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-   -   OpenJazz (http://www.jazz2online.com/jcf/showthread.php?t=14235)

GPF Jan 26, 2006 09:17 AM

Quote:

Originally Posted by Toxic Bunny
Wow. Tell Troy/GPF I said thanks. *integrates code*
....
Really? Don't suppose you could give me more details, because nobody's told me. Google reveals rumours of a Nintendo DS port, too.

You welcome :) Im enjoying playing Jazz Jackrabbit on my dreamcast :) , I wasnt able to get it to work on my dreamcast dosboxdc port :)

Yeah I want more details about the Nintendo DS port too? (unless the rumour is about my partial working port I posted in a couple irc chat rooms :) lol I really need to fix my SDL lib for the DS.

Troy(GPF)
http://gpf.dcemu.co.uk

Alister Jan 26, 2006 12:04 PM

Quote:

Originally Posted by GPF
Yeah I want more details about the Nintendo DS port too? (unless the rumour is about my partial working port I posted in a couple irc chat rooms :) lol I really need to fix my SDL lib for the DS.

I'm guessing that's what it was.

Anyhoo, the OpenJazz code is now bogged down with ifdefs for Windows, Linux, Mac OSX, the Dreamcast, and the GP2X. Yay!

White Rabbit Jan 26, 2006 02:33 PM

What does that mean? :O

TaZaR Jan 26, 2006 04:01 PM

I think he means, now we have those versions avalbile.

Haze Jan 27, 2006 01:10 PM

OpenJazz32 - port for the GP32
http://www.gp32x.com/board/index.php?act=ST&f=4&t=25126

If you didn't know about it yet. :p

Erik Jan 27, 2006 01:13 PM

i'll join your team and use my own (PSM) playback routines.


although they are a bit buggy.

Alister Jan 28, 2006 02:38 PM

Quote:

Originally Posted by Haze
OpenJazz32 - port for the GP32
http://www.gp32x.com/board/index.php?act=ST&f=4&t=25126

If you didn't know about it yet. :p

It's a world gone mad!!!!

Not that I'm complaining ;)

Bartman Jan 30, 2006 05:27 PM

Adding Spaz to the game should be just a last minute idea, because I'm not sure who would be willing to draw Spaz in Jazz 1 style, and Spaz shouldnt have any abilities over Jazz.

If its possible, a 2 player co-operative mode would be nice. Battle, CTF and so on are unneccesary because thats why we have Jazz 2. Jazz 1 didnt have any multiplayer in it, so theres no multiplayer centric levels and again, this should be a last minute addition.

Cutscene and Image viewer would be nice. Unlock FMV and images when you beat an episode and so forth.

Dreamcast version (And any other version if applicable) should take advantage of the memory card ports and possibly add jump pack compatibility (Thats the rumble pack) As well as keyboard support for that real old school feel. When you save your game it should ask for which memory card you want to save in, and will give you a number of save fields, obviously.

DS version should put the ammo gauges for each gun shown on the bottom screen, and let you touch the screen to choose a weapon. Simple and obvious addition.

Have the ability to pick between Holiday Hare 94 and 95, because you can only have one loaded at a time.

Extensive controller support, like pick which device is plugged in your system and configure buttons accordingly.

Option to have the camera scroll ahead of you as you run, so I'm not just blindly running toward death.

HUD options from classic, small and simplified, to off.

By the way, Jazz can look up and down, but it'd be nice to do either one of two things
-Fix the glitch where if Jazz looks up and fires, the bullets wont travel because its off screen, wasting ammunition.
-Have Jazz fire up.

Oh, yeah, hello again guys. (Forget that Agent Jackrabbit remake, I'm doing a new level instead)

Odin Jan 30, 2006 05:40 PM

Quote:

Originally Posted by Bartman
Adding Spaz to the game should be just a last minute idea, because I'm not sure who would be willing to draw Spaz in Jazz 1 style, and Spaz shouldnt have any abilities over Jazz.

If its possible, a 2 player co-operative mode would be nice. Battle, CTF and so on are unneccesary because thats why we have Jazz 2. Jazz 1 didnt have any multiplayer in it, so theres no multiplayer centric levels and again, this should be a last minute addition.

I thought one of the reasons OpenJazz was being worked on was for multiplayer. As stated before by r3p, the only reasons that JJ2 is better than JJ1 is because of JCS, Spaz, and multiplayer. Otherwise, JJ1 far exceeds JJ2's quality.

