Recent Posts

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Project announcement / Re: what p64 does
« Last post by Cerv3ro on February 12, 2019, 12:51:30 am »
Good to know you are making progress. On this new vid those fixes are noticiable, even when i don´t understand nothing from what is happening (in development terms) you have created a good tech demo with animations and physics. You have my attention dude.
I also have watched those Emeraldnova tutorials....but is too much for me. Hope someone with development skills like you find it useful.
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Project announcement / Re: what p64 does
« Last post by ponut64 on February 12, 2019, 12:07:32 am »
i guess i should update this cuz im not dead

https://youtu.be/4DFYG2CBmO8

many methods have changed, including moving back to FIXED-point math for precision and speed.
If it looks like I've been re-treading the same math for months, I have.

I also have one pending / one visible contribution here:
https://emeraldnova.github.io/SHREC/Jo_Engine/Jo_Engine.html
He's working on other stuff too.
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Project announcement / Re: Sonic Z-Treme
« Last post by jabfg on February 11, 2019, 11:41:20 pm »
That looks truly amazing!
Keep up the nice work.
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Project announcement / Re: Sonic Z-Treme
« Last post by XL2 on February 07, 2019, 05:18:56 pm »
 Thanks. Sadly, no name yet as Im working on the engine, but I have the general plot and gameplay in mind.
It will be similar to Quake in style (but for gameplay I will have to chose between 2 types) and I aim for a fully 3d world (including enemies).
I will focus on the engine for the next few months, but it's a much more complex engine than in Sonic Z-Treme, with also much improved graphics.
This is an older version (I've since improved the framerate), which was also glitchy (weird dancing verts), with improper collision (the rotating star thing), no gameplay, etc.
But it gives you an idea of the engine's complexity and major improvements in lighting.
https://youtu.be/99SoPLjt4Js
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Project announcement / Re: Sonic Z-Treme
« Last post by Cerv3ro on February 07, 2019, 02:46:43 pm »
Hi there XL2, i really appreciate your hard work with Z-treme, it has been a real dream come true. It´s a shame that you do not decide to continue with that project, but the important thing here is that you do what you really like and I trust that Z-treme has served you a lot to know and improve your programming skills on Saturn.
If I'm honest, fps are my favorite genre and I'm very excited about your new project, by the way, do you have a name for it?
Thanks again for your immense contribution, I look forward to your videos in yt.
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General Jo Engine Help / Re: Help: rendering 3D mesh with different colors
« Last post by SuperReye on February 02, 2019, 12:13:03 pm »
So I got some more free time to mess with this, and I probably figured it out.
Only thing what I had to do is to wait for some small amount of time, before saturn finishes drawing of the mesh and than continue with another one.



Code: [Select]
jo_3d_set_mesh_color(&MeshBalloon, balloon->Color);

// Draw balloon
jo_3d_push_matrix();
{
    jo_3d_translate_matrix_z(10);
    jo_3d_translate_matrixf(balloon->PositionX, (balloon->PopFrame * dropPerFrame) + woble + balloonYOffset, 0.0f);
    jo_3d_rotate_matrix_x(90);
       
    display_balloon_mesh(balloon->Air < balloonLifeTime ? JO_MIN(balloon->Air + baseLife, totalLife) / totalLife : 0.0f);
}
jo_3d_pop_matrix();

// wait here, makes colors work
for(int wait = 0; wait < 4000; wait++) {}

That opens another question, is there an interupt or some way to tell when mesh drawing has ended?
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General Jo Engine Help / Re: Compilation Error: "Too many new sections"
« Last post by ponut64 on January 28, 2019, 04:55:48 pm »
Mutual inclusions of header files is OK. Just don't throw actual function code into header files :)
Mutual inclusions of source files is something you ought to avoid.
Basically, a source file includes its header and any other headers it needs. To access data and functions from that source file, you include its header.
If you want to define data in the source file, specify the data in the header file as "extern" so other sources can access it.
If you want to define data in the header file, define it normally.
Headers themselves can become too large, so perhaps they ought to be separated like I suggest too. If you have "common" data that you typically need everywhere, you can make a common header, it should work.
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General Jo Engine Help / Re: Compilation Error: "Too many new sections"
« Last post by sbf2009 on January 28, 2019, 11:42:30 am »
That makes sense, thank you. This probably happened as I was adding functions. I have a lot of mutual include statements, those should still be fine, correct?
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General Jo Engine Help / Re: Compilation Error: "Too many new sections"
« Last post by ponut64 on January 28, 2019, 08:05:26 am »
You are getting this error because a single source file has too many functions (the object code is too big).

This is an artifact of compiling for SH2s, as I understand it.

You must break up your code into separate source files, compile them separately, and structure them to share data properly with header files.
To add files to the compiler, edit the makefile in your project's directory such that your additional source files are in the SRCS line. You need only put a space between each file name.
For example:
SRCS=main.c mymath.c draw.c bounder.c collision.c control.c msfs.c ZT/ZT_LOAD_MODEL.c ZT/ZT_TOOLS.c ZT/ZT_CD.c

This is why your typical Saturn project is divided between a great many source files.
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General Jo Engine Help / Compilation Error: "Too many new sections"
« Last post by sbf2009 on January 28, 2019, 03:42:04 am »
I was playing around with making a text based Mean Bean Machine clone. I was implementing a series print statements and I kept compiling and making progress with test runs. For some reason, I have suddenly come to a point where I am no longer allowed to compile. The full output of the compilation attempt is attached as an image. I don't think there's anything wrong with my actual code, but I have attached it in case that helps. I read here (https://stackoverflow.com/questions/16596876/object-file-has-too-many-sections) that it can be remedied in GCC through command line inputs, but the Jo Engine Cue Maker is something of a black box to me.
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