Check out the new release for the Atari Jaguar. ;)
http://www.madbodies.com/
http://www.youtube.com/watch?v=bx70z7Ic4sY
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Check out the new release for the Atari Jaguar. ;)
http://www.madbodies.com/
http://www.youtube.com/watch?v=bx70z7Ic4sY
"Mad Bodies contain 10 stages of solid gameplay, colorful graphics, excellent sfx, and cool bosses. Not one Jaguar fan should miss this sleeper hit!"
Are there any Jaguar fans left? Why can't they develop this game for a better console? There's so many choices out there.
every system needs some attention....
I paid for one. Jag has a pretty big Homebrew scene. Also just released for Jag is the skunkboard for homebrew development and a compact flashboard.
Great year for the Jag.
If I knew how to home brew, I'd try to port Street Fighter III Third Strike to the Jaguar.
it would be the one and only outstanding title for that system.
if I do a serious homebrew game for some system, it would not be a port but original game that is going to stay exclusive to the system, since its going to be written in ASM and FOR the system for maximum possible performance, so no porting is possible :3
http://www.atariage.com/forums/index.php?showforum=14
http://www.atariage.com/forums/index...owtopic=143455
I highly doubt it could handel it, otherwise we'd have seen a Playstation, and Saturn release. (and even then it'd have to be for the Jag CD)
Holy crap!! Did you see the price? They want $80 + $5 S&H for a 10 level breakout game! :wtf:
If it were any other platform, this homebrew would be given away for free.
Absolutely... With the new Skunkboards, as a Jag fan myself, I hope things pick up for the Jag. Most Jag owners have been out there for sometime now but it was such a difficult machine to program... The Jag scene is certainly out there and I suspect the homebrew scene will get a little better now with the new Skunkboards flash cartridges, at least that seems to be the goal. I know I look foward to new games for the system.
http://www.jaguarsector.com/index.php?
That reminds me of that old rumor that was out about "Street Fighter Alpha" being ported over to the Jag. Someone had Photoshoped a SFA label to a Jag cart and had everyone thinking that a new port of Street Fighter was being made. That was long time ago... It was a prank.
It would be cool to see SF3 for the Jag. :p
Wish there some Saturn homebrew out there.
A Dreamcast is dirt cheap and has a much more expansive library than the Jaguar, making it much more worthy of ownership. And the DC surely sold more units than the Jaguar, right? I mean I don't know that for certain, but I would have to assume. The Jaguar appeared to me to be a complete and utter piece of shit during the (admittedly limited) amount of time I spent with the thing.
Anyway, I was joking. I just think that everyone should own a Dreamcast. Especially people who frequent Sega fansites. And have Sonic as their avatar.
what advantage does the Jaguar CD bring?? I really don't think the CD add-on was necessary. Nintendo in comparison did far well without having to resort to CD technology in the N64 days.
Anything the Jag lacks can be supplemented with a integrated circuit chip on it's cartridge.
The Jag GPU and Blitter is well able to handle the graphics. Most of the game developers during the early days of the Jag allegedly ignored Atari when they tried to put the Motorola 68000 to use for game AI and what have you. The M68K hogs the bus and is slower then the other RISC chips; this made for a bad design issue. The does in fact have a 64bit object processor, 64bit blitter and 64bit bus leaving the other 3 chips to be 32bit so the potential for the Jag to handle Street Fighter 3 is there. Not even the Neo Geo can claim that; Atari did a rush job with the Jag with releasing the system unfinished along with tools that were inadequate to trouble shoot the Jaguar flaws. Consider the Tempest 2000, well the neat 2D effects is a good example of the Jag blitter at work according to Internet research so the Jag has a lot of untapped potential. I hope the homebrew scene will yield better tools for the Jag now that the majority of Jag fans can now program the system without modding the Jag bois chip with BJL hack and risk breaking it.
"Put the 68K to sleep" article
Tempest 2000 Blitter Action
People who complain at the price probably don't know how much it costs to make a homebrew game, that few quantities gives a higher price per cart (I'd be interested to know how much MEGA POWER this Jag game has), that making money on homebrew is like hunting for meat in a desert (you might find some, but it won't be much or worth the trouble) and even if you make money off the project, it's not illegal and perhaps you want to use it for future development. (I'm not making a cent on the homebrew game I'm in the development of, FWIW)
What I was saying is that when you pay $80 for a friggin game, you expect something more than Breakout with fancy graphics... something like Pier Solar, for example. :D
It doesn't matter that the cost to make it is high - they simply aren't going to sell (except one or two to desperate idiots with more money than sense).
at this point, I'm more inclined to buy a game on XBLA than spend $80 on a Jaguar game.
Unless it happens to be one of the following.
Half Life
Quake II
Marvel vs Capcom
or some other rare gem that you'd never expect to see.
Storage capacity, the carts were simply too small (without making a lot of changes), the arcade system used was Disc based, so inless the game was not making significant use of the media, it would be very difficult, even then they'd still have cut the game down a lot and compress it to fit in the limited space. (It may be possible ie RE2 on N64, but it's going to take a lot of work)
And the N64 had significant limitations due to Nintendo's decision to go cart only, immagine what they could have done on that system with the capacity of CD's.
