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Messages - SaturnTeam

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Free talk / Re: Jon Burton's breakdown of how Sonic R uses Saturn hardware
« on: September 24, 2018, 03:05:03 am »
That's a great video. Thanks.

About you / Re: aye
« on: September 20, 2018, 04:16:39 pm »
Welcome. Good luck!

About you / Re: Greetings!
« on: September 04, 2018, 02:13:34 am »
Things are going well. I am finishing up a custom game dev tower for my 3D work. I am putting together a 2D shooter demo and will test it soon on the Raspberry Pi. Over the next month, I plan to do a 3D test on the Pi. However, I don't think it will run on that. Only time will tell. I also began designing the shell for the console that will be a sister console to the Saturn. Project updates will be posted on my Twitter account @!

About you / Re: Greetings!
« on: August 08, 2018, 12:27:13 am »
I have another update about what I'm up to. This is a copy of my post on SegaXtreme. Unfortunately, I am discontinuing my shooter game using Jo Engine. Trying to code it by hand has become too much, as I really need to use engines with graphical editors. My new project is to use the Raspberry Pi, along with a custom shell and additional accessories. I can also do a custom setup with OpenGL that limits the output to match the max output of the Saturn or slightly better. I have picked out a couple engines, depending on whether it's a 2D or 3D game. I also came across a couple of developers who are working on new games that emulate PSX graphics, and I realized I can do the same thing for Saturn. This will open up a new console that I and other developers can make Saturn-style games for. I'd like to work towards getting a licensing agreement to produce a sequel of a game that was on the Saturn. By emulating the look of Saturn games, the console can be a kind of continuation of the system. There is also the possibility of the console being backwards compatible with Saturn discs. Unlike the Saturn, developers can use all modern tools and games will be much easier to produce. I look forward to any feedback.

I've spent quite a bit of time trying to figure this out. I was really surprised that it didn't work like in the demo. I think it must be because my game is a shooter with different depth sprites, transparencies, and moving background. So I'm using a 4 color 8-bit image for the H file. It has no transparency, and I've turned that off in the code. It shows up above everything else on the screen as a "transparent" square. My flying ship goes under the square and is hidden by it. The enemy ships do the same. The square shows the background inside of itself, rather than the image it's supposed to be showing. I've tried playing with the depth of the image, but that doesn't do anything. I'm wondering if this has to do with the
Code: [Select]
pos[S]=65536 or 0x1f8
parts of the code. I'm thinking that the image is getting sorted incorrectly. Any ideas?

Thanks! That's a great writeup!

Okay. I'll keep looking into it.

I was wondering what graphics program people use with XL2's converter program? I tried Pixelmator, which is what I normally use. However, that automatically uses RLE compression. I then used Gimp, which says it is exporting the TGA file without RLE. When I do the conversion in the program, it comes up as RLE: 2, and in the H file, the string numbers start with 0 and and end with 0. In my game, the H file graphic either shows up as a black, transparent, or non-existent square.

General Jo Engine Help / Re: How to autoload game after video
« on: July 16, 2018, 03:19:26 am »
Okay. That's good feedback. I appreciate it. I'm still learning C, so it's a bit difficult. I had tried setting the global malloc in the makefile, and it always returned the problem of too much memory being eaten up. I'll work on lowering the background memory use. I see what you're saying about loading the video once. I couldn't figure out why it was only loaded in jo_main in the demo. So that makes sense.

General Jo Engine Help / Re: How to autoload game after video
« on: July 16, 2018, 02:32:47 am »
Ponut, here is the zip file: Let me know when you've downloaded it, so I can take it down. Thanks!

General Jo Engine Help / Re: How to autoload game after video
« on: July 16, 2018, 02:18:27 am »
I am already using callback for the video portion. I'm definitely running into problems with everything being in one file. I hadn't really considered running everything else using a callback. I wonder if I would need to run the rest in another file? I did try running the game in a header file attached to the video demo, but I couldn't get it to work. I also noticed there is a return to boot menu option, but I'm not sure how that works. I'll put up the files soon. When I do, I'll let you know. Once you grab them, I'll pull them down.

General Jo Engine Help / Re: How to autoload game after video
« on: July 16, 2018, 12:54:11 am »
This is a very frustrating problem. I have gotten it to the point where it's starting to draw the lines for the video. It stops and says that the pointer in jo_free is bad and returns an address of 6070f90. As of now, I'm not calling jo_free, so this is the jo_free that is included in the video launching process in the video.c file. The video address, according to the video demo, is in the 6000000/0x60000 series. After that, it says "in __jo_cpk_error_handling(): Cinepak Error 0x101" followed by "CPK_CreateGfsMovie() failed".

General Jo Engine Help / Re: Can't compile demo1 on Windows 10
« on: July 16, 2018, 12:28:02 am »
I don't think that's an engine issue. I think there's a problem with your coding app and compiler and the way it interacts with the engine. The demo runs for me with Code Blocks on Windows 7 Pro.

General Jo Engine Help / Re: Why is this skipping?
« on: July 15, 2018, 10:43:58 pm »
I wish I could help, but I don't know enough about that.

General Jo Engine Help / Re: Can't compile demo1 on Windows 10
« on: July 15, 2018, 10:42:34 pm »
Open the makefile in your coding program and make sure the end of it says the following:
Code: [Select]
include $(COMPILER_DIR)/COMMON/jo_engine/makefile
Also, replace the clean,, compile,, and all 6 run_with files with ones from the storyboard demo.

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