Quote:

Option to have the camera scroll ahead of you as you run, so I'm not just blindly running toward death.
I think that shouldn't be added, since it'd make the game easier. The way it is now, you have to be careful to watch out for enemies ahead, lest you face certain death. Kind of like in the new Pirates! game, where when you sneak into an enemy town, the camera zooms in when you run, meaning you can run into enemy guards at any time.

Quote:

Oh, yeah, hello again guys. (Forget that Agent Jackrabbit remake, I'm doing a new level instead)
WB.

n00b Jan 30, 2006 05:41 PM

I attempted drawing Spaz in the jazz 1 style, getting his ears to fit Jazz's height was a pain, and you can't really tell he has two ears.

Violet CLM Jan 30, 2006 07:46 PM

Quote:

Originally Posted by Odin
I thought one of the reasons OpenJazz was being worked on was for multiplayer. As stated before by r3p, the only reasons that JJ2 is better than JJ1 is because of JCS, Spaz, and multiplayer.

...graphics, gameplay, engine, resolution...

Wally*Won_Kenobie Jan 30, 2006 07:52 PM

Ok im fed up with trying :)


I was wondering if you could implement SDL joystick support for this game..

Its driving me crazy. Tried for 2 weeks and nearly have given up

Would appreciate it if aToxic Bunny would email me

Wally4000@gmail.com Cheers

Tinnus Jan 31, 2006 06:02 AM

Hi,

I've just ported OpenJazz to Palm OS (5.0+) but I'm not sure if I got the latest sources. I got the sources from the website but I don't think they're the latest since there's no defines for GP2X or Dreamcast...

Where can I find the latest sources so we can integrate it? :)

edit: oh and a little hint. Try not to use floating point numbers since they're slow on portables (GP32, GP2X, Palm). For example, do *8/10 instead of *0.8f :)

Alister Jan 31, 2006 07:54 AM

Quote:

Originally Posted by Bartman
Fuzz

Don't ask much, do you?

Quote:

Originally Posted by Wally*Won_Kenobie
I was wondering if you could implement SDL joystick support for this game..

I'm working on joystick support for the next release.

Quote:

Originally Posted by Tinnus
Hi,

I've just ported OpenJazz to Palm OS (5.0+) but I'm not sure if I got the latest sources. I got the sources from the website but I don't think they're the latest since there's no defines for GP2X or Dreamcast...

Where can I find the latest sources so we can integrate it? :)

edit: oh and a little hint. Do not use floating point numbers since they're VERY slow on ARM machines (GP32, GP2X, Palm). For example, do *8/10 instead of *0.8f :)

Awesome. I used to have a palm. It kept me occupied during my more boring classes in school.

The latest source isn't on the website. I'll upload it once I'm confident that it works reasonably well with the changes that have been made. If you tell me where I can find your code, I'll include it.

I avoid floating point wherever possible, but OpenJazz is designed to cope with variable framerates, making non-integers a necessity. It may be possible to use fixed point, but it would be a lot of work.

UNKNOWNFILE Jan 31, 2006 07:56 AM

Modplug's support for PSM sux, note vibrato and volume controls dont always work (Scraparap, Deckstar)

White Rabbit Jan 31, 2006 08:37 AM

Quote:

Originally Posted by Odin
I think that shouldn't be added, since it'd make the game easier. The way it is now, you have to be careful to watch out for enemies ahead, lest you face certain death. Kind of like in the new Pirates! game, where when you sneak into an enemy town, the camera zooms in when you run, meaning you can run into enemy guards at any time.

Then we should also remove the option of having a higher resolution... :rolleyes:

And I agree with Bartman about keeping Spaz equal to Jazz. Spaz does not make JJ2 better than JJ1... :rolleyes: He just makes multiplayer experiences worse for Jazz players, and none of this would've happened if only Jazz was in the game. :(

Tinnus Jan 31, 2006 08:42 AM

Quote:

Originally Posted by Toxic Bunny
Awesome. I used to have a palm. It kept me occupied during my more boring classes in school.

The latest source isn't on the website. I'll upload it once I'm confident that it works reasonably well with the changes that have been made. If you tell me where I can find your code, I'll include it.

Hmm... it's though, there's some magic there to make it all work (magic I use with all my ports). Basically you must do some magic to make stuff run natively on Palm OS 5.0+ (natively = ARM code instead of emulated 68k).

