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Messages - b1tsh1ft3r

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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.

General Jo Engine Help / Re: Why doesnt this work...
« on: October 18, 2020, 08:36:02 pm »
Nvermind, figure out jo_core_run() is a blocking function

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.

Code: [Select]
#ifndef __VARS_H__
#define __VARS_H__

typedef struct
   int test; 
} _vars;

extern _vars vars;


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

void draw_screen(void)

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)

void jo_main(void)
vars.test = 2;

General Jo Engine Help / Re: TGA limit?
« on: February 23, 2018, 04:00:26 pm »
Ah, i see...

Ok not a problem. I think i know how to perform the same thing i want but in a different manner. Is the option to allow more sprites simultaneously available as an option to define in the makefile currently?

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!

Jo Engine Wish List / Re: Import Tilemaps
« on: February 22, 2018, 01:06:33 am »
You can load large maps in the engine without any problem and no slowdown (I already used 10000x10000 maps !)  ;D

I don't use SGL for this part but a custom implementation.

Look at the "demo - map" sample.

Besides, the Jo Engine is way more powerfull in 2D than 3D today (but it will change).

Wow thats quite large! Ill have to give it a try soon and post some results. I have a pretty large world composed of MANY tile maps that are extremely large but would be loading them in sections as the player moved into those areas.

Jo Engine Wish List / Re: Import Tilemaps
« on: February 20, 2018, 03:11:18 pm »
No problem!

Feel free to use the logic and incorporate it into your map editor if you like. I know its not a very robust tool at this point but it seems to get the job done for now.

Also is there any limit on number of sprites shown with jo engine? Could you make tile maps of 1024x1024 or something of this large size without slowdown or consequence? Forgive me for not doing any research ahead of time but I figured someone might know outright.

Jo Engine Wish List / Re: Import Tilemaps
« on: February 18, 2018, 03:10:53 pm »
Just thought I would update this post with a link to my GitHub where I have the go source for a tool I wrote to convert to the format JO-Engine uses for displaying a tile map. This should make things somewhat easier for others hopefully. It still needs some testing I'm sure but, it seems to output in the right format.

General Jo Engine Help / Re: Graphics and memory managment
« on: November 20, 2017, 02:20:39 am »
Right now Jo Engine doesn't support much the VDP2, so you would have to use SGL functions directly for everything except NBG0/1.
I'm not myself really good with the VDP2 as it's quite complicated, but it's really overpowered compared to the VDP1.
You can take a look at my old FPS demo or Dany's FPS/VDP2 demo to see how to use it.

Is there perhaps a way to utilize the VDP2 RAM for storage of graphics while still letting the VDP1 Access these graphics somehow? or due to hardware design is this impossible?

General Jo Engine Help / Re: Graphics and memory managment
« on: November 18, 2017, 02:31:39 pm »
Yes you can : you can use the new jo engine cpu dma transfer function. That's how you can do your animations without storing all the frames in the 512 kb texture memory. You can also use paletted sprites (currently 8 bits only) to hold 2 times more textures. You should also use the vdp2 for background and foregrount elements since you have another 512 kb there and it's very powerful.

Perhaps I'm missing something or the documentation is out of date here? Are there any good examples showing how to utilize the vdp2 for basic functionality such as you have described? (Setting background and foreground elements for display). Id like to try to utilize this for the MAP that is draw on screen and any UI stuff as well.

This may be a silly question, but i have a gameshark cart (similar to the action replay with the same db25 on top). Im assuming this is compatible with pseudo saturn as well?!?! I noticed it wont boot on a jspec saturn as is prior to flash so im guessing its region locked.

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.

Jo Engine Wish List / Re: Import Tilemaps
« on: October 26, 2017, 02:06:08 am »
Just wanted to update this. I started working on a tool that will convert a CSV export of a tilemap from the TILED map editor to the jo-engine map format  ( [file] [xpos] [ypos] ).

I have a working prototype now, but it doesnt account for a few things just yet. Ill post it under the jo-map editor section when i have something release worthy :)

General Jo Engine Help / Re: 3D 1st person view with TileMap
« on: October 24, 2017, 03:16:58 am »
I have seen the demo, however its a bit advanced for me just starting out with 3d programming i have to admit. i understand somewhat but im looking to see if perhaps there is an explanation on some of the functions like the rotate matrix/transform matrix ect.., or perhaps ordering in which some of the commands are called. Id like to get a good grasp on some of the functions and their true meaning and use before trying to dive into piecing something together.

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!


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