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Messages - null1024

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1
Project announcement / Re: Sonic Z-Treme
« on: October 07, 2017, 02:33:16 am »
Seems to work fine in SSF. Couldn't boot it on my Saturn with Pseudo Saturn Kai (and latest Jo-Engine supports it if you add JO_PSEUDO_SATURN_KAI_SUPPORT to the makefile), so I'd have to do the swap trick later to try it out.

2
Jo-Engine release / Re: Release 9.0
« on: August 31, 2017, 11:58:45 pm »
Ah, thanks a bunch! Working fine now.   :D
last console thing I'd been working on before I started that was an SG-1000 game, and I didn't have a malloc there.  :P

Also, a quick test of the billboard function, it's just drawing fully 3D quads.
A billboard always faces the screen -- you'd calculate the center position and scale in 3D rather than all four corners (and there's a VDP command to draw exactly that), right now it's just doing what jo_3d_draw_sprite() does.

3
Jo-Engine release / Re: Release 9.0
« on: August 31, 2017, 06:30:06 am »
Sorry about the delay, been pretty busy.
Here's what I've got so far. SGL should be enabled in 9.0.

warning: it's a tad nasty and I've been meaning to do a rewrite for a while (in particular, there's loads of dumb stuff surrounding my lack of knowledge of working with fixed point numbers)

4
Jo-Engine release / Re: Release 9.0
« on: August 21, 2017, 05:07:06 am »
I want to say it's neat, but my game freezes Yabause and the player model ends up glitching like crazy in SSF when built with the new version, so I haven't been able to check out the new billboard support..
Probably because a handful of things I'm doing poke around under the hood, but I haven't had time these last few days to work on things and check out what's happening.  :P

5
Quote
Pseudo Debugger documenting displayed error codes
What's this?
Pseudo Saturn Kai has a "debug" option when you press Z, but that doesn't show anything, and I didn't see any debug option with original Pseudo Saturn.

6
Free talk / Re: Which one is your favorite Saturn Game?
« on: August 03, 2017, 05:31:50 am »
My favorites are Bulk Slash and Virtual On.
And man I still haven't actually played Panzer Dragoon Saga, although I love the original and Zwei a ton.

7
One thing I was looking for how to do was to use two-point scaled sprites in 3D for effects that always face the screen. Eg., it's positioned and sorted in 3D, but it's just a plain 2D sprite rather than a quad (so camera rotation doesn't immediately out it as being flat as a pancake).
This sort of thing is used pretty often in Saturn and PS1 games (the example that immediately comes to mind are point items and bullets in Bulk Slash, or literally every object in After Burner 8))
This would be both faster (fewer points needed to be transformed) and convenient for things like particle effects and the lot.

also, having a function to pre-scale those sprites (billboards or 3d) before the 3D transform would be convenient as a built-in part of the library (a new user to the library might attempt to do jo_3d_set_scale before jo_3d_draw_sprite_at, which would result in the scale affecting the translation jo_3d_draw_sprite_at does and everything would be positioned wrong, and jo_3d_set_scale's name/description in the docs doesn't actually tell the user that it affects the matrix :P)

here's an implementation for that for 3D quad sprites I'd come up with (feel free to use this if you want)
Code: [Select]
void jo_3d_draw_sprite_at_scaled(int texture, int x, int y, int z, int xscale, int yscale) {
    jo_3d_push_matrix();
    {
        jo_3d_translate_matrix(x,y,z);
        jo_3d_set_scale(xscale,yscale,1);
        jo_3d_draw_sprite(texture);
    }
    jo_3d_pop_matrix();
}

8
About you / Re: Hello!
« on: August 02, 2017, 07:16:04 am »
Thanks!
Considered making a rail shooter ala Panzer Dragoon or Space Harrier, but decided against it (if mostly because I'd actually written one for a game dev competition several weeks ago, but also because I can play both of those games on my Saturn already  ;D).

Decided a sort of racing/time-attack flight game was something that I'd really not seen much of.
I'm pretty happy with Jo Engine so far, was a few hours from me drawing up the idea on a piece of paper and actually getting a moving ship flying over an After Burner style field.  8)
again, I'll post more about it when I'm far enough along to make a dedicated thread with a release

9
I gave that package a whirl to make the Sonic image demo, no dice. Still just a black screen on my end with the resulting demo.iso.  :(
Tried using both Pseudo Saturn 0.831 (went and reflashed my AR) and Pseudo Saturn Kai 6.074, both loaders.
Blank screen on all.

10
General Jo Engine Help / Booting Jo Engine games with Pseudo Saturn Kai?
« on: August 01, 2017, 06:40:21 pm »
I was trying to test my game on hardware using Pseudo Saturn Kai to boot it (a more actively developed version of Pseudo Saturn that's supposed to have better compatibility), but I only get a black screen after the SEGA screen with Jo Engine games.
I'd tested it with just the basic demo1, thinking maybe my game had a major bug, still nothing. Neither of the two game loaders (0.831 or 0.832) work, I'm just left with a black screen.
Even tried it with the Pseudo Saturn Kai patcher, no luck.

This was using the latest release of both Jo Engine (4/12/2017) and Pseudo Saturn Kai (6.074, from 4/23/2017, put on my Action Replay with the alternate flasher ISO).
I burned using ImgBurn.

and now I need to go buy more CDs   :P

11
About you / Hello!
« on: August 01, 2017, 08:28:00 am »
Hi there everyone.  :D
Found out about Jo Engine from seeing XL2's cool Sonic Z-Treme project and decided to try my hand at making a game for the Saturn.
Here's a video, I'll post a thread about it when I'm further along.
https://www.youtube.com/watch?v=kDbxkzVpJ5A

Cheers!

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