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Messages - XL2

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91
Jo Engine Wish List / Re: Expansion of Shooter Demo
« on: July 03, 2018, 01:40:11 am »
Just look at the Sonic demo for examples on how to change animations, it does that already.

92
Something stupid but worth a try : did you set the volume?
Check in Yabause to see if it's playing any sounds in one of the 32 channels.

For the pitch the tone editor fixes it for you more or less.
For all audio I'm only using SBL and it works fine.
In fact SBL documentation is better than SGL's documentation.

As for ADPCM, I haven't tried it as I'm super busy with other things, so I can't really help you ATM.

93
In fact, a static variable will have 2 different behaviours depending on how you declare it.
Within a function, it will remain in memory in that function for all the program's life. Try to avoid that.
A global static variable is one that you can only see within one c file.
It's useful if you need variables for some functions but you don't want them to become available for the whole program.
Try to avoid global variables and use local variables and pointers as much as possible.
Also, a bool is 32 bits with SGL, so you waste 31 bits.
A better way is to use bitmasks.
Like say your enum says alive = 1<<17;
Then
ship->status |= alive;  //sets the ship to alive
ship->status &= ~alive; //sets the ship to dead

To check if the ship is alive :
If (ship->status & alive) //same as == true
If ((ship->status & alive)==0) //same as == false

You could then use status for 31 others true/false flags in the same maner.

94
It depends, if you just want to play sound effects and it fits in the sound ram, I could just share with you my implementation.
For streaming, I never tried it besides work ram stream.

95
The tone editor works for me and the simulator allows me to write my maps, so you could start with those.

96
Did you manage to load your aiff files in the Sega sound tools?
Check this out first.
Also, modern aiff don't have the same endianness as older versions, so that's also an issue.

97
If it can make it easier, don't worry about the animation functions and just add a status parameter and a timer.
Something like

void renderShip(ship_t * ship)
{
if (ship->status & alive)
    Display(shipID);
else
{
if (Ship->timer ++ < max_anim_frames)
    Display(shipID + Ship->timer);
else
    Ship->timer=max_anim_frames;

}
}

98
For sounds I already got the tone data fully working, so it's all on sound ram now.
For CDDA, I'm not sure if you know, but it bypasses the system fully (DAC), so it doesn't use the A bus and uses no system ressources (well, maybe the SH1, but you can't do anything with it) .
Good job so far with your tests!

99
Yeah, 2 KB sounds great. You could easily stream visibility data with this, which would allow great graphics. But you lose CDDA, so you need sequence music or pcm music, so it's a tradeoff.

100
Project announcement / Re: Sonic Z-Treme
« on: June 23, 2018, 03:04:20 pm »
Here is splitscreen in action (real hardware) : https://youtu.be/A3ClV-6aLdQ

101
The impact is mainly on SH2 as, as you said, we don't care about sound cpu usage since it doesn't do much.
The decompression is done in software.
Have you checked the SBL library to make sure it doesn't have the source code?
They also have the code for the sound cpus and drivers if I'm not mistaken.
AFAIK the compression ratio should be 1:4, which is quite nice.

102
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 21, 2018, 07:53:08 pm »
No problem.
There is a learning curve to use it as it's not very user friendly, but it works quite well.
Try also to use the jo_malloc function to allocate the player data to high work ram (for faster performances).
Keep us updated, it's always great to see these tools and functions being used by others!

103
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 21, 2018, 07:25:42 pm »
Did you keep the anorm.h file?
Try to comment out the part of the code that updates the normals to see what's wrong.
If it still does it, then maybe the issue is the scale.

104
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: June 21, 2018, 05:42:01 pm »
It compresses animations (interpolation ) and vertices (12 to 6 bytes).
You should try to scale down your model to see if it works (I'm sure it will).
That's one issue since I only keep a 7.9 fixed point instead of 16.16.
In other words, if you want a different ratio, you will have to play with the source code.
You can't really avoid loss of precision, so it's all about choosing what you need.

105
General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« on: June 19, 2018, 08:15:17 pm »
It's using SBL in fact, which has the source code.
It works fine for me, but I haven't tried it on the latest Jo Engine version.
Check my old fps demo for cd audio examples.
I will try to share my own take on audio (using tones for sfx and SBL CDDA audio functions ) in a couple of weeks.

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