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Topics - b1tsh1ft3r

Pages: [1]
1
Jo Engine Wish List / 3D Controller support
« on: November 15, 2020, 12:05:18 am »
As the title says, would be nice to support the "Nights" controller for analog input.

2
General Jo Engine Help / Why doesnt this work...
« on: October 17, 2020, 03:48:48 am »
This seems fairly straight forward and SHOULD work. Is there something i am missing here? The idea was to have a global integer variable
that could change what was drawn in the draw_screen function.

vars.h
Code: [Select]
#ifndef __VARS_H__
#define __VARS_H__

typedef struct
{
   int test; 
} _vars;

extern _vars vars;

#endif

main.c
Code: [Select]
#include <jo/jo.h>
#include "vars.h"

void draw_screen(void)
{
jo_clear_screen();

if(vars.test == 1)
{
jo_printf_with_color(15, 5, JO_COLOR_INDEX_White, "test 1");
}

if(vars.test == 2)
{
jo_printf_with_color(15, 5, JO_COLOR_INDEX_White, "test 2");
}
}

void initialize(void)
{
jo_core_init(JO_COLOR_Black);
jo_core_add_callback(draw_screen);
jo_core_run();
}

void jo_main(void)
{
initialize();
vars.test = 2;
}

3
General Jo Engine Help / TGA limit?
« on: February 23, 2018, 04:27:10 am »
Ive been using the following:

 jo_sprite_add_image_pack("STG2", "000.TEX", JO_COLOR_Black);

At first, i received the error stating i needed to increase the max file size in the image pack, which i did in the makefile by explicitly defining a max number.

I have 299 tga images in the same STG2 folder with 000.TEX as the first file which lists out all of the 299 .tga files which are listed in numerical order (1.tga, 2.tga, ..., 298.tga, 299.tga)

 jo_sprite_add_image_pack is getting to about 52.tga before it states it cant find 53.tga. the error is consistent and seems as if the seek and reading of files gets lost along the way somehow after loading quite a few?

am i doing something wrong here? Maybe i am using this function in an in correct way overall by trying to load too many sprites and there is a better method to achieve the same results?

My original thought was that i would take a 320x240 tilemap image and split it into 16x16 tiles (300 of them) and load them into ram and then load the tilemap itself and draw, but it does not seem to be working as planned.

Any suggestions are welcome!

4
General Jo Engine Help / Graphics and memory managment
« on: October 29, 2017, 01:34:42 pm »
So i've been slowly porting over a game from another platform that i built years ago but never fully completed. Im optimizing image sizes currently and i've notice i'm using up the 1mb Vram quickly!

Is there any existing method to hold some of this image data in high or low ram and swap into vram when needed or have the vdp display the data that resides in high or low ram? I'm not entirely familiar with the hardware side of the saturn. If anyone has insight, please reply! I honestly just don't know the saturn hardware well enough to know if what i'm wanting to do is possible.

5
General Jo Engine Help / 3D 1st person view with TileMap
« on: October 22, 2017, 09:58:19 pm »
Hello everyone!

Just curious if maybe there is a good tutorial explaining some of the 3d functions and best practices with use? I would like to setup something similar to the 3D Map demo included with jo engine but put a 1st person camera view and movement to the demo over a tilemap displayed in 3d. Im familiar with how 3D view space works, but im new to 3d programming. If anyone has any good tips or docs where i could start i would be very greatful!

Thanks!

6
Jo Engine Wish List / Link cable support
« on: October 21, 2017, 09:09:27 pm »
Not sure if anyone else might find this fun but i think being able to make multiplayer games would be somewhat interesting. I assume this is purely serial data on the communications port.

7
Jo Engine Wish List / Import Tilemaps
« 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.

8
General Jo Engine Help / Video resolution
« on: October 14, 2017, 03:19:12 pm »
Hello!

I'm excited to start using the jo-engine, however i had a few questions that maybe someone could clear up for me.

Im curious what screen resolutions can be used on the saturn? Is 400x240 is something that could be achieved?

Thank you in advance

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