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Topics - mindslight

Pages: [1] 2
1
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/

2
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/

3
Jo-Engine release / 01/27/2018 Update
« on: January 27, 2018, 07:00:14 pm »
Hi,

I made a new update with storyboard support  :)

You can now easly move an object in any direction without sine and cosine computation and the important : without floating number  ;)

To use it you have to the following line on your makefile:

Code: [Select]
JO_COMPILE_WITH_STORYBOARD_MODULE = 1

4
Free talk / Homebrew section on Wikipedia
« on: October 11, 2017, 06:49:43 pm »
Hi,

The homebrew section of Wikipedia is completely outdated. Especially the Sega Saturn part.
I don't know if someone knows how to change the page, but we need more visibility to increase the interest of people in my opinion.

5
Jo-Engine release / Release 8.2
« on: October 11, 2017, 02:28:49 pm »
I started to implement 3D in the engine, but before that I had to write some mathematical functions especially for matrix (Don't use it, because I might do breaking-change)

I also found unnecessary operations in sprite loading that I fixed :)

6
Free talk / Retro Barcelona 2017
« on: October 02, 2017, 01:30:49 pm »
Hi,

On 6 October the Barcelona Retrogramming Show begins :)

If you want your demos to be presented, please send me you iso file ASAP.

7
Jo Map Editor / Jo Map Editor 6.0 available
« on: August 31, 2017, 09:16:44 pm »
Hi,

I made a new update of Jo Map Editor with some bugs fixes :)

As usual : http://jo-engine.org/mapeditor/

8
1) Update Jo Map Editor : http://jo-engine.org/mapeditor/

2) Launch Jo Map Editor and select the folder where your sprites are located:



3) Drag & Drop an image on the editor



4) Explode your image in tiles



Warning: width must be a multiple of 8 in the Sega Saturn



5) Now you can move each tile and also drag & drop another image or re-explode one tile



6) Export the tileset for the Jo Engine





This will generate a file with the coordinate of each tile (to include in your project):

Code: [Select]
/*
   Tileset generated by Jo Map Editor v6.0
*/

#ifndef __TILESETNEWMAP1_H__
# define __TILESETNEWMAP1_H__

/* 36 tiles */
static const jo_tile    TilesetNewmap1[] =
{
{0, 0, 32, 32},
{0, 32, 32, 32},
{0, 64, 32, 32},
{0, 96, 32, 32},
{0, 128, 32, 32},
{0, 160, 32, 32},
...

7) Export the whole image in TGA, BIN format or C source file (in our example, we use TGA)



This image must be saved in the "cd" directory of your project in order to be load later



That's it ! Now you can follow the code inside the tileset demo ("demo - tileset" folder) in the Jo Engine source code

Hope the will help you 8)

9
Jo-Engine release / Release 8.0
« on: August 12, 2017, 06:19:48 pm »
I pushed a new version of Jo Engine with some features for XL2 and Null1024  :D

In this version you can see that I'm working to remove the SGL (Only stable features is in the release)

My remaining roadmap (major todolist) to remove the SGL is the following:

- Z-buffer (and sorting) implementation
- Matrix & math functions (needed for 3D)
- 3D implementation
- DMA copy
- SEGA FileSystem implementation
- Audio implementation with new driver
- Finish input implementation


10
Free talk / New server for the website
« on: August 11, 2017, 07:56:56 pm »
Hi!

I migrated the website (also the SVN) on a new dedicated server (more powerful and better bandwith)  8)

Don't hesitate to contact me if you have some troubles.

12
Jo-Engine release / Release 7.0
« on: April 12, 2017, 02:18:15 pm »
Hi  :),

A new update is available with dual CPU support and Sega Film/Cinepak support  :D

You can also change Jo Engine option on your makefile (I removed all options from jo/conf.h)

Warning, after update your program may not compile.

Don't worry, just follow the instruction on jo/conf.h or look at the makefile on Demo1  ;)

13
Jo-Engine release / Release 6.0
« on: October 14, 2016, 08:38:49 pm »
Hi!

I added 8 bits image support on the last release and many bug fixes :)

14
Free talk / Meet me at retrobarcelona 8 and 9 October 2016
« on: October 04, 2016, 08:07:55 am »
Hi,

I will be at the retrobarcelona event with SegaSaturno (stand #39) the 8 (afternoon) and 9 october 2016  :)

More information here : http://www.retrobarcelona.org/

15
General Jo Engine Help / Read file asynchronously without blocking the game
« on: September 18, 2016, 08:36:45 pm »
I added some functions to read file asynchronously, because I working on a video reader, but it's working for any file and any usage :)

If you're interested, here 's how it works:

The function bellow will be called when the file is loaded:

Code: [Select]
void            my_async_read(char *contents, int length, int optional_token)
{
}

To read a file asynchronously, you just have to call jo_fs_read_file_async() with the filename, the callback and an optional token (user value for the callback)

Code: [Select]
jo_fs_read_file_async("DEMO.TXT", my_async_read, 0);

In attachement, you will find a sample code to load a background image (TGA) from the CD asynchronously

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