Recent Posts

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11
Jo Engine Wish List / Re: Import Tilemaps
« Last post by mindslight on October 16, 2017, 01:05:09 pm »
I will check to integrate this format  ;)
12
General Jo Engine Help / Re: 30 FPS?
« Last post by mindslight on October 16, 2017, 12:53:07 pm »
I added these functionnalities in the next release  :)
13
Project announcement / Re: Mini Shenmue RPG – Sega Saturn
« Last post by itsstillthinking1999 on October 16, 2017, 06:25:30 am »
Thanks! cant wait to try it
14
Project announcement / Re: Sonic Z-Treme
« Last post by itsstillthinking1999 on October 16, 2017, 06:24:52 am »
ver .35 on my Saturn works perfectly with music and all (haven't had the time to record gameplay of it yet) and playing it on my Saturn the colors are fine. Like XL2 said you need to select the .cue when burning it (i use imgburn) otherwise it wont right the music files on the cd. You can also change the music files to whatever you want too. I have to say it again XL2 did an amazing job :)
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Project announcement / Re: Sonic Z-Treme
« Last post by XL2 on October 16, 2017, 03:52:36 am »
Thanks !
For the music, it's included, make sure you use the cue sheet and your img burner supports it, else convert to .wav.
The sound issue is known, I'm having issues with Jo engine sound play back which causes issues and crashes when I use the function to use whatever channel is available, so only 1 sound is being played, max 2 in some cases.

I never used a PAL Saturn, so I don't know, but the framerate on NTSC Saturn should be at 60 fps around 95%. I didn't have time to improve my engine in time for Retro Barcelona, so I couldn't do better. I am working on fixing this.

For the camera and HUD, those are debug functions "hidden" when you press L+R and other buttons. They lead to some issues, so avoid them.

For the water, it's not a bug : the second level's water is supposed to be freezing cold, so it hurts Sonic.

For the colors, I'm using the original assets from Sonic X-Treme, so I can't do much. Try playing with your TV's settings until you get a good image.

What graphical bugs did you get? I think the clouds could lead to issues, but I haven't tested enough to know.
16
Jo Engine Wish List / Import Tilemaps
« Last post by b1tsh1ft3r on October 16, 2017, 03:19:18 am »
It would be nice to import tilemaps so they can be used in Jo-Engine. Maybe .TMX format (tiled map editor) since this seems to be a popular one. The current MAP format of  [filename], x position, y_position is ok, however converting to something like this that the saturn understands can be painful and time consuming if another map editor is out there that can be used. I think the purpose of jo-engine isnt to build a map editor, but provide an easy library to code on the saturn rather.
17
Project announcement / Re: Sonic Z-Treme
« Last post by Cerv3ro on October 16, 2017, 01:38:43 am »
Hey XL2, i´ve probed the 0.035 v in my Saturn and let me tell you...this is something f... awesome. Really a great work you are doing with this engine.
I want to let you here my impressions:

The demo has no music and sometimes the sounds effects are missing, for example when you collect a ring or hit an enemy.

When jump, the sound doubles. I have tried to turn on the 60 Hz mod in my Model 1 Pal Saturn and this effect is corrected but some grafic bugs appears and some issues with the frames that goes down.

IMO, the colours are very intense and bright, maybe with less pure colours the game looks better, is only an idea.

Also i´ve noticed that you can swith between 2 different cameras and hud. Interesting.

In the first level the water don´t hurts you but it does on the second one.

i´m looking forward to your progress.
18
Share your code / Object Oriented C Programming Example
« Last post by Danny on October 15, 2017, 05:00:28 am »
Hi people!
I love programming with C but there are some concepts of object oriented programming that are very useful and are not natively supported like they are in C++.
This does not mean that they are not possible to apply in C!
I have made a small example that shows how to implement objects and polymorphism.
This example shows that it is possible to have different objects in an array while being able to use the same functionality on all of them.
I have just finished making this so it has no comments yet (sorry), but I will try to update it in the next few days.
I hope this is helpful for someone  :P

TO DO:
- Commenting code (there are some new comments but nothing really helpful).
- Build an automated tool to generate a skeleton source code

EDIT 1: Version 0.2
- Changed the object header to static, now all objects of the same type share the same header which saves memory.
- Added some defines to the object header to further simplify things.

EDIT 2: Version 0.3:
-Minor API changes to make it easier to understand.
19
General Jo Engine Help / Re: 30 FPS?
« Last post by XL2 on October 15, 2017, 03:44:54 am »
Is it possible to do an hotfix to add the framerate in the makefile?
Also, on a side-note (request more than anything, but I don't want to make another topic for it) : could you separate the Jo_rotate_matrix along the 3 axis and separate the DEGtoANG (as in you let the user use it or not)?
It's nearly useless to do rotation along the 3 axis unless you really want it to be in x, then y, then z order.
It's better to do it along one axis first, then another one.
So right now, you have to do something like jo_rotate_matrix(0, 0, 10); then jo_rotate_matrix(0, 10, 0); if you want to rotate on z axis first, then y.
It also means you need to do the extra conversion step of DEGtoANG (x*65536 / 360) (or x*65536 if you use rotate rad) that you could just do before compiling (for things such as animations) for extra speed.
I don't know how much it impacts the cpu, but I guess it would help a little to separate everything, even if it means it's more complicated for newcomers.
My workaround right now is to use the SGL Rot functions and precalculate the DEGtoANG before runtime, but I guess it would be nice to have it in Jo Engine.
Thanks!
20
General Jo Engine Help / Re: Video resolution
« Last post by XL2 on October 14, 2017, 08:15:09 pm »
400x240 isn't supported. You can try 352x240, which has the benefit of using higher VDP1 clockspeed than 320x240 (28 vs 26 Mhz). I'm not sure if that increased clockspeed fully compensates the increased resolution as I never tried on real hardware, but you can try it.
You can read the VPD1 and 2 manuals for more information about the supported resolutions : https://antime.kapsi.fi/sega/files/ST-013-R3-061694.pdf
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