Any Jaguar Fans In The House?


jmetal88 said:
Kasumi Ninja is hilarious! :lol:

Especially the guy in the kilt. :lol:

I still have the headband that came with the game. Loved the First person character select.


Pakawa Wins!!
 
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liquidphantom said:
jmetal88 said:
Kasumi Ninja is hilarious! :lol:

Especially the guy in the kilt. :lol:

I still have the headband that came with the game. Loved the First person character select.


Pakawa Wins!!


The hilarity was a large part of the reason I liked that game. I think the kilt guy literally shot fireballs out of his a$$.

I feel ripped off. I bought a new copy of Kasumi Ninja and didn't get a headband. :-(
 
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Firefox said:
The Jaguar controller looked like this:

jaguar.jpg


You know I remember thinking that look was way cool, once upon a time!

(edit: typo)
 
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Hello :)

Cheers for the positive comments, and my thanks to Firefox on the work he's done on the ports (which is more than just dropping another frontend onto it - translating it to ARM was very non-trivial).

First, the bad news: T2K is a pretty easy game to emulate - the multiprocessing is all nicely linear and any bugs generally show up pretty much straight away. So the rest of the Jaguar support is very spotty.

AvP, in particular, doesn't quite work. The graphics are very nearly spot on I think (which is why Firefox has been misled into believing it's OK above) but there's some game logic bugs (the marines won't fire at the Alien, for example). Defender 2000 also suffers game logic problems.

The 'good' news is that I've a theory where the bug is and a strategy for fixing it (or, at least, disproving the theory). It's still a bit of a ways off however; since the version that Firefox has been porting the emulator has, errr, grown somewhat. It's now an extensible emulator framework (with Spectrum, Megadrive, ST, VCS and Jaguar modules at the moment).

Amusingly, the Jaguar module is still slightly busted - it never quite survived the conversion from the C emulator into the C++ framework, and although it works now, it doesn't sit inside the framework properly and the generic framework and the Jag can't be made to work on the same compile.

I'm working through a list of framework issues at the moment; there's one big blocking issue in the way of getting the Jaguar fully fixed, which I really need an uninterrupted day's coding to sort out; my gorgeous 7-month old son rarely leaves me with that kind of time right now, but I know that by the end of September at the latest it will be sorted and I can then hopefully get the Jaguar compatibility up near the ST, MD and Spectrum (which are all very good - not quite STeem, Gens and Klive but getting there).

It's a re-port job for Firefox but although the interfaces have changed the underlying code is mostly still the same, and cleaner, so I'm optimistic it will go quickly.

As to spinner support: if the windowsystem interface exports a mouse, then you can enable that on the menu, spinner mode in T2K and it should just work. I've tried it on my cab's spinner and it's pretty funky.
 
Dio said:
Hello :)

Cheers for the positive comments, and my thanks to Firefox on the work he's done on the ports (which is more than just dropping another frontend onto it - translating it to ARM was very non-trivial).

First, the bad news: T2K is a pretty easy game to emulate - the multiprocessing is all nicely linear and any bugs generally show up pretty much straight away. So the rest of the Jaguar support is very spotty.

AvP, in particular, doesn't quite work. The graphics are very nearly spot on I think (which is why Firefox has been misled into believing it's OK above) but there's some game logic bugs (the marines won't fire at the Alien, for example). Defender 2000 also suffers game logic problems.

The 'good' news is that I've a theory where the bug is and a strategy for fixing it (or, at least, disproving the theory). It's still a bit of a ways off however; since the version that Firefox has been porting the emulator has, errr, grown somewhat. It's now an extensible emulator framework (with Spectrum, Megadrive, ST, VCS and Jaguar modules at the moment).

Amusingly, the Jaguar module is still slightly busted - it never quite survived the conversion from the C emulator into the C++ framework, and although it works now, it doesn't sit inside the framework properly and the generic framework and the Jag can't be made to work on the same compile.

I'm working through a list of framework issues at the moment; there's one big blocking issue in the way of getting the Jaguar fully fixed, which I really need an uninterrupted day's coding to sort out; my gorgeous 7-month old son rarely leaves me with that kind of time right now, but I know that by the end of September at the latest it will be sorted and I can then hopefully get the Jaguar compatibility up near the ST, MD and Spectrum (which are all very good - not quite STeem, Gens and Klive but getting there).

It's a re-port job for Firefox but although the interfaces have changed the underlying code is mostly still the same, and cleaner, so I'm optimistic it will go quickly.

As to spinner support: if the windowsystem interface exports a mouse, then you can enable that on the menu, spinner mode in T2K and it should just work. I've tried it on my cab's spinner and it's pretty funky.
Even so, if you are confident that you can get these problems fixed, we should all be happy, right? :)
 
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Thanks for giving us an update Dio! :)

It's good to know you're still working on/improving your emulator. I'm looking forward to seeing how things progress as T2K development continues.
 
