Atari Jaguar SDK

所属分类:其他
开发工具:Others
文件大小:2160KB
下载次数:1
上传日期:2018-08-16 04:14:21
上 传 者Ciocirlan Raul
说明:  This can be used to make games for the Atari Jaguar video game console. Directories: 3DDEMO= 3D Demonstation BIN= Tools for developing BPEG= BPEG Sample CINEPAK= Cinepak sample and decompression code DOCS= Doc6mentation EXAMPLES= Some examples INCLUDE= Extra code

文件列表:
CINEPAK (0, 2009-12-26)
CINEPAK\DECOMP (0, 2009-12-26)
CINEPAK\DECOMP\CODEC.O (1762, 1994-04-29)
CINEPAK\DECOMP\GPUCODE.OG (4546, 1994-04-29)
CINEPAK\MOVIES (0, 2009-12-26)
CINEPAK\MOVIES\PLAYER.ABS (11962, 1994-07-21)
CINEPAK\MOVIES\SINEJUL.CRG (1090624, 1994-02-21)
CINEPAK\MOVIES\SINEJUL.DB (142, 1994-07-22)
CINEPAK\MOVIES\SYNC (64, 1994-03-16)
CINEPAK\SAMPLE (0, 2009-12-26)
CINEPAK\SAMPLE\CD.INC (1013, 1994-06-01)
CINEPAK\SAMPLE\CDBIOS.DB (195, 1994-06-02)
CINEPAK\SAMPLE\CDBIOS.DTA (8, 1994-06-02)
CINEPAK\SAMPLE\CDBIOS.INC (1694, 1994-04-02)
CINEPAK\SAMPLE\CDBIOS.TXT (960, 1994-06-02)
CINEPAK\SAMPLE\CINEPAK.INC (4186, 1994-07-09)
CINEPAK\SAMPLE\CLEAR.S (1752, 1994-04-29)
CINEPAK\SAMPLE\DSPCODE.DAS (6470, 1994-07-09)
CINEPAK\SAMPLE\INTSERV.S (2723, 1994-04-29)
CINEPAK\SAMPLE\LISTER.S (4355, 1994-04-29)
CINEPAK\SAMPLE\MAKEFILE (1598, 1994-07-21)
CINEPAK\SAMPLE\MAKEFILE.ST (1165, 1994-07-09)
CINEPAK\SAMPLE\MEMORY.INC (1054, 1994-04-29)
CINEPAK\SAMPLE\PLAYER.LNK (111, 1994-07-09)
CINEPAK\SAMPLE\PLAYER.S (15672, 1994-07-21)
CINEPAK\SAMPLE\UTILS.S (11179, 1994-07-21)
CINEPAK\SAMPLE\VIDINIT.S (1661, 1994-04-29)
DOCS (0, 2009-12-26)
DOCS\3DS2JAG.TXT (2147, 1994-10-05)
DOCS\FILEFIX.TXT (3189, 1994-07-21)
DOCS\LS.TXT (677, 1994-05-03)
DOCS\SIZE.TXT (220, 1994-05-14)
DOCS\TGA2CRY.TXT (4492, 1994-08-05)
EXAMPLES (0, 2009-12-26)
EXAMPLES\3DDEMO (0, 2009-12-26)
EXAMPLES\3DDEMO\3DDEMO.COF (137147, 1994-11-12)
EXAMPLES\3DDEMO\3DDEMO.INC (436, 1994-09-09)
EXAMPLES\3DDEMO\3DDEMO.LNK (310, 1994-09-10)
EXAMPLES\3DDEMO\BACK1.TGA (4940, 1994-05-24)
... ...

