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Messages - SaturnTeam

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46
General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« on: June 25, 2018, 10:51:16 pm »
So I tried Mednafen, but couldn't get it to work under Windows 7. I tried the MedGui Reborn and MedLaunch front-end GUIs, but neither one could open the Jo Engine bins or cues. I just kept getting "File type not recognized."

47
About you / Re: Greetings!
« on: June 24, 2018, 08:42:03 pm »
Another update: My game is a scrolling shooter similar to Radiant Silvergun. I am coding it in C using Jo Engine with the Map Editor, which is done on Windows 7 Pro. I am conducting C concepts/practice coding using CodeLite in Fedora Linux 28. I do the rest of the work on macOS Sierra, including graphics in Pixelmator, modeling in Blender, sound/music in GarageBand, and cutscene videos in Unreal Engine 4. I test using Yabause in Windows and Pseudo Saturn Kai with burned CDs on Saturn. I am also considering creating a follow-up console to the Saturn and a game. However, I have not done much on that end. I am still considering all of the details.

48
General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« on: June 21, 2018, 08:58:53 pm »
Thanks for the tip. Maybe I'll check out that emulator.

49
General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« on: June 19, 2018, 10:12:14 pm »
I just tried it, yesterday. I am using the newest engine version. I couldn't get it to work with any of the emulators by clicking on included launch files in the demo. What I ended up doing was opening Yabause and manually opening the sl_coff ISO. This will successfully get the file open. However, only the sound effect will play. The CD audio is unresponsive. I have read somewhere that it should work normally when burned to a CD and used with Pseudo Saturn Kai, which is what I use on my Saturn.

50
General Jo Engine Help / Broken Demo
« on: June 18, 2018, 08:23:52 pm »
I updated the engine and noticed that the Shooter Demo is broken. It has to do with the introduction of Storyboard code into it. I was able to transplant the old demo into the new engine, but there are errors when compiling. Specifically, the errors are related to lines 9 and 10 in ship.h and lines 58 and 139 in main.c. Apparently, it has to do with definitions in the engine's type.h file. By commenting out lines 9 and 10, I can get the demo to run.

51
About you / Re: Greetings!
« on: June 07, 2018, 07:10:18 pm »
I just wanted to give an update on my project. I have had a lot going on in my life this year. Unfortunately, my project has been suspended for most of the year. I just moved my website to http://saturnteam.wordpress.com, due to money issues. I am still considering how I want to move forward on my work.

52
Free talk / Re: Some New Sonic 32x/Mars/Xtreme Assets?
« on: November 23, 2017, 04:04:18 am »
Very cool!

53
General Jo Engine Help / Re: Can't Get Jo_VDP2 to Work Properly
« on: November 16, 2017, 04:25:25 am »
That's a good point. Of course, with DOA, there's not as much going on. It's confined to a fighting platform/ring. There's no expansive world.

54
General Jo Engine Help / Re: Can't Get Jo_VDP2 to Work Properly
« on: November 16, 2017, 02:09:47 am »
Okay. Thanks. I'll keep at it. I know that Dead or Alive used 704x480, so it's not impossible. I'll figure it out.

55
This may be a silly question, but i have a gameshark cart (similar to the action replay with the same db25 on top). Im assuming this is compatible with pseudo saturn as well?!?! I noticed it wont boot on a jspec saturn as is prior to flash so im guessing its region locked.

The GameShark is supposed to work on all Saturns. I'm not sure why it isn't loading on boot. Its connector board is notoriously finicky with the slot connection. I wouldn't try to flash Kai onto it until you confirm that it's working. There shouldn't be any issue with putting Kai on a GameShark. I think you might need to wiggle or reposition the cartridge in the slot, and keep trying to see if it comes up on boot. Sometimes, you have to pull up on it, so it's just barely connected. If you have a N. American or PAL console, I would see if it will boot on those. If it doesn't, then the cartridge is shot. Also, you may need to put a retail disc in, before boot, to get it working. It might load right away, or you might need to load the game for the GameShark to work.

56
General Jo Engine Help / Re: Can't Get Jo_VDP2 to Work Properly
« on: November 15, 2017, 10:49:23 pm »
Okay. Thanks. That saves me from spending more time trying to use the engine's VDP2 code. I'll have to implement it the old fashioned way.

57
General Jo Engine Help / Can't Get Jo_VDP2 to Work Properly
« on: November 15, 2017, 07:56:08 pm »
I am hoping someone can point me in the right direction. I've researched the Jo_VDP2 entries and associated files. I can get my project to appear in Yabause as 480p, but there are a number of problems. I'm not clear as to how to fully implement this. Can I do this without using the Sega code found in the FPS demo, in the C and header files? Based on the engine code I've looked at, it seems like I should be able to. Yabause says that VDP2 is being used. However, I'm getting black artifacts all over the screen. I can't figure out how to use a TGA bitmap at 1024x512, without it being too large of a file. If I export it from the map editor, it's over 1MB, no matter what the image is. If I try to import a TGA that's 16-bit from a different program, Yabause just gives me a blue screen. I tried converting the BG to a C file, but that crashed Yabause. Do I need to use a tile set background? Even then, wouldn't the total image need to be under 512KB? In Yabause, the 480p works if the background is the normal resolution, but it gets displayed 4x in 4 separate tiles. The polygon/sprite layer is mostly hidden behind the black artifacts that appear to be on the NBG0 layer. If I disable the NGB0 layer display in Yabause, most of the screen clears up. I'm also not clear on what Yabause is doing with the interlacing. I believe it has trouble with that, but I had difficulty finding info on that. I'll be grateful for any help. Thanks.

58
I just wanted to let everyone know that my game is loading correctly with Pseudo Saturn Kai 6.074. For some reason, I'm not getting the homebrew option on cartridge boot, but "Start Game" loads it just fine.

59
I just wanted to post a link to my newly published "Ultimate Guide: Tape CD Switch & Flash Pseudo Saturn Kai to ARP on Model 1 (80000)". I couldn't find a guide like this for this specific model's switch, so I made my own. This is for the original N. American model.

60
Share your code / Tutorial: Artificial sun lighting for outside 3D world
« on: November 07, 2017, 06:50:59 pm »
This tutorial is for 3D first-person, third-person, or top-down games. This will emulate the sun. It will get the job done, but not look as nice as current-generation game engines. The effect should be used on a decently-sized 3D map, as the light is bright at the source.

Part 1: Add global float variable underneath the includes.
Code: [Select]
static float        use_light = true;

Part 2: Add apply_effect function.
Code: [Select]
void        apply_effect(void)

    jo_3d_set_mesh_light(&MeshCube, use_light); /* Collada or Wavefront model */
    if (use_texture)
        jo_3d_set_mesh_texture(&MeshCube, 0);

    jo_3d_set_light(&plane, use_light); /* Ground/Floor flat double-sided texture */
    if (use_texture)
        jo_3d_set_texture(&plane, 1);


Part 3: In the jo_main function, we will add the light source variable and the executable line.
Code: [Select]
    jo_3d_light(1.0, 1.0, 1.0); /* Float integers (static seem to be too unwieldy). Change numbers to suit your game. */

    apply_effect(); /* add above jo_core_run(); */

Notes: This code is assuming that you've already placed your landscape items into your code, and have the textures listed in jo_main. Additionally, I came up with error-free code to shine light on a drawn cube, but, for some reason, it won't take effect. Perhaps, someone else will figure that one out.

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