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Messages - mindslight

Pages: [1] 2 3 ... 13
1
General Jo Engine Help / Re: Faster Way to load an TGA image pack?
« on: September 07, 2020, 10:00:27 am »
Hi,

Use 8 bits TGA or Jo Bin format instead.

If you use these tiles every time, you can also embed them in the code (hardcoded image)

2
Jo Engine Wish List / Re: 8 Bit TGA Support?
« on: May 16, 2020, 11:43:18 pm »
Hi,

I just started the implementation ;)

3
General Jo Engine Help / Re: Why is this skipping?
« on: May 16, 2020, 06:38:09 pm »
Hi!

I fixed Ponut64 slSoundRequest Demo on EmeraldNova website:

https://emeraldnova.github.io/SHREC/Jo_Engine/Playing_A_Sound_Effect/page.html

  • jo_fs_read_file_async_ptr()
  • jo_core_add_vblank_callback() that allows multiple vblank functions
  • Useless vars and uncalled functions removed to essential

See attachment.

4
This was fixed on the last version available on GitHub

5
Hello,

I'm back on the project !!!

This time, I implemented a debugging console that you can toggle anytime.

See "demo - debug console" for more details.

I added some builtins functions (others will arrive) but you can add your own command easily :)

6
Free talk / Very busy
« on: September 06, 2019, 02:47:55 pm »
Hi !

I just wanted to say a little message because many of you are contacting me, but I'm overworked right now.

I am on a big project in my company, but do not worry, I will rework on the project as soon as possible :)

7
About you / Re: D3nX into the game !
« on: September 04, 2019, 09:59:19 am »
Hi D3nX !

We have a new soldier in our retrogrammig army :D

8
Project announcement / Re: Open Source Objects - Gaiden Game
« on: May 08, 2019, 12:14:30 pm »
Very cool, I will take a look :)

Thx :)

9
Project announcement / MAZINGER Z Homebrew for SEGA Saturn
« on: April 02, 2019, 12:58:21 pm »
Hi!

There is a new project in progress: MAZINGER Z for the Sega Saturn made by the Reverant Rolando Fernández Benavidez.

Website: https://vectrex8.wixsite.com/mazinger

10
Jo Map Editor / Re: Which objects and sides of objects are solid?
« on: January 17, 2019, 12:41:40 pm »
Hi!

In JoMapEditor, you can set a custom value for each tile (see the attachement).

For the sonic demo, I used two values 0 or 1 (for solid blocks)

Code: [Select]
static inline bool      has_horizontal_collision(void)
{
    int         next_pixel;

    next_pixel = jo_physics_is_going_on_the_right(&physics) ? player.x + 4 :
                 jo_physics_is_going_on_the_left(&physics) ? player.x - 4 :
                 player.x;
    int attr = jo_map_hitbox_detection_custom_boundaries(WORLD_MAP_ID, map_pos_x + next_pixel + SONIC_WIDTH_2, map_pos_y + player.y, 4, 20);
    if (attr == JO_MAP_NO_COLLISION)
        return false;
    if (attr != MAP_TILE_BLOCK_ATTR)
        return false;
    return true;
}

11
General Jo Engine Help / Re: CD-DA Audio in Jo is broken...?
« on: January 15, 2019, 05:51:13 pm »
If it works, I will update the JoCueMaker to handle BIN file :)

12
Jo Engine Wish List / Re: Collectables demo
« on: January 15, 2019, 01:11:04 pm »
Sorry, I don't understand

13
Jo Engine Wish List / Re: Skewing Sprites
« on: January 15, 2019, 01:10:33 pm »
Sadly, it will be too many CPU intensive for a Sega Saturn.


14
Ok, I will add this feature in my todolist

15
Share your code / Re: JoMapEditor is now available on GitHub !
« on: January 15, 2019, 05:53:07 am »
Yes, Visual Studio 2010 or superior with the C#/.Net environment

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