Jaguar, al contrario de lo que dice la leyenda negra, no era una mala consola en si.
Además debe ser la única consola en la historia cuyo procesador principal es la GPU (Tom) y no la CPU, la cual era un obsoleto Motorola 68000 por el cual pasaba todo el sistema y que lastraba completamente el rendimiento.
La consola no sería mala, pero mira que los juegos... :lol: :lol:Es que estamos en lo de siempre: Hardware nuevo, prisas, plazos de desarrollo muy cortos, poca experiencia, kits de desarrollo poco trabajados..
Phoenix debería soportar el 95% del catálogo (cartucho) de Atari Jaguar. Sea verdad o no, desde luego es el único que emula mi juego favorito: Power Drive Rally (la mejor versión del juego, con diferencia). En el resto de emuladores peta y en Phoenix va como la seda.
Por ejemplo, el "Rayman" salio originalmente para esta consola y despues fue porteado a los distintos sistemas que ya conocemos.
Aquí hay que darte toda la razón, he jugado al mismo juego en DOS y en Amiga, creo, y la versión Jaguar es la mejor, tiene unos gráficos exquisitos.Sí, se ve del copón. Me jode porque, aún con todo, es MUY difícil y en juegos de carreras soy MUY manco.
(https://i.imgur.com/OQM85pf.png)
Curiosidad curiosa, el primer juego exclusivo que tuvo la Jaguar bien entrado en el 96 fue (redoble de tambores) ¡Rayman!Bueno, exclusivo ... salió el 1 de Septiembre de 1995, mientras que la versión de Playstation salió el 9 de Septiembre. Quizá se empezara a desarrollar para Jaguar pero acabó saliendo casi al mismo tiempo en Playstation.
Jajaja, eso ya lo habia puesto yo un poco mas arriba:
Por curiosidad, ¿en qué mienten / se equivocan? Porque todo lo que dicen está bastante en consonancia con lo que sé del sistema.Pues eso, que se dedica a echar mierda en plan AVGN pero sin la parte paródica (que debe ser su referente, en base a esa broma de la taza de váter, digna de un niño de 10 años). Que es lo que esperarías de un milenial en plan El Rubius, pero no de un editor de revista que además peina canas. Que debería saber ALGO del sistema y tener un mínimo de perspectiva histórica.
- Added variable-sized EEPROM support, thanks to Reboot for providing some test cases. 512 byte and 2KB EEPROM settings are picked up from the MRQ file if it exists, otherwise any number of EEPROM address bits can be specified via the -eeprombits command line option.
- Added JaguarGD bank switching support.
- Fix for exception-handled M68K reads in unmapped address space.
- Fix for Blitter not correctly wrapping cyan/red on add when ADDDSEL is set, thanks to ScatoLOGIC for reporting the BattleSphere bug which led to this fix.
- Fix for Blitter not starting on the correct bit when block width is less than pixel size and phrase mode is not enabled, thanks to ScatoLOGIC for reporting the BattleSphere bug which led to this fix.
- Going in for a major surgery tomorrow (2022/12/06), so expect that I'll be mostly unavailable and that there won't be any emulator updates for at least a couple of weeks.
Rich Whitehouse ha publicado la versión 1.01 y un mensaje, indicando que estará ausente unas semanas al ser sometido a cirugía (recordemos que estaba luchando contra un cáncer de tiroides).Citar- Added variable-sized EEPROM support, thanks to Reboot for providing some test cases. 512 byte and 2KB EEPROM settings are picked up from the MRQ file if it exists, otherwise any number of EEPROM address bits can be specified via the -eeprombits command line option.
- Added JaguarGD bank switching support.
- Fix for exception-handled M68K reads in unmapped address space.
- Fix for Blitter not correctly wrapping cyan/red on add when ADDDSEL is set, thanks to ScatoLOGIC for reporting the BattleSphere bug which led to this fix.
- Fix for Blitter not starting on the correct bit when block width is less than pixel size and phrase mode is not enabled, thanks to ScatoLOGIC for reporting the BattleSphere bug which led to this fix.
