Recent Posts

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1
About you / Re: D3nX into the game !
« Last post by D3nX on September 12, 2019, 05:17:19 pm »
Aha ! I'm really happy to join the retrogaming army :D
2
Free talk / Very busy
« Last post by mindslight 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 :)
3
About you / Re: D3nX into the game !
« Last post by mindslight on September 04, 2019, 09:59:19 am »
Hi D3nX !

We have a new soldier in our retrogrammig army :D
4
About you / D3nX into the game !
« Last post by D3nX on September 03, 2019, 06:54:30 pm »
Hello everyone ! Let me present myself, my name is Denis (but you can call me D3nX), I'm 15 years old (16 soon) and I love retro gaming and game programming.

These last times I got extremely interested into the Sega Saturn, at the point I bought one especially for playing games on it and maybe in the future create Saturn games using Jo-Engine !
Also, I love game programming, that's my main hobby for many years right know, and when I saw Jo-Engine and it simplicity I was literrally shocked, I never thought we could a day developp
a Sega Saturn game with a such comfort !

So, thank you very much "Jo" ! I'm happy to join this community :D

Also if some of you understand french, I made a video where I speak about Jo-Engine : https://www.youtube.com/watch?v=WtOIix4DfGU
(btw sorry by advance if some informations aren't extremely accurate in the video, I tried to explain it's architecture in a global way ^^)

And if you are interested to see some games I made, check this : https://d3nx.itch.io/

Regards ^^
5
General Jo Engine Help / Questions about storyboard animations
« Last post by Cobra! on August 22, 2019, 05:48:27 pm »
I've been getting into the Jo engine, and think I'm finally getting somewhere, but I'm stuck on animating my player.

I'm trying to get the gun to go down then up to simulate shooting but the problem is, it only plays once, how do I make the animation stop and then restart? Here's the code, by the way.

Another thing is can I animate anything other than the transform of an object? Can I animate certain values or have callbacks?

Thanks in advance,

6
Have you made sure you're using the latest version of mednafen? Loop functionality works perfectly for me and I use mednafen.

Also, are your wav files 16 bits or 32 bits? 16 Bit files are supported on Saturn, but 32 Bit files are not. Just check to make sure. :)

Hi @LackofTrack, thanks for your answer.

About mednafen, yes, I'm using the latest version but my wav files are 32bits, maybe this is the problem. I'm going to try it again with a 16bit files.

Thanks!
7
Have you made sure you're using the latest version of mednafen? Loop functionality works perfectly for me and I use mednafen.

Also, are your wav files 16 bits or 32 bits? 16 Bit files are supported on Saturn, but 32 Bit files are not. Just check to make sure. :)
8
Hello there,

At present, I'm working in some audio test with joengine. My idea is put in a certain moment a track (as CDDA) in bucle in the game. I get an audio from a original sound track of a game and converted from MP3 to WAV in 44100Hz, stereo and 32bits format.

I reproduce the track in the game with jo_audio_play_cd_track function.
Code: [Select]
jo_audio_play_cd_track(2, 2, 1);

As you can see, the 3th parameter is 1 (true) so the function should put it on loop, but when I run the game the track never put in bucle. Stops at the end and never reproduce it again.

I must say that i run the game on emulator, in mednafen that is the only one that run Saturn games with tracks. I never use this on real hardware. Should be the problem?

Regards,
9
General Jo Engine Help / Re: Removing images/sprites from RAM?
« Last post by KeiDash on July 12, 2019, 12:28:16 pm »
Researching the case, I'm not solved yet but I found the piece of code that making the game crashes.

I have 3 background images of 320x240 pixels hardcoded (converted to C with JoMapEditor)

If I use 2 of them, the game works fine but if I load more of 2 of them, the games crashes, Regardless of whether you used it or not or the life cycle of the code reaches the loading point.


I have 2 methods, jo_main() and testbg(). In jo_main() I'm doing this:

Code: [Select]
void jo_main(void)
{
    jo_core_init(JO_COLOR_Black);

    currentScreen = 0;

    jo_core_run();
   
}

And in the method testbg I'm doing this:
Code: [Select]
void testbg()
{
    static unsigned int myscreen = 0;
    static int counter = 0;

    jo_img bg1;
    jo_img bg2;
    jo_img bg3;

    if(displayed == 0)
    {
        displayed = 1;

        bg1.width = 320;
        bg1.height = 240;
        bg1.data = (unsigned short *)BG1;

        bg2.width = 320;
        bg2.height = 240;
        bg2.data = (unsigned short *)BG2;

        bg3.width = 320;
        bg3.height = 240;
        bg3.data = (unsigned short *)BG3;
    }
}

If you look at the code, I'm not calling the method testbg() on jo_main(). In spite of this, if I write the 3th image code, the game crashes
Code: [Select]
        bg3.width = 320;
        bg3.height = 240;
        bg3.data = (unsigned short *)BG3;

But if I coment it, the game works fine.
Code: [Select]
        /*bg3.width = 320;*/
        /*bg3.height = 240;*/
        /*bg3.data = (unsigned short *)BG3;*/

And I repeat, I'm not calling to the testbg method.

