SebRmv
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Everything posted by SebRmv
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Hello, I recently wanted to replace original Atari MadMac and ALN from my toolchain, because the available binaries for Linux are old executables which are more and more difficult to run on recent Linux distro. I failed to replace ALN by RLN because it lacks support for archive files (used to make library of objects). As I had a few days off, I decided to write my own linker using a high-level language (namely OCaml). I have reached a point where I have something that seems to work and thus I wanted to share this development with the community. The source code is available on my github repository. As I know that installing the ocaml toolchain on Windows can be a bit tedious, I have also made available on The Removers website a 32 bits binary for Windows (of the current version). I am happy to hear your feedback regarding this tool (especially Windows users, because I use myself Linux version). Seb
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I haven't read the recent issues in this thread. I can only confirm that there will be a second run of Another World. This is not coming as fast as I could have hoped but it will come. More news in the next months... Please be a little more patient.
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A CD version of Another World is not really doable, unless you are willing to have the "non deluxe" version only. The loading time of the deluxe backgrounds from the CD would make the game experiment really bad. I will meet the RGC in roughly a month to discuss in details of the second run. Sorry for the delay for all of you who are waiting it. I hope we'll be able to do it before the end of the year. Cheers Seb
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source code missing from Removers & Jag C?
SebRmv replied to xucaen's topic in Atari Jaguar Programming
Hello, collision.s is located in rmvlib/collision (as said by others previously). Regarding jlibc, this is the result of my own work, except the implementation of malloc. This is only a partial implementation of the standard C library. In practice, my guess is that it is sufficient for the Jaguar. Cheers Seb PS: I initially wanted to go with newlib but found it was too heavy for the Jag... maybe I was wrong. Anyway, you can see that some parts of jlibc are pure assembly code (for instance memcpy/memmove) PPS: you can clone the jlibc and rmvlib repository from github -
Hello to all, no need to write again if you received at least one confirmation from one of us (RGC or me). We have kept synchronised the waiting list. (this mess is a bit my fault, I realized a bit late that I wanted also to see the demands as long as they arrive) But for future requests, please use the alias suggested by GT: it will be simpler for everyone. Cheers Seb
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Please write to both adresses (not only one of the two). Cheers Seb
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Just bought a Vita for this game. Really brilliant!
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You can still send an email to RGC and myself to express your interest for a copy of the game. I have not yet discussed the details of the second run with the RGC. We'll probably meet in february or march. Remember that this project is mainly done for fun, and that it is on our spare time that we work on it. So this will take a bit of time before we are ready for a second run. Cheers, Seb
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Please also include me when asking for another run. So to register for a second run, please write to SebRmv@jagware.org and contact@retro-gc.net . Cheers
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Love it
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I'm really happy that you received your game! And now begin the technical difficulties
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That was the question I was fearing, thanks for asking it And I realize I opened the pandora box by working on this improved version. For the moment, I have no answer. I have the feeling it is a bit too experimental to be burnt on a cart so maybe a digital release is more appropriate, we'll see.
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Implemented Scale2x today. The result is very nice Now I have to check carefully that the game indeed works well in 640x400. While playing at it today, my Jaguar seemed to crash but I am not sure whether this is a bug (maybe due to a lack of memory) or whether I just pressed the reset button of my Jaguar by accident. There are also two speed critical parts in the game where the cost of scaling is a bit too high (I already had to hack these parts for the 320x200 version so that it runs smoothly: on the fly decompression was too slow there).
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You have the right to sell it, of course (and this makes sense in your situation if you decided to sell all your Jaguar related stuff). But you could have chosen a lower price to sell it: here it seems that you bought the game just to speculate on its value. Or why don't you add in your ad that it is possible to book a copy just by writing to the RGC contact address?
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Well, I thing that hqx2 is probably too much time consuming for the Jaguar. But something simple like scale2x seems reasonable to me: I need to experiment.
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Please let me write again that a second run will happen if sufficiently enough people are interested (and I believe this is already the case).
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By the way, thanks for your work on interlacing For the moment, I implemented the naive way to enlarge the pictures. I'll definitely have a look at these algorithms, thanks for the reference!
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I have just worked out a 640x400 version of Another World ! Everything seems to work well, except that I have no clue for the moment on how to make fit all the data in a 4MB cartridge (I think I would need about 8MB).
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PeterG, thanks for your review. I am really happy to see that people appreciate our work. Regarding the speedy mode, here is the story. I had a meeting with Eric in february 2012 where I showed him the (almost) final version so that he can give me his criticisms. During the meeting, I showed him this hack to demonstrate the raw power of the Jaguar (he was clearly astonished that the game runs so smoothly). As he had lots of fun to finish the game this way (yes, he did it!), we finally decided to incorporate this hack to final release.
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Dear Gunstar, I understand your frustration. I have just written to the people at the RGC responsible of the deliveries. I hope a solution will be found soon. Cheers Seb PS: sorry again for the delay. We were clearly too optimistic by targetting June.
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As said, by sh3-rg, the resolution of the game is 320x200 in 256 colors. And actually, the game engine needs four screen buffers in memory. Remember also that for the deluxe version, the background images are bitmap --not vectorial-- images. It was tricky to make all these data fit in 4MB (the backgrounds are decompressed on the fly as they are needed).
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I am selling one of my Alpine Board: http://rover.ebay.com/rover/1/711-53200-19255-0/1?ff3=4&pub=5574883395&toolid=10001&campid=5336500554&customid=&mpre=http%3A%2F%2Fwww.ebay.fr%2Fitm%2FAtari-Jaguar-Alpine-Development-Board-2MB-%2F221282852441%3F International bidders are welcome.
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idea of starting an Jag Coding online live workshop series
SebRmv replied to Otto1980's topic in Atari Jaguar Programming
thanks Orion for advertising my work to everyone: I am often available to answer questions regarding my libraries either here or directly by PM/email -
I have possibly one for selling, if you are interested.
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Hi, I think there was a misunderstanding in the interview. I said that we were producing 200 units. I don't remember having said that it will be limited to 200. As I said previously in this thread, if making a second batch makes sense, I will do my best to do it. Cheers Seb
