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Messages - 20EnderDude20

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106
General Jo Engine Help / Re: Can't compile demo1 on Windows 10
« on: July 15, 2018, 10:18:12 pm »
I now have this error:
Code: [Select]
~/jo engine/joengine-master/Samples/demo - sonic$ make
wine ./sh-coff-gcc.exe -m2 -L../../Compiler/SGL_302j/lib_coff -Xlinker --format=coff-sh -Xlinker -T../../Compiler/COMMON/sgl.linker -Xlinker -Map -Xlinker sl_coff.map -Xlinker -e -Xlinker ___Start -nostartfiles  ../../Compiler/SGL_302j/lib_coff/sglarea.o main.o sonic.o ../../jo_engine/tga.o ../../jo_engine/audio.o ../../jo_engine/fs.o ../../jo_engine/font.o ../../jo_engine/input.o ../../jo_engine/physics.o ../../jo_engine/core.o ../../jo_engine/math.o ../../jo_engine/malloc.o ../../jo_engine/tools.o ../../jo_engine/sprites.o ../../jo_engine/map.o ../../jo_engine/list.o ../../jo_engine/sprite_animator.o ../../jo_engine/image.o ../../jo_engine/background.o ../../jo_engine/time.o ../../jo_engine/vdp1_command_pipeline.o ../../Compiler/SGL_302j/lib_coff/SEGA_SYS.A ../../Compiler/SGL_302j/lib_coff/LIBCD.A ../../Compiler/SGL_302j/lib_coff/LIBSGL.A -o sl_coff.coff
002c:fixme:ntoskrnl:KeInitializeEvent stub: 0x112888 1 0
002c:fixme:ntoskrnl:KeInitializeEvent stub: 0x112898 1 1
002c:fixme:ntoskrnl:PoSetPowerState (0x1 4 1124440) stub
wine: Unhandled page fault on read access to 0x00001127 at address 0x11257c (thread 002c), starting debugger...
000f:err:service:process_send_command service protocol error - failed to read pipe r = 0  count = 0!
000f:fixme:service:scmdatabase_autostart_services Auto-start service L"vmm" failed to start: 1053
ld: cannot find -lgcc
../../Compiler/COMMON/jo_engine_makefile:231: recipe for target 'sl_coff.coff' failed
make: *** [sl_coff.coff] Error 1

107
Free talk / Would a Flash player be possible?
« on: July 15, 2018, 12:05:10 am »
Because of the monstrous 2d capabilities of the Saturn, it wouldn’t seem to be that much of a ludicrous idea to make a Flash player. Right? Would it be theoretically possible? I think the only downside is that the sound ram is only 512 KB.

108
Project announcement / Re: Sonic Z-Treme
« on: July 14, 2018, 07:40:11 pm »
Are you going to try to have the jump animation vary in speed, depending on the vector of Sonic, like in the Genesis trilogy, or are you going to have it switch between two models, like in Sonic Adventure?

109
General Jo Engine Help / Re: Can't compile demo1 on Windows 10
« on: July 14, 2018, 05:45:37 am »
I have the same problem

110
Project announcement / Re: Sonic Z-Treme
« on: July 14, 2018, 05:09:06 am »
Ok, scratch that, the green gouraud bug works on real hardware as I thought, but not on emulator sadly.
But it does allow pseudo environment mapping and easy switching between flat and gouraud shading.

Get your act together, emulators!

111
General Jo Engine Help / compile.sh hangs while cleanup happens
« on: July 14, 2018, 05:05:47 am »
I'm using Ubuntu 16.04. It appears that whenever I run compile.sh, it hangs on to what seems to be a cleanup routine. I've even let it sit for half an hour, and nothing happened.

Code: [Select]
user@user-thinkpad-t410:~/jo engine/joengine-master/Samples/demo - sonic$ sh ./compile.sh
rm -f main.o sonic.o ../../jo_engine/tga.o ../../jo_engine/audio.o ../../jo_engine/fs.o ../../jo_engine/font.o ../../jo_engine/input.o ../../jo_engine/physics.o ../../jo_engine/core.o ../../jo_engine/math.o ../../jo_engine/malloc.o ../../jo_engine/tools.o ../../jo_engine/sprites.o ../../jo_engine/map.o ../../jo_engine/list.o ../../jo_engine/sprite_animator.o ../../jo_engine/image.o ../../jo_engine/background.o ../../jo_engine/time.o ../../jo_engine/vdp1_command_pipeline.o sl_coff.coff sl_coff.bin sl_coff.iso sl_coff.map cd/0.bin
[2]+  Stopped                 sh ./compile.sh

I hope this problem is easily resolvable. Thanks!

112
Project announcement / Re: Sonic Z-Treme
« on: July 13, 2018, 11:12:13 pm »
Can you release a video of the progress so far soon?

113
Project announcement / Re: Sonic Z-Treme
« on: July 13, 2018, 01:09:15 am »
I thought you could've used the slave CPU to accomplish the task, like in Sonic r,  but what do I know? I'm sure that you've thought of that, but it just wasn't efficient enough to accomplish everything else in a 30th of a second, with environment texturing. Am I right?

114
Project announcement / Re: Sonic Z-Treme
« on: July 12, 2018, 10:13:53 pm »
In one point, are you planning to add a power-up, or character that will utilize environment mapping?

115
Project announcement / Re: Sonic Z-Treme
« on: July 12, 2018, 06:18:21 pm »
For the water, what if you set the name of the material of the water in the .mtl file to, for instance, "__WATER__" and your converter can detect and assign every face with that material to have all of the scripted behaviors and textures on those faces?

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