25, 2018 (edited) Here is a couple personal notes that are interesting. Also includes an jaguar.h hardware equates file that seems to be as late as it gets. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; JAGUAR.INC Hardware Equates for JAGUAR System ; ; COPYRIGHT 1992-1995 Atari Computer Corporation ; UNAUTHORIZED REPRODUCTION, ADAPTATION, DISTRIBUTION, ; PERFORMANCE OR DISPLAY OF THIS COMPUTER PROGRAM OR ; THE ASSOCIATED AUDIOVISUAL WORK IS STRICTLY PROHIBITED. ; ALL RIGHTS RESERVED. ; ; Revision History: ; 9/19/94 - Consolidated several files into first master JAGUAR.INC (SDS) ; 2/16/95 - MF ; 4/24/95 - Added UART Error Control and Mask definitions (NBK) ; 5/16/95 - Added Asynchronous Serial/DAC Synonyms (SDS) ; 8/08/95 - Fixed two Blitter LFU Equates, added ProController equates, ; added blitter BLITMASK flag, removed MOD_MASK/DSPINT0, ; removed private hardware register definitions. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; PERSONAL.zip PERSONAL.zip Edited November 28, 2018 by A31Chris Addition Quote Link to comment Share on other sites More sharing options...
A31Chris Posted November 30, 2018 Author Report Share Posted November 30, 2018 For those of you who want the documentation for the GCC 2.6.3 for GPU I have separated the texi files from the sources. Open in wordpad. GCC 2.6.3 docs.zip Quote Link to comment Share on other sites More sharing options...
Atari 5200 Guy Posted December 2, 2018 Report Share Posted December 2, 2018 I do believe the Jaguar has more secrets than Santa's bag of goodies. Always cool to see more stuff turn up about the console's history. It amazes me how the Jaguar and the 7800 were both programmed on ST computers. I wonder what Atari would have used for the 7800 if it remained under Warner's ownership? I don't think the ST would have been thought about nor exist. DegasElite and Justin 2 Quote Link to comment Share on other sites More sharing options...
DegasElite Posted December 3, 2018 Report Share Posted December 3, 2018 (edited) On 12/1/2018 at 9:20 PM, kamakazi20012 said: I do believe the Jaguar has more secrets than Santa's bag of goodies. Always cool to see more stuff turn up about the console's history. It amazes me how the Jaguar and the 7800 were both programmed on ST computers. I wonder what Atari would have used for the 7800 if it remained under Warner's ownership? I don't think the ST would have been thought about nor exist. If I were in Jack Tramiel's shoes, here is what I would have done. I would have added 4 MB more RAM in the Jag. I would develop the software only on Atari and similar RISC-based computers, and more of the software titles for the Jaguar would have been produced. I would have used a killer marketing blitz, and since I am a graphic artist I might have done well. I would have released Black Ice/White Noise with the Nine Inch Nails soundtrack, and I would have made it easier to port ST and Falcon titles over to the Jaguar. That alone would have possibly produced over 300 titles for the Jaguar right away. Also, I would have released the MPEG decoder cartridge, fully completed, for the CD unit so it could play VCDs and other movie discs with MPEG-encoded software. Actually, I would have released the CD unit with a built-in decoder for MPEG compression. Atari had made many blunders, and these actions would have corrected them, IMHO. Well, most of them anyway. But, I could be 180º off on that as well. But, it would have been a better system if these actions were implemented. Also, I would shoot for more developers to be in the know on how to program this beast, which would make a lot of sense since it needed more developers to make games for it. This is a RISC-based system with five RISC processors in it. That is why the Jaguar can be hard to program for. But, hopefully, for home-brewers anyway, languages like Raptor BASIC+ will make it easier than ever before to make games. I would not mind learning it myself and working on my own games for it. But, I need to learn the language anyway, so it is wishful thinking. Edited December 3, 2018 by DegasElite Quote Link to comment Share on other sites More sharing options...
Atari 5200 Guy Posted December 3, 2018 Report Share Posted December 3, 2018 4 MB of RAM? Yes. Developing solely on Atari computers? Maybe but makes sense when some ST models had the Blitter processor. Easier to port ST titles to Jaguar? Maybe. The library of games might have helped. But I remember ready Jaguar game reviews in magazines and every one of them praised the system but did not understand why it was getting ports of tired computer games. So, unless those games were missed by the public, porting ST games may or may not have boosted Jaguar. Here is what I would have done. Developed a more user friendly development package. One that is not so difficult to learn. Sign up more third-party developers. The likes of EA, Midway, and Activision would have been great. But, there are a few factors to weigh about Jaguar's downfall. Lack of third-party support, poor marketing strategies, and hard to understand development tools. But I believe the biggest factor was timing. Consider all the consoles at the time Jaguar came out. Sega had Genesis with a new CD add-on, Nintendo was busy with their new Super NES, NEC was toying around with their TG-16, SNK with NEO*GEO. A lot of consoles to go up against. Most of these consoles dealt only with 2D gaming. On the computer side, very little hardware was needed to play games like Doom. You really did not need fancy graphic cards as the graphics were generated by software for the most part. Jaguar was equipped with hardware 3D support, the first of its kind, placing it as the first console to do so. However, 3D gaming on the scale that Jaguar was capable of was a new concept. That jump had not been made prior on any console. Or modern computers for that matter. Jaguar was simply way ahead for its time but should be considered the console that started 3D gaming on a console. Quote Link to comment Share on other sites More sharing options...