Anyway, that means IMO it would be better to me if I got the code and added the Palm stuff (which includes a lot of extra files for the 'magic', but those can be kept in a separate folder; and a few #ifdef's as always).

So, that means I will wait until you upload the latest. You can always send it to tinnus at gmail for me to take a look though :D

Meanwhile I'll sort out some small problems and optimize some stuff (namely drawing which is currently slow in Palm OS due to, I believe, SDL).

Quote:

Originally Posted by Toxic Bunny
I avoid floating point wherever possible, but OpenJazz is designed to cope with variable framerates, making non-integers a necessity. It may be possible to use fixed point, but it would be a lot of work.

Makes sense to me. It was just a suggestion anyway.

Oh, and that remembers me of the jumping-height bug. Jack jumps too low when the FPS is low. I suppose you know that already, but it's just that I remembered it now :)

White Rabbit Jan 31, 2006 08:54 AM

Haha, it's Jazz, not Jack. :)

Tinnus Jan 31, 2006 11:06 AM

Sorry... :P

I was in doubt actually... I'm not a big fan of the game as you all, hehe, I just find it fun. Actually only played it once on the PC.

This might be an opportunity to play through it on my Palm, of course if the jump and spring problems are fixed :P

n00b Jan 31, 2006 12:10 PM

I'm having trouble on how being a fan of something makes one remember the name.

Its like me calling Sonic "Hedgehog" because I couldnt remember his name. Why couldn't i remember his name? I play his games, I'm not just a big fan.

A600 Jan 31, 2006 01:56 PM

@Toxic Bunny: Many thanks for your great work!


Quote:

Originally Posted by Tinnus
edit: oh and a little hint. Try not to use floating point numbers since they're slow on portables (GP32, GP2X, Palm). For example, do *8/10 instead of *0.8f :)

Thanks for the tip. I'm the Gp32 porter and OpenJazz runs quite well at 133 Mhz.

Quote:

Modplug's support for PSM sux, note vibrato and volume controls dont always work (Scraparap, Deckstar)
I converted the PSM modules to S3M with Chronos Module Converter and used SDL_mixer; they sound really well on the GP32 and on my WXP computer. It's a DOS program so I think it should work with DosBox.

TaZaR Jan 31, 2006 02:45 PM

Quote:

Adding Spaz to the game should be just a last minute idea, because I'm not sure who would be willing to draw Spaz in Jazz 1 style, and Spaz shouldnt have any abilities over Jazz.
I will draw, I've been said about 3 times. :roll:

Tinnus Jan 31, 2006 02:54 PM

Quote:

Originally Posted by A600
Thanks for the tip. I'm the Gp32 porter and OpenJazz runs quite well at 133 Mhz.

It does? Something pretty wrong here then. Exactly how many FPS? Which did you change in the code so far? Anything that could give more speed? What resolution do you run it in, 320x240?

Sorry for all the questions, I'm just curious :D

A600 Jan 31, 2006 03:10 PM

Quote:

Originally Posted by Tinnus
It does? Something pretty wrong here then. Exactly how many FPS? Which did you change in the code so far? Anything that could give more speed? What resolution do you run it in, 320x240?

It runs in 320x240. I only changed the code for the music (instead of modplug I used sdl_mixer with the psm converted to s3m), the data path and the controls. That's all :)

I disabled the fps display so I don't know the exact number. I'll compile a version tomorrow with fps enabled and tell you.

Wally*Won_Kenobie Jan 31, 2006 04:30 PM

Generally speaking Jazz Jackrabbit wont work with Dosbox at all but i have made a tutorial on dosgames.com forums explaining how to get it working in XP but i will explain it here.. http://www.dosgames.com/forum/viewtopic.php?t=4555 is the topic. (I am not advertising anything here!) :)

1) Get TPPATCH.exe from somewhere. Google is your best option.
2) Also get VDMsound and launchpad
3) Put tppatch into the Jazz directory
4) in dosprompt navigate to the jazz directory and type tppatch jazz.exe
5) That should have rid of the Runtime error for good it is now playable without sound or MAY work in dosbox, Check with current releases.
6) if not then use VDMsound and SET IT so that the SOUND is the same as jazz jackrabbits config sound. Then it should play nicely

I hope this helped some people

Sonyk Jan 31, 2006 05:11 PM

That's actually a common solution, most people here already knew about TPPATCH. And for most people, Dosbox and Jazz1 works fine on XP.

