Recent Posts

Pages: 1 [2] 3 4 ... 10
11
General Jo Engine Help / Re: One row and column each of sprite duplicated on draw?
« Last post by 2Tie on October 25, 2018, 06:56:10 pm »
Weird, I never noticed that, but I remember reading that a scale of 1 will create a sprite 1 pixel larger. Try, for the scale, 65535 (or toFIXED(0.99999)) instead of 65536 (toFIXED(1.0)).

Thanks, this worked perfectly!
12
General Jo Engine Help / Re: One row and column each of sprite duplicated on draw?
« Last post by XL2 on October 25, 2018, 07:34:51 am »
Weird, I never noticed that, but I remember reading that a scale of 1 will create a sprite 1 pixel larger. Try, for the scale, 65535 (or toFIXED(0.99999)) instead of 65536 (toFIXED(1.0)).
13
General Jo Engine Help / Re: One row and column each of sprite duplicated on draw?
« Last post by logi on October 25, 2018, 02:21:45 am »
I had this same issue when using Yabause. It was duplicating the first pixel in the sprite.
If I remember correctly, I went into the video settings and changed the 'video core' from 'Software Video Interface' to 'OpenGL Video Interface' and I believe that sorted it.
14
General Jo Engine Help / One row and column each of sprite duplicated on draw?
« Last post by 2Tie on October 24, 2018, 11:10:08 pm »
I'm having an issue where any sprite I try to draw seems to have a duplicated strip - Yabause duplicates the first, while SSF duplicates the eighth. The green sprite is a jo_img_8bits that's drawn using jo_sprite_draw3D, and the centre chequerboard and the sky sprite below are img_4bpp's (from XL2's example project, with the chequerboard being handmade to test this) and drawn using slDispSprite (I changed it from slPutSprite so there's no 3D calculations on it if I understand correctly), however all three of these exhibit the same behaviour. I don't think this is a resolution quirk because it happens identically regardless of position, it just seems like the Saturn is trying to draw sprites that are an extra pixel larger than the source image. Does anyone have any ideas to try and fix or counteract this?
15
Jo Engine Wish List / Collectables demo
« Last post by juangenial452 on October 20, 2018, 11:05:59 pm »
I'm trying to understand how to make collectables in 2d but I can't understand. Can you make a demo?
16
Project announcement / Re: Sonic Z-Treme
« Last post by ponut64 on October 20, 2018, 05:50:11 am »
That's really cool. I am at least familiar with how levels are made via BSP via UnrealEd.

... that doesn't mean anything, but the ability to make levels in such a way is a large benefit.
17
Project announcement / Re: Sonic Z-Treme
« Last post by XL2 on October 20, 2018, 02:29:35 am »
So I got the BSP tree, portal generation and PVS all working.
Using a BSP is really a game changer, it's 10000% better than any previous solutions I used.
The only cost is extra geometry after splitting and a requirement that the levels need to be "closed off".

I would be possibly to use an octree for rendering and a BSP for collision/line of sight/raytracing, but so far I really like the BSP tree and it's perfect for corridor shooters.

Here are screenshots (in OpenGL, but I try to micmic the way the Saturn renders everything, with no texture coordinates and per vertex lighting).

Thanks to the BSP tree, adding lighting took only 1 hour or so.
It's just that great.
Since I am now using a PVS, I won't need the smooth fade-in/out anymore as I won't have a draw distance limit, so I can use RGB 4 bpp and gouraud shading on everything with no issues...so colored lighting works perfectly.

18
Jo Engine Wish List / Re: Object library
« Last post by juangenial452 on October 19, 2018, 11:31:07 pm »
I don't understand that. It looks very confusing.
19
Jo Engine Wish List / Re: Object library
« Last post by ponut64 on October 19, 2018, 09:32:28 pm »
Those are abstractions of creating sprites, defining a location, and so forth yes?

If so, you can create those yourself.

Here's an example of how that looks in 3D:

Code: [Select]
void	stuff2(Uint8 entity_number, Sint16 loc[XYZ]){
slPushMatrix();
jo_3d_translate_matrix(loc[X], loc[Y], loc[Z]);
display_ztp(&entities[entityNumber], false);
slPopMatrix();
}
To remove that, you set up a condition wherein it is included or not included in the runtime.

Of course you want things structured a little differently, but know this:
Much of your object data is the textures and model data itself, which is already contained and can be referenced and edited.
There are also jo_sprite and jo_vector data handlers that you can integrate into your ideal concept of "jo_object".

What I read below like "jo_create_object" and "jo_delete_object" are structured as if console commands to be used in runtime and run only once.
The "run only once part" complicates the structure of your code as what you are presently working with in jo engine is a giant loop.

You might also be confused by how to organize your matrix, but I'm sure you can figure that one out with trial and error.
20
Jo Engine Wish List / Object library
« Last post by juangenial452 on October 19, 2018, 05:03:33 pm »
Something like:
Code: [Select]
jo_object Obj01;
jo_create_object(ring.h, Obj01);
jo_add_object(Obj01, x, y);
jo_delete_object();
jo_delete_all_objects();
Is possible?
Pages: 1 [2] 3 4 ... 10
SMF spam blocked by CleanTalk