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Messages - XL2

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Jo Engine Wish List / Re: 3D Textured Mesh Sample
« on: March 21, 2018, 03:30:10 pm »
It will do it all for you, as long as your model has material names that fit the TGA file's name. All textures should be 32 bits per pixel BUT should have no more than 16 colors (if not the program will compress the colors and you will loose details ).
I'm not supporting 32 bpp textures anymore as it just wastes VRAM.
It won't read the mtl file, so I will have to figure a way to support flat shaded quads, but I guess the easy way would be to use a 1x1 texture and I could just retrieve the color and put it on the quad.
We'll see.

Project announcement / Re: Sonic Z-Treme
« on: March 20, 2018, 06:09:50 pm »
I don't know about Robo Blast.
I will probably just allow free rotating camera with analog controls and keep the 90° rotation on digital control.

Project announcement / Re: Sonic Z-Treme
« on: March 20, 2018, 05:52:57 pm »
I will keep the X-Treme levels, so I'm not ditching the formula. But I will add more open levels, if I can make it work well with the current physics.

Project announcement / Re: Sonic Z-Treme
« on: March 20, 2018, 02:31:45 am »
While I'm not ditching the X-Treme formula, I'm moving toward Sonic Jam-type  (or Project Condor) levels, so I don't want to spend too much time on creating "blocky" levels.
I'm slowly resuming work on Sonic Z-Treme, so sadly I have no idea when it will be ready, but I want to show my next version at SAGE 2018, so hopefully I'll have something nice to show by then.

Project announcement / Re: Sonic Z-Treme
« on: March 20, 2018, 12:18:26 am »
You are right. But would anyone want to bother doing that?

Project announcement / Re: Sonic Z-Treme
« on: March 20, 2018, 12:08:09 am »
Unless you have the actual 3d format (that you can read on a pc) of the maps, no. I don't think anybody ever bothered to rip those as the game wasn't that good.

Did you try to reboot again instead?

Jo Engine Wish List / Re: 3D Textured Mesh Sample
« on: March 16, 2018, 01:04:06 am »
I'm (slowly) working on a tool to do just that.
I'm not fully done yet, so maybe in 2 or 3 weeks I could try to release it with a small demo.
It just converts the model and textures to either c file or a binary file and you will just need to use the demo functions with it to load the model.
Sadly, I couldn't think of a way to include animations (I'm not that great with 3D modeling software, so even there I'm bad at animating).

The order you call the rotations influence the output.
Just use the 3D model for now as it's easier for you.

You shouldn't use the Pseudo-Mode 7 for what you're doing. The Pseudo-Mode 7 is pretty much doing DMA to transfer a new image to the NBG1 to give the illusion of movement, while a RBG0 is a real 3D plane that can move in all directions.
It's much harder to use the RBG0, but it will be much faster and will be way more flexible.
For what you are doing, it's a no-brainer, you should use the RBG0.

I'm not 100% sure I understand your problem.
Try playing with another axis instead (x instead as an exemple), or do the rotation before the translation.
Play with a few settings, I'm sure you'll figure it out.

Try to burn disks at 2x.
It could also be related to the current functions : there are issues with the current Jo Engine CD functions according to my tests.
You can use the SBL GFS_Load functions (look at RockinB tutorial to see how it works : ) for now as they are much faster, but it would require you to play with memory allocation (sending everything to Low-work RAM should be the easiest way).

Also, try to use Single plane only on your model.
Trust me, you don't want dual plane except for some rare instances (a quad that you need to be able to see from both sides).

From what I see, there should be no reasons that it can't work at 60 FPS, but like I said you must keep the amount of quads at a reasonable level (400 more or less) and at a rather low texture resolution (16x16 should be fine).

The Saturn is also quite good with untextured quads, so you can play with that too.

Ok! According to your video, the Saturn can't complete the drawing. You are at 60 fps, but with all the textured quads, it's too much. You can set dynamic framerate : DynamicFrame (On);  (I'm not in front of my pc, so it might have a different spelling or with sl in front, just look at the demo I made for ponut)

Also try 30 fps :
extern Uint8 SynchConst();
(Again, I'm not on my pc, but take a look at the demo I sent ponut64).
Always use Single_plane!
Else it will still draw backfaced quads.

Also don't use real transparency.

If you really want 60 fps, use low quality textures : 16x16 or even 8x8, but with more than 450/500 quads on screen it might start to enter the draw end mode, which just tries to draw as much as possible before the v-blank.

Also, I forgot to mention, but use Window_In in the attributes.

General Jo Engine Help / Re: Problem after the Sega Logo.
« on: March 10, 2018, 04:32:20 pm »
It can be fixed, so I wouldn't worry too much about it for now.

Just be careful with the warping.
If you are, let's say, over 16384, remove 32768 instead of doing = -16384.
Because you could be at 16444, going to -16384 won't be smooth.
There are no issues with the RBG0, but if you warp under, it will become higher than you.
The framerate timer is based on the internal timer. The Saturn has v-sync, so you won't get over 60 fps on real hardware.
I don't understand your odd/even frame thing, but if it's to keep track of the framerate, it's useless.
Since one frame could take 1/60 seconds, the other one 2/60, etc. Doing ++ won't take into account the elapsed time.

General Jo Engine Help / Re: Problem after the Sega Logo.
« on: March 10, 2018, 01:10:35 pm »
The issue comes from the Jo Malloc allocating memory to wrong addresses on your AR+ 4 MB RAM. You can add a line in your makefile to support Pseudo Saturn Kai, which won't allocate memory on it and will allow you to boot the game.

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