Least, it does for the 15-20 people I've suggested it to.

Violet CLM Jan 31, 2006 05:57 PM

Covered in this article.

Alister Feb 2, 2006 06:50 AM

No DOS programs whatsoever work in XP for me. Jazz 1 runs fine in DOSBox, though.

Back on the subject of floating point: OpenJazz uses the number of seconds per frame for its calculations. However, an integer is used for the number of milliseconds per frame. All I need to do is make calculations on the basis of milliseconds rather than seconds. In fixed-point arithmetic, this could be done with an exponent of -10. 2^-10 is very nearly the number of milliseconds in a second. I'll give it a go.

Kuraj Feb 2, 2006 10:10 AM


Tinnus Feb 2, 2006 11:03 AM

Oh, funny thing is that Jazz 1 runs on my XP installation... Without any patches or anything.

n00b Feb 2, 2006 01:59 PM

JJ1 and Hocus Pocus both used to work on my old laptop running on XP. After a crash happened, and I reinstalled XP they ceased to function without DOSBox. And the laptop crashed again, and it can't run anything at all atm.

Monolith Feb 2, 2006 07:33 PM

I'm curious.. why are you avoiding using floating point numbers?

Also I don't understand why you need to use fixed point numbers if you're going to work with everything in milliseconds. It should be unnecessary so long as you use the most minimal units such as pixels and milliseconds.

Tinnus Feb 3, 2006 04:11 AM

Monolith: floating point is slow on most mobiles because it is emulated. Most mobile CPUs don't have a FPU.

Alister Feb 4, 2006 06:54 AM

What he said.

There's a new version up on the website. Updates include some minor restructuring, properly functioning springs, solid platforms, joystick support, and a reduction in floating point variables to two. I've attempted to integrate code from the various ports, but I have no way of testing it.

UNKNOWNFILE Feb 4, 2006 07:35 AM

Bugtesting concludes that the Deserto Secret Level (37,2) isn't working correctly.

Alister Feb 4, 2006 10:45 AM

And I've worked out why. Thanks, good work spotting that one.

UNKNOWNFILE Feb 4, 2006 11:53 AM

Fun with more discoveries:
  • TNT pickups do not work
  • some enemies in 30,0 do not work
  • Turtles on 35,0 do not shoot their weapons.
  • Problems with enemies on 36,0
  • Springs on wheels do not bounce Jazz when he jumps on them.
  • enemies on 37,0 do not work
  • invincibility boxes sometimes do not work
  • Chuck does not work completely
  • The Jazz death animation loops instead of stopping normally
  • water and enemies in level 38,0 do not work
  • Errors with Jazz in the xmas levels
  • None of the bosses work
  • enemies on 16,0 do not work
  • multiple errors in 17,0
  • bees in 0,0 do not work
  • Jazz sometimes hovers for a while before he lands
  • bridges (I don't know if they are or not) in 0,0 do not work
  • balls do not work
  • swords do not move or are too slow

DoubleGJ Feb 4, 2006 12:04 PM

Another thing, at one point in the first Diamondus level when I was entering the hidden tunnel to some rapid fire, Jazz suddenly started floating upwards through the wall until he reached the top. I got out easily by going left, yet that lists as a bug.

Alister Feb 4, 2006 02:30 PM

I'm aware of the less obscure problems. Still, there are a few things which caught my eye.
  • invincibility boxes sometimes do not work - Surely they never work?
  • Errors with Jazz in the xmas levels - What are the errors?
  • Jazz sometimes hovers for a while before he lands - What do you mean?

Quote:

Originally Posted by DoubleGJ
Another thing, at one point in the first Diamondus level when I was entering the hidden tunnel to some rapid fire, Jazz suddenly started floating upwards through the wall until he reached the top. I got out easily by going left, yet that lists as a bug.

Thanks. I think I know what the problem is.

UNKNOWNFILE Feb 4, 2006 03:00 PM

invincibility boxes sometimes do not work - Surely they never work? (oh.)
Errors with Jazz in the xmas levels - What are the errors? (Jazz has trouble with the shivering animation... it sometimes shows briefly. Using real JJ, I never had this problem.)
Jazz sometimes hovers for a while before he lands - What do you mean? (Sometimes he just floats there after he hits the ceiling)


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