The image arrays (BG1, BG2 and BG3) it's on one file called bgMain.h (#include "bgMain.h"), that contanis the 3 images exported with JoMagEditor to C. (PNG file to C)

I thought that the problem was the BG3 array maybe, so I made another different and I replace it but still happening the same.

So please, someone know what I'm doing wrong?

Maybe the problem is the size of exported images indepent of they was loaded?

Thanks
10
General Jo Engine Help / Removing images/sprites from RAM?
« Last post by KeiDash on July 10, 2019, 09:33:54 am »
Hi again,

I'm working around 2 weeks with JoEngine and I think that is a good framework to develop games for SS, I Like it and I think that it's so easy to use.

I've just been using BennuGD port for Dreamcast and I leave it for all problems with the audio and the Ram memory management.

When I began with JoEngine, I decide first do some test divided in output text, audio test, gamepad test, image/sprite test and save/load state test, so I try  to merge all in the same project divided in screens, something very simple.

Each screen has its owns image background, vars, functionalities, messages, etc.

I did the output text screen with and background image, some text like date, autor, description, etc.

I'm doing the 3th screen that represents the display of sprite/images with animations, sprites, backgrounds etc.

Well, In this point I'm begin having problems with the game.

The first thing that I detect was that some text were not show and the game stops in the first screen (It worked properly before I made the 3th screen). This happened when I load one more sprite in the game and I assign this to a jo_img var. I tried free the memory and remove from memory all images that I don't use but I don't know really how to do it.

I think that it's possible that I'm loading all images and sprite in the wrong way or something that I'm doing with this images not is correct, for example:

As I say, each screen has its own background image. I'm doing this with this piece of code added in the core with jo_core_add_callback

Code: [Select]
void SetBackgroundByScreen()
{
    jo_img imgBackground;
    imgBackground.width = 320;
    imgBackground.height = 240;

    switch (currentScreen)
    {
        case SCREEN_MAIN:
            if(!enableBackground) { break; }

            enableBackground = true;
            imgBackground.data = (unsigned short *)BG1;

            jo_clear_background(JO_COLOR_Black);
            jo_set_background_sprite(&imgBackground, 0, 0);
            jo_free_img(&imgBackground);

            break;
        case SCREEN_OUTP:
           
            if(!enableBackground) { break; }

            enableBackground = true;
            imgBackground.data = (unsigned short *)BG2;

            jo_clear_background(JO_COLOR_Black);
            jo_set_background_sprite(&imgBackground, 0, 0);
            jo_free_img(&imgBackground);

            break;
        case SCREEN_SPRI:
       
            /* TODO*/

        default:
            enableBackground = false;
            imgBackground.data = JO_NULL;
           
            break;
    }

}

void jo_main(void)
{
   jo_core_init(JO_COLOR_Black);
   jo_core_add_callback(SetBackgroundByScreen);
   jo_core_run();
}


And in the screen 3, I'm loading some sprites (five in particular) with this piece of code:
Code: [Select]
void s_LoadSprites()
{
    static int sprLoaded = 0;
   
   /*
         load only once time
         sprLoading1st it's a global var
   */

    if(sprLoaded == 1)
    {
       return;
    }

    sprLoading1st.width = 48;
    sprLoading1st.height = 48;

    /*sprite 1*/
    sprLoading1st.data = (unsigned short *)sprLoading1;
    idSprLoading1st = jo_sprite_add(&sprLoading1st);
    sprLoading1st.data = JO_NULL;

    /*sprite 2*/
    sprLoading1st.data = (unsigned short *)sprLoading2;
    jo_sprite_add(&sprLoading1st);
    sprLoading1st.data = JO_NULL;
   
    /*sprite 3*/
    sprLoading1st.data = (unsigned short *)sprLoading2;
    jo_sprite_add(&sprLoading1st);
    sprLoading1st.data = JO_NULL;

    /*sprite 4*/
    sprLoading1st.data = (unsigned short *)sprLoading4;
    jo_sprite_add(&sprLoading1st);
    sprLoading1st.data = JO_NULL;
   
    animSprLoading1st = jo_create_sprite_anim(idSprLoading1st, 4, 2);
    jo_start_sprite_anim_loop(animSprLoading1st);

    /*sprite 5*/
    sprLoading1st.width = 24;
    sprLoading1st.height = 40;

    sprLoading1st.data = (unsigned short *)sprKen01;
    sprLoading1st.data = JO_NULL;

    sprLoaded = 1;
}

I must point out that the images are hardcore loaded. I was create it with the JoMapEngine and ported to C and included in the code.

At this point the game doesn't run. I have to remove several image/sprite loads for the game to work.

So please, I need help! What I'm doing wrong? How can I remove images and sprites and liberate it from ram? This is the real problem?

Regards,
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