Author Topic: Release 8.0  (Read 318 times)

mindslight

  • Administrator
  • Full Member
  • *****
  • Posts: 134
  • Karma: +2/-0
    • View Profile
    • Jo Engine
Release 8.0
« on: August 12, 2017, 06:19:48 pm »
I pushed a new version of Jo Engine with some features for XL2 and Null1024  :D

In this version you can see that I'm working to remove the SGL (Only stable features is in the release)

My remaining roadmap (major todolist) to remove the SGL is the following:

- Z-buffer (and sorting) implementation
- Matrix & math functions (needed for 3D)
- 3D implementation
- DMA copy
- SEGA FileSystem implementation
- Audio implementation with new driver
- Finish input implementation

« Last Edit: October 11, 2017, 02:23:11 pm by mindslight »

XL2

  • Jr. Member
  • **
  • Posts: 98
  • Karma: +4/-0
    • View Profile
Re: Release 9.0
« Reply #1 on: August 12, 2017, 06:46:18 pm »
Amazing!
Can't wait to try it!

null1024

  • Newbie
  • *
  • Posts: 11
  • Karma: +0/-0
    • View Profile
Re: Release 9.0
« Reply #2 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
currently developing cosmic:rush (formerly cosmic:acceleration), current video here (oct 6th)

mindslight

  • Administrator
  • Full Member
  • *****
  • Posts: 134
  • Karma: +2/-0
    • View Profile
    • Jo Engine
Re: Release 9.0
« Reply #3 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

null1024

  • Newbie
  • *
  • Posts: 11
  • Karma: +0/-0
    • View Profile
Re: Release 9.0
« Reply #4 on: August 31, 2017, 06:30:06 am »
Sorry about the delay, been pretty busy.
Here's what I've got so far. SGL should be enabled in 9.0.

warning: it's a tad nasty and I've been meaning to do a rewrite for a while (in particular, there's loads of dumb stuff surrounding my lack of knowledge of working with fixed point numbers)
currently developing cosmic:rush (formerly cosmic:acceleration), current video here (oct 6th)

mindslight

  • Administrator
  • Full Member
  • *****
  • Posts: 134
  • Karma: +2/-0
    • View Profile
    • Jo Engine
Re: Release 9.0
« Reply #5 on: August 31, 2017, 08:24:50 am »
Thx, I'll check ASAP  ;)

mindslight

  • Administrator
  • Full Member
  • *****
  • Posts: 134
  • Karma: +2/-0
    • View Profile
    • Jo Engine
Re: Release 9.0
« Reply #6 on: August 31, 2017, 09:27:57 am »
You have 2 issues:

1) Line 122 in main.c

Code: [Select]
ii.type=0;
must be
Code: [Select]
obj_table[ii].type=0;

2) You have some static data on your code and the jo_engine is slightly bigger than before so you must reduce the size reserved for malloc like the shooter demo.

More, you don't use jo_malloc() so... :)

To do that, you just have to add the line bellow in your makefile

Code: [Select]
JO_GLOBAL_MEMORY_SIZE_FOR_MALLOC = 262144

Now it works perfectly :)

null1024

  • Newbie
  • *
  • Posts: 11
  • Karma: +0/-0
    • View Profile
Re: Release 9.0
« Reply #7 on: August 31, 2017, 11:58:45 pm »
Ah, thanks a bunch! Working fine now.   :D
last console thing I'd been working on before I started that was an SG-1000 game, and I didn't have a malloc there.  :P

Also, a quick test of the billboard function, it's just drawing fully 3D quads.
A billboard always faces the screen -- you'd calculate the center position and scale in 3D rather than all four corners (and there's a VDP command to draw exactly that), right now it's just doing what jo_3d_draw_sprite() does.
currently developing cosmic:rush (formerly cosmic:acceleration), current video here (oct 6th)

 

Sitemap 1 2 3 4 5 6 7 8 9 10 
SMF spam blocked by CleanTalk