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Old June 28th, 2003   #1 (permalink)
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Talking Virtual Jaguar ported to GCC/SDL!

The author(s) from Virtual Jaguar Project stopped working on the Atari Jaguar emulator and released the sources under the GPL license. Unfortunately they developed the emulator using MS Visual C++ with SDL (<- this is a good thing ) but the difference between VC++ and the GCC (GNU C/C++ compiler) are enormous. So, we from sdlemu have tried to convert the sources from VC++ to GCC so we can enjoy Virtual Jaguar on other platforms as well. Well, within 2 hours we got it compiled on GCC (it took some heavy changes in the asm sourcecode) and I got it running on WIN32 (using mingw) and Linux (RH7 on i386). Caz got it succesfully running on BeOS

The current sources are a straight port from the original sources but only some debug stuff was disabled to boot the emulator much faster. Here are some screens to enjoy you with :



Here we have it running with Kusami Ninja and 2nd one is running Alien vs Predator. The 2nd screenshot is garbled but could be because of a bad dump I used.

More info soon
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Old June 28th, 2003   #2 (permalink)
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Looks great. Did you rewrite the asm into gcc-syntax x86 asm or C? I'm interested in the source for an OS X port when you're done.
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Old June 28th, 2003   #3 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

The asm syntax was ported to gcc x86 asm. But I reccon it's easy to port to PowerPC CPU's. An other thing is, the video blitting isn't very well written and it doesn't see if it uses SDL_LIL_ENDIAN.

The video blitting is so integrated in the entire sourcetree, that I'm not able to use OpenGL or scaling without breaking up much portions of the code.
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Old June 29th, 2003   #4 (permalink)
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I've begun rewriting the opcodes into PowerPC asm, since there's really no reason to write it in C. The conditional flags were a bit tricky because we don't have setc, setz, etc. on the PowerPC side, but I figured it out eventually. I haven't even looked at hooking up a 68k core, but I assume m68k will work fine in place of Starscream.
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Old June 30th, 2003   #5 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

Hello Adam,

it's cool to see you're working on a PowerPC port of Virtual Jaguar GCC/SDL. The current sourcebase is based upon the Starscream core but it's possible to hook it up on an other core but will take some serious hacking in the sources

If possible, could you use #ifdef __GCCMAC__ definition in conjunction with the #ifdef __PORT__ definition? So we could integrate it in one sourcebase.

I'm trying to get a SF account as we speak so we can make use of CVS. This works a lot better with developers everywhere over the Internet

Feel free to say if you don't want to use SF or that the code to be seperate from Virtual Jaguar GCC/SDL!
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Old July 1st, 2003   #6 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

Sounds fine to me. I think __GCCPPC__ is more appropriate though, since the core is not going to be tied down to just Mac OS X.
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Old July 3rd, 2003   #7 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

That's fair enough There are indeed many PPC platforms besides MacOS (X).

Atm, we have a working CVS repository over at icculus.org. But I first need to commit something before people can use the CVS. If you want, I could e-mail you the last changes directly through e-mail.

BTW, we now have an other M68K which is much more portable (Musashi 68K core). Also, much of the assembly is now being rewritten in standard C so that we can enjoy more portability. Many thanks to James L. Hammons for this!

I'm currently working to filter out the SDLptc.h from the sources works and started with "normal" SDL coding. The SDLptc.h is a utter mess and hard to understand. If I've filtered out the console.crap then I'm going to implent some OpenGL code in it to
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Old July 4th, 2003   #8 (permalink)
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Sounds nice. adam at victoly dot com, if you want to send over the latest until CVS is set up.

Edit: Just grabbed it off CVS at icculus, no need to e-mail it.

Last edited by Adam Green; July 4th, 2003 at 02:17.
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Old July 5th, 2003   #9 (permalink)
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You might want to grab the sources again once the 1.0.3 source tree is up on icculus--last time I checked, they were still 1.0.2-ish.

I would post the sources myself, but I don't yet have CVS access there...
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Old July 5th, 2003   #10 (permalink)
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The CVS seems to be updating rather slowly (have the changes been committed yet?). Can someone upload a tar of the 1.0.3 source somewhere so I can work on this?
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Old July 6th, 2003   #11 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

Check your mail...