I believe one reason for using the 68k to drive game logic was it was well understood and common, thous many programmers had experience with it. The custom RISC chips, combined with the poor (or nonexistant) Dev kits from Atari emphesized this.
I've heard comments (some from programmers I beleive) on Atariage that claim that (all else being the same) the Jag's library would have been much smaller had it lacked the 68000. (though the 68020 suggestion may have mitigated this due to the similar familiarity)
The 32x had similar limitations forcing the two SH2's to share the 68k's 16-bit data bus.
Also, I think one problem with using the 32-bit "Jerry" DSP as the CPU, is that it significantly limits the audio abilities (depending on how CPU intensive a game is), I think this is the reason for Doom's lack of in-game music. (though I'm not sure why they didn't resort to FM synth as supposedly the Jag supports it, and it's not very resourse demanding)
I'm not sure if the 68K had access to the audio system, if it did that would give an alternative. (granted the capabilities would be more limited than with the DSP)
The 32x had some of these limitations too (to make best use of the PWM an SH2 is needed), but in that case the 68k or even the Z80 can be used.
However, much of the audio processing issues would be eliminaed if the console had been CD based, which would have allowed the majority of music to be CD-DA.
The Jag system was just so buggy the 68020 would've been a better choice being that it was used in the CoJag arcade systems. It would've provided a lot of leeway that would've overcome the Jags hardware design flaws in many respects allowing for more efficient use of the RISC chips. "Checkard Flag", the game that suppose to have competed with "Virtua Racer" is the perfect example of the Motorola 68000 impeding the Jag RISC functions due to M68K hogging the BUS. The 68020 would've brought the price of the Jaguar up, but the trade-off would've substituted much of the Jags design flaws allowing for more flexible programming between the CISC and the RISC processor(s). The Atari Jaguar was a rush job system with a lot of untapped potential despite the bad decision making on Atari's part; the 64bit Object and Blitter processor has yet to have been realized.
I think it would've been cool to hear SNES style music on both of these systems. I certainly would like to something new come from the Jag and 32X; I own 3 of each system. :) They say the 32X is capable of SNES style music/sound FX, I know would be a challenge for the Jag to do so and would require a really good programmer to pull it off. I'd certainly would settle for FM synthesis if it meant using more then 8 channels of sound the Jag DSP has the potential for it. It would be very different and cool 32X sound system to be pushed as well and get beyond that yamaha fm sound and hear SNES style music hopefully someone will get the Z80 to control that aspect so that the other SH2 can be used for other purposes. :mrgreen:
M68K in the Atari Jag is suppose to manage all of the processors and maintain contact with the outside world. I notice that the newly released Skunkboard 2 flash cartridge/USB controller performs a handshake proceedure with the Motorola using a command prompt feature for PC to read the serial number off of the Skunkboard. If your PC has confirms the serial number, then your PC has just made contact with the Jag via the Motorola 68000. So the M68K should be able to control the DSP.
Lots of games use the 32x PWM, with varying quality and complexity. (ranging from simple fixed pitch playback, to wavetable)
I'f you're using wiki for the sourse on the "difficult" 32x sound programming, don't, I've discussted this a couple times, and that not the case. It also doesn't have the capabilities of the SNES, though you can get some decent sound out of it, and a lot has to be done in software. (in some whys it's similar to the Genesis DAC channel) The SegaCD's sound hardware is much more capable, and this can be demonstrated in the non-CD-DA music. (ie the past levels in Sonic CD, and all music in Silpheed, though these use the Genesis hardware additionally) See: http://www.sega-16.com/forum/showthread.php?t=7203
And I think much of the Jag's music in games is quite similar in style to the SNES.
Part of using the 68k may also have been to keep the Jag similar to the Panther for those already developing for that console. (there were at least 3 games that are supposedly direct ports) I'm not sure to the extent of the commonality, but some seem to claim full software compatiility. (which would have been important had they actually released the Panther) Since they didn't release it, that is much less a factor, though had they configured the system a bit differently, making it less dependent on the 68k (but still allowing the 68k to be optionally used as the CPU), that may have solved a lot as well. (though again, with no Panther, and only a handfull of games in development for that console, it really wouldn't have hurt to change to the 68020, esp given the similarities to the 68k)Quote:
M68K in the Atari Jag is suppose to manage all of the processors and maintain contact with the outside world.
Jaguar Tempest 2000 best MUSIC on a cart EVER!
IMO best music of all versions of Tempest...didnt like the CD remix versions like PSX. yuk!
OMG :o
an inside CAPCOM jag fan crew have been working on a Jag port of SFIII on the side for several years, and they've finally completed it.
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http://betastart.com/SW/SFIIIJaguar.png
Hah, I'd like to see how that game looks on Jaguar. If Capcom ended up making it look grainy on Dreamcast, there's no way that the Jaguar homebrew is going to look all that good. And the Arcade version has super nice graphics too, it's a shame how some of the sound and graphics got ported.
Wow, I thought the SFIII port was a joke. I really did.
It is...a joke...
I got my copy yesterday and have tried playing I really suck score of only 520 I die so quickly! its not a bad release packaging is nice shipping was fast but the price is kinda high whether they could avoid it or not it is high and I suck at it and as far as I know there is no difficulty selection or ways of cheating :(