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A600

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Feb 4, 2006, 04:52 PM
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Thanks for the update, Toxic Bunny!

I also updated the GP32 port.
Tinnus

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Feb 4, 2006, 05:40 PM
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Yeah, I'll merge it with the Palm OS code, so please try not to update it much in the coming days :P

Or better, fix what you have to fix and upload the new code, hehe
Monolith

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Feb 4, 2006, 09:30 PM
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I can understand why you don't want to use floating point calculations, but I still don't see the need for using fixed point. Plain ol' ints should work fine.
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Tinnus

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Feb 5, 2006, 04:59 AM
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Yes and this is what he uses in the latest version

Calculations in milliseconds instead of seconds.

edit: oh cool, just fell into nothing in the first level thanks to the lack of bridges :P

Last edited by Tinnus; Feb 5, 2006 at 05:26 AM.
Puck2099

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Feb 5, 2006, 07:57 AM
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Hi,

I'm the guy who ported Openjazz to GP2X, I want to give you the thanks for your work in this project

I'll try to port the last version to GP2X this evening

Regards
Wally*Won_Kenobie

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Feb 8, 2006, 02:34 PM
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Hello, i was wondering about the BulletMl Library and where it comes in?


I keep getting Undefined Reference to CreateBullet and so on
TaZaR

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Feb 9, 2006, 12:39 PM
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Wow, that project attracted a lot of people. Congratulations TB!

Puck2099: I'm just curious, is the 2099 in your name came from the Marvel 2099?
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xxdeniskaxx

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Feb 15, 2006, 07:56 AM
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Hey,

Just wanted to let you know that the latest version OpenJazz was ported to PSP.
The details & files can be found here:
http://deniska.dcemu.co.uk/

In the PSP version, I created some basic sound fx support with SDL_Mixer libs and wav samples extracted from the game.
BTW, (you probably know that already) most of the sound samples can be extracted from
SOUNDS.000 with goldwave or captured from the original game with, say, soundrecorder.
The music is done thru SDL_mixer/ s3m conversion, which seem to work ok, so far.

Anyway, a lot of people seem to be excited about this project, so , please DO CONTINUE the great work you started - we all waiting for updates
UNKNOWNFILE

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Feb 15, 2006, 08:32 AM
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Quote:
Originally Posted by xxdeniskaxx
Hey,

Just wanted to let you know that the latest version OpenJazz was ported to PSP.
The details & files can be found here:
http://deniska.dcemu.co.uk/

In the PSP version, I created some basic sound fx support with SDL_Mixer libs and wav samples extracted from the game.
BTW, (you probably know that already) most of the sound samples can be extracted from
SOUNDS.000 with goldwave or captured from the original game with, say, soundrecorder.
The music is done thru SDL_mixer/ s3m conversion, which seem to work ok, so far.

Anyway, a lot of people seem to be excited about this project, so , please DO CONTINUE the great work you started - we all waiting for updates
Kickass.

Alister, this is your cue to add sfx support to OJ.
And if you ever try making an OJ2, allow me to be of assistance.
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Alister

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Feb 15, 2006, 02:11 PM
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Sorry guys, I've been quite busy and will be busy for a few days to come, so OpenJazz has made no progress since the last release.

Great to hear about PSP version. OpenJazz is great for handhelds, it seems. Maybe this will persuade me to get one
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NeonPSY

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Feb 20, 2006, 12:20 PM
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YAY! *dusts off Dreamcast*
Sciz CT

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Jun 27, 2006, 08:29 PM
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Topic bump, mostly to find out if there's been any progress since February.
Alister

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Jun 28, 2006, 06:02 AM
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Not really, no. In the weeks following the last version, I didn't have the time. Since then, I haven't got back into the swing of it. Of course, I'm not doing anything right now, so...
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Bartman

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Jul 22, 2006, 09:14 AM
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I do hope the Dreamcast version will see some progress myself. That community seems like its on it's last legs, so things like Open Jazz and SRB2 for Dreamcast probably wont be finished...sigh...
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bkev

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Aug 15, 2006, 08:08 PM
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revival, simply to ask this: can only the right alt and ctrl buttons be used? I keep trying to use the left but it won't let me...
PhAyzoN

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Aug 16, 2006, 09:57 PM
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pocketinsanity (Google it) has a PocketPC port availible if anyone wants it. It works pretty good, although there is no sound and music is only in Ep1. Ill have to try the Windows and Dreamcast versions sometime
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Nov 27, 2006, 03:36 PM
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*bump*

I for one would love to see this project continued.
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Nov 28, 2006, 03:27 AM
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Me too, but what can we do?
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Nov 28, 2006, 06:24 AM
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Well, it IS open source.
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Interesting Jazz-related links:
Thread: Gameplay Theories - Thread: Make Up Your Own Gametype

Spotify.fm

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Nov 28, 2006, 07:00 AM
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...Right, I forgot that he had released the code for it. I'll have to take a look at it sometime soon.
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Alister

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Nov 28, 2006, 01:49 PM
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I have been working on it, but I'm very busy right now. I have three important exams coming up, not to mention the coursework I've still to do.

I'll be playing around with it over the holidays, but I doubt there'll be another Christmas Day release. Look forward to something in the new year. You can start pestering me from the 1st of January
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Ricerind

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Jan 12, 2007, 02:10 PM
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Errr, how would I compile this on Linux. Be aware that i'm no Linux guru.
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Black Ninja

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Jan 13, 2007, 12:24 AM
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/me pesters
Alister

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Feb 14, 2007, 02:29 PM
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I've uploaded the most recent version to the website. Not much has changed, but at least people can stop pestering me about the bridges

Neurotic: The most basic way would be to run the following commands.
gcc -c bonus.c -o bonus.o
gcc -c font.c -o font.o
gcc -c level.c -o level.o
gcc -c main.c -o main.o
gcc -c menu.c -o menu.o
gcc -c planet.c -o planet.o
gcc -c scene.c -o scene.o
gcc -c sound.c -o sound.o
gcc -o OpenJazz -lSDL bonus.o font.o level.o main.o menu.o planet.o scene.o sound.o

Of course, there are better ways of doing this (e.g. makefiles).