- Going in for a major surgery tomorrow (2022/12/06), so expect that I'll be mostly unavailable and that there won't be any emulator updates for at least a couple of weeks.
Lo mejor para él y su familia. Puto cáncer.
Added -devmode as a command line option. Don't get too excited, this isn't opening up full developer build functionality just yet. (and the option will be auto-enabled in proper developer builds) It does enable a developer menu, though, and some additional developer-oriented key binds.
Added a "Local EEPROM" option to the new developer menu at CJ Reboot's request.
Added a "Save Window Position" option to the new developer menu at CJ Reboot's request.
Added an "Always on Top" option to the new developer menu at CJ Reboot's request.
Added a new set of developer input binds, which are only accessible when using -devmode. Most of these new binds were added at 42Bastian's request.
Now picking through individual device/state changes instead of just refreshing all input devices when a DEVNODES_CHANGED-type message is received. Fixes input disruptions on machines where something is causing DEVNODES_CHANGED spam.
Fixed a problem when recording a movie with the "Increment on Save" setting enabled. Thanks to Doug Engel for finding this bug!
Fixed a crash when entering the Zero 5 sound options screen.
Every issue which was submitted through the Bug Report form on the website has now been resolved. Thanks to everyone who contributed! If you submitted something which still isn't resolved in this build, let me know.
I don't actually have the hardware yet (it should be arriving in a few days, thanks to the generosity of our friend Mycah Mattox), but by using the CD BIOS and VLM as a guide, I'm successfully emulating the Jaguar CD at the low level now. No cheating with BIOS hooks or anything of that nature, this is the real deal! Sub-channel data is all working correctly, and I think CD+G support might even be working, but I haven't tested it yet. I've still gotta implement appropriate events and delays, so everything is instant-ready at the moment, but VLM is happy enough with that. With this low level approach, I'm expecting that once I decide to try booting into some games, most things will Just Work™ and progress there will be pretty rapid. At least, I'm hoping.
Here's a video of BigPEmu running VLM with a Dir en grey CD!
https://www.mediafire.com/file/uenl6kbxe80ljwa/Fight+for+Life+(USA,+Europe).j64/file
- New D3D12 video plugin. The shader tool has also been updated and supports generating DXIL.
- New Windows ARM64 builds. Less frequently used platform-dependent functionality may remain unimplemented on this platform.
- Added a Blitter capture feature for developer builds. See the "blitcap" debugger command.
- Various minor cross-platform fixes which came along with the new port/backend work.
– The iOS port is done, get it on the App Store here: https://apps.apple.com/us/app/bigpemu/id6737359949 Special thanks to neurocrash for putting so much time into testing the iOS build for me.
– Lots of new interface functionality (including a touch-based interface option), courtesy of the mobile port work. All of this functionality can be accessed through the menu on non-mobile platforms.
– Multi-touch device support has been added for the Windows (x64 and ARM64) platforms, in order to take advantage of the touch interface work done for the mobile ports.
– Added a « Pad Wheel » feature, which can be activated through the input binding system.
– Support for a new BigPImage disc format. BigPImage files can be created from existing images or physical discs through the developer menu. Before anyone asks, CHD support looked problematic for quite a few reasons (mostly pertaining to the likelihood of image-based performance problems and implementation bloat inherent to the format), making this new format a much more optimal choice for the particular needs of this emulator.
– Added stereoscopic rendering support to the AvP script.
– Added a new DOOM script with throttling and music options.
– Added a new turbo/rapid fire script.
– Added a « Factory Reset » option, as a convenient means of resetting the configuration across all categories.
– Added an option to auto-assign new input devices. Devices will not be auto-assigned if they have any existing associations with any Jaguar inputs.
– Fixed an incredible number of bugs, pertaining to both interface and emulation. Because so many fixes have been made to the emulator core in this release, I’m especially interested in finding regression bugs. Please let me know if you experience any issues which don’t occur in 1.15.