"Official" Underground Jaguar Demo release
	
        by

  Symmetry of TNG
	2003


In Honour of Frensh Jaguar Party Connexion 2K3 part2.


Hi!
I decided to "release" some of the old/short demos/experiments I have created..
Some just to test the speed of an algorithm on the jaguar, others a 
bit more sincere..
Previously (hopefully) only seen by less than a handful of people in 
the hole world... (ever ;)
And perhaps that is good since they are just some of my small crappy 
experiments =)
Nothing playable, but some is interactable.



----Just a short note: Alpine donations ARE welcome! ;o) ----




--Legal---
As usual No money can be made on these programs what so ever, they are
totally free! 
Burn them 4free on a CDr for a friend is OK,
make mass publications for sale to the jaguar community is Not!
(Main idea is that noone shall make money out of my hard HARD BJL hacking!...)
(..and who would pay for this crap anyway? ;)


------And wherever these files go this textfile MUST follow!!!....----

So....



Some short info/"tech talk" about the various programs:

---3dpolytt:
Yes... there exist UGD people that do 3D on the jaguar, surprise! ;)
Clipped Affine texmap with timing. Yellow is how long it takes to draw poly
at current size. (Up/down change size).
BE WARE OF CRASH! if timing goes above 1 vbl! (known bug, GPU will be
started twice by cpu, but this way eases timing)
No double buffer -> sometimes black polys... but this is just to test
the speed of the blitter and code anyway so...no miracles!
Blitter in pixel mode... but even though it is an affine texmap method
(supported by the Jaguar blitter in hardware) it is still slow...
A new method based on phrasemode needs to be done to get some speed.
I already have some ideas but then I need to rewrite EVERYTHING... :/
(reinvent the wheel ie, *sigh* waste of time just to test speed of an idea)...

Sorry for the crappy object used in all 3d code... "hand made" just
to get something to test speed of code.


---cdbypass:
program to boot encrypted&unencrypted CD's from BJL.
Memory track supported. Ie with a BJL you can use this program to boot a
unencrypted CD and still have the cart slot free for a MemoryTrack cart.
Same as the last officially released version...

---Fire:
Just an old classical fire routine.. or "Dynamical relaxation".
Looks pritty good though =)
Uses GPU& blitter in phrase mode (previous versions did not -> WAY 2 slow)
..Some sincere Algorithm hacking was done to get high fps count at higher res.
Was/is planned as part of something bigger..



---Mars/Mars192:
A "Voxel" engine that I am working on... =)
Mars.prg is latest revision. reduced allot of parameters to get faster FPS count.
Experimenting with phrasemode to get higher fps count.
Also added Sky rout (Affine texmap, 4*zoom in phrase mode) and double buffer
with OP/blitter PITCH interleaving function.
Bilinear interpolation of height & color...might have to remove this to get
higher fps count... but it will look a bit worse... :( or perhaps not..?

I am currently experimenting with parameters/plotting procedures to get as 
high fps count as possible.. planing Z-buffer.. but I'm a bit worried about
that.. (Z-buffer & Gouroud bugs)
Also uses phrase mode. Not fully fixed yet, will look smoother when done
properly but never be as smooth as pixel mode was :o(  ..but pixmode
is To slow

Mars192 is old version (no dbl buffer) and true 1pixel wide columns/voxels
(blit in pixel mode -> to slow! hence experimental phr version above)
reduced view distance..Xrez is 192..
Included this just so that the lucky people with a flash or working alpine
can compare it to PhaseZero's engine.

Would really like to do that myself and see what fps count,rez they had
(Got no reply on this when i asked "the public" some time ago And i have no
flash/alpine so I cant compare it myself... so..)




---Tunnel:
A classical "cyber tunnel", OLD code! no dbl buffer (hence the visual bugg)
Blitter in pixelmode..and it is doing most of the work. -> "halting fps count"
Needs to be rewritten to use Phrase mode (I need more time!).
game Ideas: A "Warp" sequence in a shotem-up, "Avoid the asteroids".
A LightGun game with similar idea..(All Rights Reserved! ;)
Some kind of "Ball game".... Ideas are many, time is short.

It looks a bit like Hyperspace in Babylon5 doens't it? =)

A new faster version is almost finished.. (implemented some GPU math
function, phrmode layout is complete, but this has lower priority than
other projects)


---Warum:
Idea&Name from a classical Falcon demo, though only similar effect =)
Gouroud shaded 3D, with "lag behind".
Does not crash when size is big (cmp 3dpolytt) since this never gets
over 1vbl time (Phrase mode rules!). 
Ingenious use of blitter to get this nice effect ;o)
And after playing SoulCalibur on another console I believe this effect
could be used to give similar result to SC's alpha channel thing...



---Warum_t:
Same as above.. but with (affine) Texture map. Well.. I just had to test it 
with a texmap =)
but as TXmap before: BEWARE OF CRASH/HANG!
if poly is to big... I'm 2lasy to fix it since I need to
rewrite the hole thing anyway, into something faster).


---Wolf3D:
perhaps needs no explanation ;o)
..but more of an apology since it is....
Just an preEarly wallDraw test version to test speed of wall drawing and to 
see if I could implement a raycaster... guess the answer is "Almost" =)
(see visual bug).

U/D/L/R change absolute X&Y position in map A/B rotate absolute angle.
(ie no true wolf walking/strafing yet). No collision... just walls.
Any ideas how to fix the wall/column height problem you see before you
is very much welcome! :) (this is 5th+ revision and bug is still there)
Remade 1/tan table (thought i had an overflow bug) and got a ray 
inaccurasy problem on right/left additionally! :/ debugging with BJL
isn't that easy..
(sigh...once thought to abandon this and make it "Open source" but then
the Doom source was released and I did not... One day it might turn up
as a demo though =)
320x200 res blitter in pixelmode.. hence drop in fps when much to draw)
Texmap is not that easy to get fast on the jaguar... though new/crasy 
phrase ideas are under investigation/(reinvention?).

Though lack of an alpine is making work go slower....
Unfortunately the price of an alpine is driven up way to far for many 
hobby developer out there that could benefit from one, and that includes me.
..But apparently you don't need one to do some small coding/speed testing! =)




Any questions/ideas of bugfixes can be sent to my email:
symmetry_of_tng@hotmail.com


contact me for alpine/money donations or jobb offers ;)


Greeting to all Jaguar owners out there and special greets to the
UGD people!


Hope you have enjoyed these small TNG jaguar demos/experiments.
...watch out for future developements from TNG (perhaps something 
playable, haha ;) all you have to do is "insert coin"
...in my wallet ;)

until later...

...Vote ATARI!
/Symmetry
2003

