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Messages - ponut64

Pages: 1 ... 10 11 [12]
166
I've much to learn about RBG0. It seems to freak out when the Z or X values are near the limits.

Edit: This one's a little refined.
http://www.mediafire.com/file/lcm2qdr2cdp8qsb/RTFK2.zip

/e more:

I think I can ignore the VDP2 plane being flippy near its extents.
I can separate its translations from the game world, and have it wrap at about 2,000 or so (a value which prevents it from getting flippy).
We'll see. I've got a lot of things to figure out as you may have guessed  :D

167
So here's an update.

https://youtu.be/HuefQ6RKW_k

Update update:
http://www.mediafire.com/file/pxrj5ut22yfmzi1/RTFK.zip

source code.

If someone can figure out what's causing the VDP2 plane to flip shit, that'd be a great help.
I'll keep hacking on it in my own time.

168
A tip from me -

Yabause is good for hardware debugging, but it is a rather innacurate emulator. Use SSF :)

169
That's a lot of work you've done. Thanks, XL2!

I'm going to do my best to understand this. Or at least something like it.

170
Not sure I follow on real alternatives to look at, since that's what all the jo engine demos did.

But I guess that's what I have expert help for  8)
thanks.

171
Probably a flight or hovercraft "obstacle course" game for now.

Just based on the math and the Saturn's hardware, most likely a flight game.

Truth be told though, once I figure out camera controls I could at least attempt various other things...

172
Just a bump to let everyone know that I have edited the previous post a million times and now it has something useful.

Sorry, I will do my best in the future to a) refrain from double-posting and b) be generally excellent. And thanks for reading.

173
Yeah sure, here's everything.

http://www.mediafire.com/file/lhscs08j5lengcl/cam_testring.zip

It's a little edited but the functionality (or lack thereof) is there.

174
Here's a youtube video of my problem

https://youtu.be/6AnHrUpgp88

I don't want to bother you wizards too much here since I've had lots of questions before that I eventually just figured out on my own.

But on this one I really don't have any other idea of how to continue.

Using jo_3d_set_target allows me to rotate the camera's POV, but only for 180 degrees, then it appears to stop.
Which means in practical terms I can't turn the camera around to properly face the "character".

Maybe there's some tricks of translating the entire world to get it to look like it's turning around, but the math involved is too complex for me when I am already translating the world in a circle to get the camera to appear to move around the character. Now I just need to get the camera to face the character.

175
General Jo Engine Help / Re: TGA limit?
« on: February 23, 2018, 05:53:31 am »
It is my understanding that the file-names need to be reasonably unique or else it's going to throw unpredictable errors.

e.g. in my face FLOORA, FLOORC, FLOORB & WALLA, WALLB, WALLC would cause the first .tga file with that leading name become all targa files that are similar.

I hope that helps.

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