Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - mindslight

Pages: [1] 2 3 ... 11
1
Project announcement / Re: Sonic Z-Treme
« on: July 10, 2018, 09:07:59 am »
Very impressive. Homebrews reached a new level

3
About you / Re: Hello
« on: April 02, 2018, 12:27:53 pm »
Hi Cobra!  :)

4
That's strange, I will check. Do you have the name of the update (KB...) ?

5
General Jo Engine Help / Re: TGA limit?
« on: February 23, 2018, 08:29:12 am »
Hi,

That's because you reach the limit of the filesystem.

You have to separate files in multiple folder.

I don't remember the limit but it's on Sega's documentation (something like 32 files)

Anyway, loaded hundred of sprites from CD is not the good way because it will be very slow on real hardware.

You should make tileset using JoMapEditor.

You will also reach the limit of simultaneous sprites in Jo Engine which is 255 but it can be extended to 65535 if I add an option in the Makefile.

6
I have an idea :)

7
Done.

You can pull from GIT

Code: [Select]
/** @brief Set how many sector is read on the same time
 *  @param count Sector count
 */
void            jo_fs_set_read_sector_count(const int count);

Restriction: don't change read size if a file is being read  ;)

8
This function can be easily optimized.

Let me look at my side before you rewrite your own function  ;)

9
Jo Engine Wish List / Re: Import Tilemaps
« on: February 20, 2018, 06:00:48 pm »
You can load large maps in the engine without any problem and no slowdown (I already used 10000x10000 maps !)  ;D

I don't use SGL for this part but a custom implementation.

Look at the "demo - map" sample.

Besides, the Jo Engine is way more powerfull in 2D than 3D today (but it will change).

10
Jo Map Editor / Jo Map Editor 6.1 available
« on: February 18, 2018, 08:59:46 pm »
Hi,

I made a new update of Jo Map Editor with some bugs fixes :)
  • Glitch while exporting MAP (image distorted and truncated sometimes)
  • Ingame screen preview (F11) doesn't follow the zoom
As usual : http://jo-engine.org/mapeditor/

11
Tile map converter for the Sega saturn.

Converts between Csv export from Tiled Map editor to a custom Sega saturn map format that can be easily read at run time by the system.

Author : b1tsh1ft3r
GitHub : https://github.com/b1tsh1ft3r/tile2map/

12
Jo Engine Wish List / Re: Import Tilemaps
« on: February 18, 2018, 05:13:58 pm »
Thank you for this converter  ;)

I have so much thing to do on this project and not necessarily enough for the Jo map Editor :'(

I made a dedicated thread for your converter : http://forum.jo-engine.org/index.php?topic=859.0

13
Free talk / Re: Some 3D Animations
« on: February 18, 2018, 05:09:08 pm »
It's incredible that today some elements of this tragic event remain a mystery.
Anyway, 3D modeling is very useful for visualizing different scenarios :)

14
Thx for the update :)

15
General Jo Engine Help / Re: Compiling Jo Engine under GCC 7.2.0
« on: February 18, 2018, 05:04:15 pm »
You have to recompile the standard C library and add the path in your environment.

The library currently used in the project is available here: "Compiler\SH_COFF\sh-coff\sh-coff\lib\libc.a"

If you look closer into the "compile.bat script", you will see paths :

Code: [Select]
SET PATH=%COMPILER_DIR%\SH_COFF\Other Utilities;%COMPILER_DIR%\SH_COFF\sh-coff\bin;%COMPILER_DIR%\TOOLS;%PATH%

You will find in attachement the C library compiled (ELF Format) (old version but enough)

Pages: [1] 2 3 ... 11
SMF spam blocked by CleanTalk