DegasElite Posted December 7, 2018 Report Share Posted December 7, 2018 (edited) On 12/3/2018 at 1:10 AM, kamakazi20012 said: 4 MB of RAM? Yes. Developing solely on Atari computers? Maybe but makes sense when some ST models had the Blitter processor. Easier to port ST titles to Jaguar? Maybe. The library of games might have helped. But I remember ready Jaguar game reviews in magazines and every one of them praised the system but did not understand why it was getting ports of tired computer games. So, unless those games were missed by the public, porting ST games may or may not have boosted Jaguar. Here is what I would have done. Developed a more user friendly development package. One that is not so difficult to learn. Sign up more third-party developers. The likes of EA, Midway, and Activision would have been great. But, there are a few factors to weigh about Jaguar's downfall. Lack of third-party support, poor marketing strategies, and hard to understand development tools. But I believe the biggest factor was timing. Consider all the consoles at the time Jaguar came out. Sega had Genesis with a new CD add-on, Nintendo was busy with their new Super NES, NEC was toying around with their TG-16, SNK with NEO*GEO. A lot of consoles to go up against. Most of these consoles dealt only with 2D gaming. On the computer side, very little hardware was needed to play games like Doom. You really did not need fancy graphic cards as the graphics were generated by software for the most part. Jaguar was equipped with hardware 3D support, the first of its kind, placing it as the first console to do so. However, 3D gaming on the scale that Jaguar was capable of was a new concept. That jump had not been made prior on any console. Or modern computers for that matter. Jaguar was simply way ahead for its time but should be considered the console that started 3D gaming on a console. Sure. Make it more user-friendly. That would make more sense. The third-party developers you mentioned to sign on would have made it a great force to be reckoned with. It needed top billing. Thanks. Edited December 7, 2018 by DegasElite Quote Link to comment Share on other sites More sharing options...
Atari 5200 Guy Posted December 7, 2018 Report Share Posted December 7, 2018 Imagine if Jaguar picked up ports of Konami's Castlevania and Gradius series? Or Capcom's Megaman series? Sunsoft could have jumped on and brought a Blaster Master sequel. Compile, creators of some of the best shooters on the NES and other consoles, could have brought some of those over to the Jaguar. There were so many aspects that could have been but never thought about or executed. Even if those developers used the Motorola as the main CPU to get their feet wet would have done some good to boost Jaguar's library. Always happy to see Jag ROMs turn up. Its cool to see what could have been. Justin 1 Quote Link to comment Share on other sites More sharing options...
A31Chris Posted December 8, 2018 Author Report Share Posted December 8, 2018 Developers solved the problem with the dev tools being unfriendly. Atari either yelled at them that that wasn't their job then ignored them and their accomplishments. Or just ignored them. We would have seen things on the Jaguar as-is that we haven't seen before on it. Quote Link to comment Share on other sites More sharing options...