----------------------- IMPORTANT NOTE! 1/23/95 ----------------------- The BPEG utilities, decompression routines, and sample code are intended as complete replacements for the JAGPEG files previously distributed. If you are using the JAGPEG utilities and decompression code, you should check out the new BPEG stuff. The top ten reasons you should use BPEG instead of JAGPEG are: 10) BPEG features a single step conversion/compression utility. The JAGPEG utilities used a multi-stage conversion/compression process that had memory problems on some systems. 9) BPEG does a better job of compressing the image than JAGPEG does, without additional loss of image quality. This means you can use a slightly higher quality setting and get the same compression ratio you get now. Or you can use the same quality setting and get even higher compression ratios. 8) BPEG's conversion utility understands several input formats such as GIF and TARGA. The JAGPEG conversion process required 24-bit Targa files as input and wouldn't work with anything else. 7) BPEG is faster than JAGPEG. 6) BPEG can decompress images into CRY mode, even if the source picture was RGB, saving you at least one, if not two, steps. JAGPEG worked only with RGB images. 5) BPEG is much, much faster than JAGPEG. 4) BPEG only requires a single output file for the compressed images, and one source file for the decompression routines. JAGPEG created an image file for each picture, a separate data table for each quality setting, and two more files for the decompression routine code and data table. 3) BPEG is a whole lot faster than JAGPEG. 2) BPEG comes with the complete source for the decompression routines, so you can customize it as needed for your project. 1) Did we mention that BPEG is really much, much, much faster than JAGPEG? It cooks! It smokes! It leaves JAGPEG in the dust! ---------------------------------------------------------------------------- BPEG Compression Utility The BPEG compression utility (CBPEG.EXE, CBPEG.TTP) is a modified version of the JPEG encoder version 4.0, written by the Independant JPEG Group (IJG). It can take GIF/TARGA/PPM/RLE image files, and output a BPEG file directly usable by the decoder. There is no need for another program unless your images must be converted from other picture file formats. Usage: cbpeg [switches] inputfile outputfile Switches (names may be abbreviated): -quality N Compression quality (0..100; 5-95 is useful range) -targa Input file is Targa format (usually not needed) -smooth N Smooth dithered input (N=1..100 is strength) -maxmemory N Maximum memory to use (in kbytes) -verbose Emit debug output -debug Emit debug output (same as -verbose) -qtables file Use quantization tables given in file Example: CBPEG -targa -quality 80 image.tga image.bpg This will convert the Targa file named IMAGE.TGA into a compressed image file named IMAGE.BPG using a quality setting of 80%. The lower the quality setting, the higher is the compression ratio. Higher compression ratios come at the cost of lower image quality. ---------------------------------------------------------------------------- The BPEG.S file contains the source for the BPEG decompression routines. This file contains several flags which customize the operation of BPEG. While these flags are meant to be used at assembly time, you may wish to modify the code so that they may be set at runtime. The flags CRY15, CRY16, RGB15, RGB16, RGB32 control the output mode of the decompressor. One of these must be set to TRUE (non-zero) and the others set to FALSE (zero). The STATIC_TABLE flag configures the usage of a BPEG data table. During decoding, BPEG uses an an 8192 byte table. This can be allocated by you and then filled with the appropriate value using the 'BPEGInitTable' routine, or you can use the static table defined in the BPEG.S source file. If STATIC_TABLE is true, then the table in BPEG.S will be used. If it is false, then you must have a 8192 byte buffer in your source code with the label 'DataBitsBuffer' (it must be a global symbol). Since LZJAG uses an 8192 byte buffer also, it's a good idea if the BPEG and LZJAG routines share the same buffer space. Don't forget to call the 'BPEGInitTable' routine after each time that LZJAG is used, as it will trash the table values. (BPEG does not trash the table itself.) The decoding steps are: 1: Call 'BPEGInit' (no input or output parameters). 2: If STATIC_TABLE is FALSE, call 'BPEGInitTable' (no input or output parameters). 3: Call 'BPEGDecode' Input: A0 is the BPEG stream pointer A1 is the output buffer address D0 is the output buffer line width (in bytes) Output: D0 = 0 (no problem)/ 1 (bad format) 4: Test 'BPEGStatus' (long value). Possible values are: -1 (decoding) 0 (finished) 2 (decoding aborted, Huffman error) If you want to decode another image, just go to step 3. What exactly these functions do? -------------------------------- 'BPEGInit' copies the GPU code in the GPU RAM, without using the blitter. You can change this if the blitter is not used at this moment. 'BPEGInitTable' fills the 8192 bytes buffer called 'DataBitsBuffer'. 'BPEGDecode' sets some variables in the GPU, and run it. The GPU uses (and so corrupt) ALL REGISTERS FROM BOTH BANKS, and almost all GPU memory (the amount of memory used depends of the chosen output mode). Note: If you're decoding an image in CRY15/CRY16 modes, you must have the 32Kb RGB->CRY conversion table, and declare the GLOBAL symbol 'CRYTable', at the start of the table. Tip: Don't forget that cartridge access is slower than RAM access. It's a good idea to copy some of the BPEG tables in RAM, before running te decoder, for speed reason. ---------------------------------------------------------------------------- If you find some good speed improvement on this code, it's a good idea to contact Brainstorm, in order that they may implement it for a new release. Contact Brainstorm at: Fax: +331-44670811 (France) BBS: +331-44670844 (France) Email: raphael@brasil.frmug.fr.net ---------------------------------------------------------------------------- The sample code for BPEG is a revision of the sample code provided with the JAGPEG distribution. TESTBPEG is a sample program for the Jaguar that demonstrates how to take the files created with the BPEG tools and use them in a program with the BPEG routine and tools. This sample program is similar to the programs in the EXAMPLES directory for the most part, except that it sets up the video a bit differently with a 16-bit RGB mode instead of 16-bit CRY, and a creates a 16-bit RGB bitmap object instead of an 8-bit palette-based object. This is, of course, to accomodate the JPEG pictures which the program displays. The interesting parts of this are in the TEST.S file, which sets up and calls the DEJAG routine to display the pictures. It switches back and forth between two different pictures which were compressed with different quality settings. One of the pictures is the default 75% quality, the other is set to only 25% but still manages to look pretty decent. Also take a look at the MAKEFILE, which shows how the .BPG picture files are included in the program. It also shows how you can specify a command input file for the ALN linker to get around the 128-byte MSDOS commandline length limitation. If there are any questions, comments, bugs regarding this demo program which you'd like to throw my way, contact me at any or all of the following: Mike Fulton Atari Corporation 1196 Borregas Ave. Sunnyvale, CA 94089 Tel: (408) 745-8821 Fax: (408) 745-2088 Compuserve: 75300,1141 GEnie: MIKE-FULTON Internet E-mail: 75300.1141@compuserve.com 

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