Recent Posts

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1
About you / Re: Hello!
« Last post by mindslight on August 21, 2017, 06:44:53 pm »
Welcome aboard :)
2
About you / Hello!
« Last post by itsstillthinking1999 on August 21, 2017, 06:21:49 pm »
Greetings all! Some projects im involved with are the Sega Saturn Netlink Voip project (Where you can use a high speed internet connection with the Netlink) Im also involved with the Sonic Adventure 1 & 2 Dreamcast Website as a tester
Known of the site for a while as iv programmed the Saturn before but with Xl2's New project iv decided to join so its easier to keep up to date

Some footage of my projects
https://www.youtube.com/watch?v=q2qlxK1bI4Y&t=718s
Rally/Daytona

https://www.youtube.com/watch?v=66xKiknr_tY&t=1006s
Virtual On/Bomberman

https://www.youtube.com/watch?v=K1Tuz72zaqE
An example of an sa1 Online feature brought back

Hope you all like it :P
3
Jo-Engine release / Re: Release 9.0
« Last post by mindslight on August 21, 2017, 08:34:16 am »
Do you compile with or without the SGL ?
Can you PM your code or some part, I will check this ASAP
4
Jo-Engine release / Re: Release 9.0
« Last post by null1024 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
Share your code / Re: Set the frame of a sprite animation!
« Last post by Mr. Potatobadger on August 20, 2017, 12:44:29 am »
Awesome!
 ;D
6
Project announcement / Re: Sonic Z-Treme
« Last post by mindslight on August 15, 2017, 07:11:35 pm »
Your help is welcome :)

There is still time to revive the Sega Saturn.

I am pleased that they have more and more people who are interested in our work.
7
Project announcement / Re: Sonic Z-Treme
« Last post by corvusd on August 14, 2017, 09:30:10 pm »
Hello everyone!!

Sorry to take so long to respond. I am involved with various issues and work.

As I commented in several posts, I have pending various documentation that I have been developing for a series of entries in my personal blog.

The intention I have is to share and help grow the community of our great console. A small contribution and tribute to this great machine. Which he owed for a long time.

I share a spreadsheet where I am compiling technical data of a selection of games(200 aprox 20% total games)  that I think are outstanding of the system. That can help us to better understand how effects were made or how they used the machine better. Currently this half-translated into English, since my native language is Spanish.

https://docs.google.com/spreadsheets/d/1ePS-az2XG3rHmjJNHv7EqT8EQUVtd_zWjBR8utzz76E/edit?usp=sharing

With respect to the use of memory, it has been one of the last aspects that I am compiling. They are in column AA. I have tried to break them down by the different memory wells. The data is approximate, since even the Yabause does not quantify in total values ​​the use of memory.

I started by analysing the use of transparency of VDP1, VDP2 and VDP1 + VDP2. Afterwards, with depth of color in textures and total, use of gouraud and lighting, use of layers of VDP2 and color calculation ... to gradually embrace many aspects.

It would help a lot, that Yabause not count the number of elements in the VDP1, to see how many polygons are on the scene. Or the amount of elements that are using Gouraud, or half-transparent, filter them somehow. Since the debugger lists them all and their properties. Or ideally show the % use of the processors, this last more complicated.

I will update and translate the sheet as I can. If someone wants to contribute in the edition only that asks me, the more we are better.

Regards! :)
8
Share your code / Re: Set the frame of a sprite animation!
« Last post by mindslight on August 14, 2017, 01:16:06 pm »
Hi Mr. Potatobadger :)

I integrate your function on the next release.

I just added some const and removed the return value.

New prototypes:

Code: [Select]
/** @brief Set animation frame
 *  @param anim_id Id returned by jo_create_sprite_anim()
 *  @param frame Frame of animation to be displayed, where 0 is the first frame.
 */
static __jo_force_inline void jo_set_sprite_anim_frame(const int anim_id, const unsigned char frame) { __jo_sprite_anim_tab[anim_id].cur_frame = frame; }
9
Share your code / Set the frame of a sprite animation!
« Last post by Mr. Potatobadger on August 14, 2017, 01:52:26 am »
Hey all!

I noticed that Jo Engine's sprite animator does not seem to have a function to set the frame of a sprite to whatever frame you like. I went ahead and added that feature, and figured I should share it, as it's fairly commonly needed, and very simple.

I will attach my sprite_animatior.h file for if you want to simply replace the file, but in case you've made additions like I have, here's a simple way to add it:

in "jo_engine_src\jo_engine\jo", you will see "sprite_animator.h". Open this up. I chose to put it under "jo_set_sprite_anim_frame_rate", as it seemed like the best spot.

Here is the code:

Code: [Select]
/** @brief Set animation frame
 *  @param anim_id Id returned by jo_create_sprite_anim()
 *  @param frame Frame of animation to be displayed, where 0 is the first frame.
 */
static __jo_force_inline int jo_set_sprite_anim_frame(int anim_id, unsigned char frame) { return __jo_sprite_anim_tab[anim_id].cur_frame = frame; }

I made sure to keep it consistent with the usual Jo formatting standards   ;D
This seems to be the simplest way to do it. If someone has a better way to do it, please let me know.

Hoping to see this addition in the next official release of Jo!

EDIT:
Here's an example of it in action:
https://i.gyazo.com/7b2a8c29fef8bb04703a09ad9b561edc.mp4

I've set sonic's jumping animation to frame 5 for the sake of example. The code looks like this:
Code: [Select]
jo_set_sprite_anim_frame(sonic.anim_jump_id, 5);
10
Jo-Engine release / Re: Release 9.0
« Last post by XL2 on August 12, 2017, 06:46:18 pm »
Amazing!
Can't wait to try it!
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