A31Chris Posted December 17, 2018 Author Report Share Posted December 17, 2018 Atari's 'Graphics Gems' collection of source codes from the magazine/articles of that time. One of which they actually adapted to work with the Jaguar: Snippets from these descriptions: Graphics gems Graphics Gems ___________________________________________________________ File Name Archive # Description ----------------------------------------------------------- 2DClip 1 2D Clipping: A Vector-Based Approach 2DClip/Makefile 1 Makefile 2DClip/bio.c 2 Basic operations 2DClip/box.h 1 BOX definition 2DClip/clip.c 2 Clipping routines 2DClip/cross.c 4 Intersection calculation 2DClip/line.h 1 Major definitions AALines 1 Rendering Anti-Aliased Lines AALines/00README 1 Information about AALines Gem AALines/AALines.c 4 Code to render an anti-aliased line AALines/AALines.h 1 Symbols & globals AALines/AAMain.c 1 Calling routine AALines/AATables.c 4 Initialization of tables and frame buffer AALines/FastMatMul.c 5 Fast routines to multiply 4x4 matrices AALines/LongConst.h 1 High-precision constants AALines/Makefile 1 Makefile AALines/utah.c 3 Interface to Utah Raster Toolkit AALines/utah.h 1 Declarations for URT interface AAPolyScan.c 4 Fast Anti_aliasing Polygon Scan Conversion Albers.c 3 Albers Equal-Area Conic Map Projection Graphics Gems II xlines.c I.2 Mukesh Prasad, "Intersection of Line Segments" Peano/ I.7 Ken Musgrave, "A Peano Curve Generation Algorithm" Makefile main.c mapply.c peano.c types.h Hilbert.c I.8 Douglas Voorhies, "Space-Filling Curves and a Measure of Coherence" dither/ II.3 Spencer W. Thomas and Rod G. Bogart, "Color Dithering" dither.3 dither.c RealPixels/ II.5 Greg Ward, "Real Pixels" color.c color.h colrops.c header.c rasterfile.h ra_pr24.c resolu.c rotate8x8.c II.6 Sue-Ken Yap, "A fast 90-Degree Bitmap Rotator" inv_cmap/ III.1 Spencer W. Thomas, "Efficient Inverse Color Map Computation" inv_cmap.3 inv_cmap.c quantizer.c III.2 Xiaolin Wu, "Efficient Statistical Computations for Optimal Color Quantization" Graphics Gems III File or Gem Directory Number Author and Title of Gem --------- ------ ----------------------- I. Image Processing fastBitmap.c I.1 Tomas Moller, "Fast Bitmap Stretching" (doesn't compile) comments: ANSI C filter.c I.2 Dale Schumacher, "General Filtered Image Rescaling" bitmap.c I.3 Dale Schumacher, "Optimization of Bitmap Scaling Operations" rgbvary.c I.4 Bragg, "A Simple Color Quantization Pre-processor" comments: ANSI C contour.c I.6 Tim Feldman, "Generating Iso-Contours from a Pixmap" scallops8.c I.9 Eric Furman, "A Fast Boundary Generator for Composited Regions" II. Numerical & Programming Techniques sqrt.c II.1 Steve Hill, "IEEE Fast Square Root" alloc/ II.2 Steve Hill, "A Simple Fast Memory Allocator" alloc.c alloc.h 3d.c II.3 Steven Hanson, "The Rolling Ball" defs.h interval.C II.4 Jon Rokne, "Interval Arithmetic" comments: C++ Graphic Gems IV CONTENTS: file or book chapter title and author directory chapter ------------------------------------------------------------ I Polygons and Polyhedra centroid.c I.1 Centroid of a Polygon Gerard Bashein and Paul R. Detmer convex_test/ I.2 Testing the Convexity of a Polygon Peter Schorn and Frederick Fisher ptpoly_weiler/ I.3 An Incremental Angle Point in Polygon Test Kevin Weiler ptpoly_haines/ I.4 Point in Polygon Strategies Eric Haines delaunay/ I.5 Incremental Delaunay Triangulation Dani Lischinski vert_norm/ I.6 Building Vertex Normals from an Unstructured Polygon List Andrew Glassner collide.c I.8 Fast Collision Detection of Moving Convex Polyhedra Rich Rabbitz Full file descriptions and files can be found here: http://www.jaguar64.eu/viewtopic.php?f=5&t=205&start=30#p1768 GEMS.ZIP GEMSII.ZIP GEMSIII.ZIP GEMSIV.ZIP JustClaws, ptw-ace and DegasElite 3 Quote Link to comment Share on other sites More sharing options...
A31Chris Posted January 13, 2019 Author Report Share Posted January 13, 2019 Val D'Isere sound engine JMUSTEST.ZIP JustClaws 1 Quote Link to comment Share on other sites More sharing options...
A31Chris Posted May 12, 2019 Author Report Share Posted May 12, 2019 Here ya guys go... Ruiner Alpha/Beta whatever RUIN12.ZIP Sabertooth 1 Quote Link to comment Share on other sites More sharing options...
A31Chris Posted May 24, 2019 Author Report Share Posted May 24, 2019 LIB directory. This is Eric Smiths experimentation and working directories. Most of this stuff is available in the SDKs but some of it isn't. LIB.zip BND2MDL. Building Big Worlds: To build a large (multi-piece) world, we need to link bands together. This is done with the "band list". Each band has a band list, which gives what other bands need to be drawn and in what order. The bnd2mdl program generates band lists (and other special band information) from a "link" file. To use a link file, give bnd2mdl a "-link filename" option, e.g.: bnd2mdl -link city.lnk sf1.bnd sf1.mdl The link file has the following format: #name: <band name> #props < various special surface properties > #links <band name> <band name> #name: <band name> BND2MDL.zip JustClaws 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.