Last time I checked, 1.0.3 still wasn't up on icculus. I'd bet that Niels hasn't had the time yet to update it, but I could be wrong about that...

I should note also that this is only *my* contributions to 1.0.3--I'm very interested in seeing what Niels has done with it myself!

Last edited by Shamus; July 6th, 2003 at 08:33.
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Old July 8th, 2003   #12 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

This is entirely correct. I got the sources on thursday/friday and I was unable to update the cvs since I was at a LAN Party this weekend (Drome @ Hengelo/NLD with 2000+ people ruled!) so I was unable to code or do anything.

I'm planning to update the CVS with Shamus' contributions tonight. My contributions will be available somewhere this week (my sources are currently broken) which will hopefully compile correctly

Oh btw, my contributions. I'm ripping out all SDLptc.h and I'm rewriting Jagem.cpp (removing all Visual Crap++ stuff) and start over with new SDL core. This way I'm sure I can incorperate other stuff like OpenGL, (mmx) scaling, filters, etc. I want the sources be clean as possible to which is related to SDL.
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Last edited by nwagenaar; July 8th, 2003 at 11:01. Reason: contributions added
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Old July 8th, 2003   #13 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

I'm looking forward to see what you've done with it--I agree that SDLptc.h was a really, really bad hack.

I'm still trying to track down some bugs in the GPU/blitter code that are causing Rayman to show an offset screen as well as bad collision detection... Hopefully I'll have something available soon.

Stay tuned!
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Old July 8th, 2003   #14 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

I will stay tuned

BTW, I've updated the source branche with the new v1.0.3 sourcebase. Still no patches from me, I need to debug some more

Stay tuned for the SDL rewrite. I hope to update it tomorrow night!
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Old July 12th, 2003   #15 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

Hmm... This bug seems to be more elusive than ever. I've traced through the GPU code and even tried two other GPU cores but the problem remains.

Either the problem doesn't lie with the GPU or the functioning of the GPU isn't fully understood.

More later...
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Old July 15th, 2003   #16 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

I'm still looking at Rayman, though I'm still not getting anywhere with it. I fixed a problem with Tempest 2000 (bad blits) that I thought would clear up the Rayman problem, but it only fixed Tempest 2000.

BTW, how about write access for CVS?
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Old July 15th, 2003   #17 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

Now after looking at the Tempest 2000 code I'm not sure that my fix is a real fix. It's going to be awfully difficult to make things work without the official Jaguar documentation...

Apparently this guy (http://www.starcat-dev.de/products.php) is selling it, but I'm sure that it's on the web somewhere. As I've just spent the last four hours searching in vain for it, I'm going to take a break for the moment.

In short, if real development (instead of making blind guesses) is to continue at all, we need the real docs!

Update: I've found something that may be of use... It's already cleared up the T2K problem (it seems there is a bug in the blitter which ties a bit in A1 to A2). There may be more bugs in the GPU & DSP that we're not yet aware of (cf. Rayman).

BTW, how about that CVS write access Niels? Or do you prefer to do diffs from my source? I'm about to go through and remove all the !__PORT__ stuff, since it isn't necessary anymore (as well as a bunch of other miscellaneous updates/goodies )...

Last edited by Shamus; July 16th, 2003 at 08:35.
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Old July 17th, 2003   #18 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

Ok, I've made more headway into the Rayman problem. It seems to be undocumented behavior as far as I can tell from my information, but it makes sense and it doesn't seem to screw any other games up (as far as I know). What it doesn't do is clear up the collision detection problems.

Assuming I can fold Niels' changes into my codebase, it looks like 1.0.4 should be coming soon. How are those changes coming Niels?
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Old July 17th, 2003   #19 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

Slow, very slow. I'm in my last week before I have a 3 week holiday. And the company I work for have filled up my entire week making a 70 hour workweek

I hope to do some heavy coding in the weekend. And I hope to have CVS writing for you
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Old July 20th, 2003   #20 (permalink)
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Re: Virtual Jaguar ported to GCC/SDL!

oh,yes btw last time how many jaguar game r publish?I think is not so many,isnt it?
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