Hallo Dio! :)

Dio said:
AvP, in particular, doesn't quite work. The graphics are very nearly spot on I think (which is why Firefox has been misled into believing it's OK above) but there's some game logic bugs (the marines won't fire at the Alien, for example).

Doh! I thought they couldn't see me because of my Predator's adaptive camouflage...

I would be interested in chipping in some detective work to improve compatibility with games that don't work properly. My to-do list is pretty long at the moment though, but perhaps in the future.

Dio said:
my gorgeous 7-month old son rarely leaves me with that kind of time right now

Wow! I'd completely missed that happy event. Congrats to you and your missus matey! I'm sure the little lad'll be knocking out shader code and wracking up high scores in no time. :D
 
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Firefox said:
I would be interested in chipping in some detective work to improve compatibility with games that don't work properly. My to-do list is pretty long at the moment though, but perhaps in the future.

You'd be very welcome.

Although I wouldn't fancy it with just the debugger that's there - the one in the multisystem is a lot more capable (if still ugly as hell). Generally, bugs with the hardware aren't too hard to find; the game logic issues are almost certainly something in the RISC cores, and CPU bugs are an absolute cast-iron pain in the proverbials. The solution for that is the same for fixing any other CPU core: write a proper tester for it... I've got a solid lead on a Jag dev kit which I'd love to borrow for a couple of days to run a test cart image on, which would be the best bet, but there are other alternatives too.

The number of games you actually know well on a system rapidly becomes limiting though - the MD emulator shows that really well, where the 70 or so games I know almost all work perfectly but if I pick a random 5 others then at least one is likely to do something that looks a bit wrong.
 
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Dio said:
Generally, bugs with the hardware aren't too hard to find; the game logic issues are almost certainly something in the RISC cores, and CPU bugs are an absolute cast-iron pain in the proverbials. The solution for that is the same for fixing any other CPU core: write a proper tester for it... I've got a solid lead on a Jag dev kit which I'd love to borrow for a couple of days to run a test cart image on, which would be the best bet, but there are other alternatives too.

I had been toying with the idea of hacking together a ROM emulator cart for my real Jaguar... But again, it's finding the tinkering time.
 
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Firefox said:
Dio said:
Generally, bugs with the hardware aren't too hard to find; the game logic issues are almost certainly something in the RISC cores, and CPU bugs are an absolute cast-iron pain in the proverbials. The solution for that is the same for fixing any other CPU core: write a proper tester for it... I've got a solid lead on a Jag dev kit which I'd love to borrow for a couple of days to run a test cart image on, which would be the best bet, but there are other alternatives too.

I had been toying with the idea of hacking together a ROM emulator cart for my real Jaguar... But again, it's finding the tinkering time.

Then you have to start digging into the signing tools...

Speaking of which, the fact that T2K won't verify signed carts if you start the boot rom is another pretty solid indication the RISC cores aren't right. I'm very wary of the subtract instruction...
 
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Jaguar ROMs are signed? *sigh* Never knew that.

Has it been cracked at all? I suppose it must've been, for the cart images to be floating about. Is the algorithm known, though?
 
It is possible to burn new Carts and run them in a stock Jaguar, just as it is possible now to burn CD titles and encrypt them for use on a stock JaguarCD. There have been several new releases in the last several years that verify this(such as BattleSphere, obviously, but also the recent Songbird titles as well such as Protector SE and Skyhammer...I believe GorfCD was also encrypted, but it wasn't sold for long at all before it got shut down).
 
Firefox said:
Has it been cracked at all? I suppose it must've been, for the cart images to be floating about. Is the algorithm known, though?

Yeah, Hasbro released the key when they opened the platform. The algorithm is RSA and MD5.
 
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Firefox said:
That's alright then. :)

Oh, and it's only a signing key - the carts themselves have no protection.
 
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Actually, that reminds me of a question I meant to ask: can you set the display refresh rate? Be nice to get perfectly smooth PAL stuff (the ST and Megadrive is where it's most noticeable).
 
I think so, although I don't think it has any visible effect except how soon the frame gets updated when you modify the frame buffer.

I'm fairly sure we're currently running it at 65Hz, but are talking about dropping it down to 60Hz to save a bit of memory bandwidth.
 
It's actually pretty important for 2D emulators - you need to match the refresh rate pretty closely or it judders badly doing smooth-scrolling stuff.

A few of the older PC emulators offer 100Hz in fullscreen mode for accurately doing 50Hz PAL stuff, and I'd go with that, but I think every monitor I've got here is a bog-standard 60Hz LCD nowadays and there's not much point if I can't test it.

I presumed it was at least partly programmable because of the TV-out, but it's good to hear the LCD rate can be dialled around as well. (It'll be a headache for me though because I'll need to go back to trying to work out how to keep the sound stable when it's not the timing master, but that's the kind of problem I'd like to have...)
 
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