BN:
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Marijn

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Feb 16, 2007, 03:50 PM
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Feb 23, 2007, 12:23 PM
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Quote:
Originally Posted by Alister View Post
I've uploaded the most recent version to the website. Not much has changed, but at least people can stop pestering me about the bridges

Neurotic: The most basic way would be to run the following commands.
gcc -c bonus.c -o bonus.o
gcc -c font.c -o font.o
gcc -c level.c -o level.o
gcc -c main.c -o main.o
gcc -c menu.c -o menu.o
gcc -c planet.c -o planet.o
gcc -c scene.c -o scene.o
gcc -c sound.c -o sound.o
gcc -o OpenJazz -lSDL bonus.o font.o level.o main.o menu.o planet.o scene.o sound.o

Of course, there are better ways of doing this (e.g. makefiles).

BN:
don't you have a makefile
Alister

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Feb 24, 2007, 08:10 AM
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Yes, but it's in my Linux partition. A mysterious land of dragons and vampires that I haven't been to in a while.
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Torkell

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Feb 24, 2007, 05:02 PM
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Sounds like my Linux machine. Contains dragons, vampires, and evil IDE controllers.
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Feb 25, 2007, 06:00 AM
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My linux machine contains little vampire penguins. They suck blood out of Microsoft.
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Feb 25, 2007, 12:44 PM
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I don't even know what lives on my Linux partition.
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|| Ballistic Bunny (EP)
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|| Beyond: Remixed (remix EP)
|| Inner Monsters OST (mini-album)
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Marijn

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Feb 27, 2007, 05:44 AM
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Quote:
Originally Posted by Alister View Post
Yes, but it's in my Linux partition. A mysterious land of dragons and vampires that I haven't been to in a while.
But you dont have a linux build ?
bkev

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Mar 23, 2007, 09:18 PM
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Hi there,
Again, I come to bump this thread. I would just like to thank Alister for not letting this die.

A few bugs I would like to point out that, odds are, are common knowledge:
1. No high quality sound support. Maybe I'm spoiled my MP3 conversions, but medium sound seems odd to me now. Could you try to make it so that it supports high quality?
2. If you continue to hop around while dead, you can keep going for awhile and repeatedly die.
3. Resolution changer (this is not a bug rather a congratulations) allows me to cheat and play in 1024x768. You wouldn't believe how small the guy is!
4. No effect sounds. Yes, age-old complaint, but I'd like to see if possible in the next update some progress on that.

Thank you for your time.
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I don't think converting the music to MP3s would make it of a higher quality either, and there'd probably be looping issues with some songs if that happened.
Old Mar 24, 2007, 06:23 AM
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Alister

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Mar 25, 2007, 09:15 AM
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Quote:
Originally Posted by Marijn View Post
But you dont have a linux build ?
I do... but again, it's on my Linux partition. And I don't really trust the way Linux does linking. It seems to link executables to very specific versions of shared libraries, making them inappropriate for distribution. But maybe someone can correct me on this.

Quote:
Originally Posted by bkev View Post
1. No high quality sound support. Maybe I'm spoiled my MP3 conversions, but medium sound seems odd to me now. Could you try to make it so that it supports high quality?
I don't set the quality. That's determined by the original sound files and whatever libmodplug does with them. Bear in mind that the music was created for a 1994 PC game.

Quote:
Originally Posted by bkev View Post
2. If you continue to hop around while dead, you can keep going for awhile and repeatedly die.
What have you got against zombies?

Quote:
Originally Posted by bkev View Post
3. Resolution changer (this is not a bug rather a congratulations) allows me to cheat and play in 1024x768. You wouldn't believe how small the guy is!
OpenJazz can go up to the maximum resolution supported by your computer. I've played in 1600x1200, a whopping 30 times the visible area of the original game. This is a feature. In fact, it's the only feature that's an improvement over the original. Whether or not you use it is entirely up to you.

Quote:
Originally Posted by bkev View Post
4. No effect sounds. Yes, age-old complaint, but I'd like to see if possible in the next update some progress on that.
Sorry, but I don't see this happening any time soon. I'm focussing on playability at the moment.
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bkev

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Mar 26, 2007, 03:36 PM
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Quote:
Originally Posted by Alister View Post
I do... but again, it's on my Linux partition. And I don't really trust the way Linux does linking. It seems to link executables to very specific versions of shared libraries, making them inappropriate for distribution. But maybe someone can correct me on this.

I don't set the quality. That's determined by the original sound files and whatever libmodplug does with them. Bear in mind that the music was created for a 1994 PC game.

What have you got against zombies?

OpenJazz can go up to the maximum resolution supported by your computer. I've played in 1600x1200, a whopping 30 times the visible area of the original game. This is a feature. In fact, it's the only feature that's an improvement over the original. Whether or not you use it is entirely up to you.

Sorry, but I don't see this happening any time soon. I'm focussing on playability at the moment.
By high-quality music, I mean when you go through the sound setup in the original game. When I play using VDMSoud (which emulates old sound cards, worth a look for fellow XP users) the music is clearer than OJ.

EXAMPLE:

Nothing against zombies , just pointing it out

And I was giving you props on the resolution changer actually; should've put it a different way. It's quite fun to see how screwed up it is at even 640x480.
Old Apr 2, 2007, 01:36 PM
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