Recent Posts

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11
Jo Engine Wish List / Re: 3D Controller support
« Last post by mindslight on November 15, 2020, 08:02:31 pm »
Ok :)
12
Jo Engine Wish List / 3D Controller support
« Last post by b1tsh1ft3r on November 15, 2020, 12:05:18 am »
As the title says, would be nice to support the "Nights" controller for analog input.
13
General Jo Engine Help / Re: Why doesnt this work...
« Last post by b1tsh1ft3r on October 18, 2020, 08:36:02 pm »
Nvermind, figure out jo_core_run() is a blocking function
14
General Jo Engine Help / Why doesnt this work...
« Last post by b1tsh1ft3r 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.

vars.h
Code: [Select]
#ifndef __VARS_H__
#define __VARS_H__

typedef struct
{
   int test; 
} _vars;

extern _vars vars;

#endif

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

void draw_screen(void)
{
jo_clear_screen();

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)
{
jo_core_init(JO_COLOR_Black);
jo_core_add_callback(draw_screen);
jo_core_run();
}

void jo_main(void)
{
initialize();
vars.test = 2;
}
15
General Jo Engine Help / Re: Faster Way to load an TGA image pack?
« Last post by LackofTrack on September 08, 2020, 03:48:01 am »
I already use 8 Bit TGA so that wouldn't help. Is there any way to have a map use a tileset instead? I think that would solve the problem.
16
General Jo Engine Help / Re: Faster Way to load an TGA image pack?
« Last post by mindslight 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)
17
General Jo Engine Help / Faster Way to load an TGA image pack?
« Last post by LackofTrack on September 05, 2020, 07:12:49 pm »
Hi!

My map uses 48 tiles and I'm using jo_sprite_add_image_pack to load them, however the game takes about 15 secs to start when I use that function.
Is there any way to speed up the loading?
18
General Jo Engine Help / Re: How to properly convert WAV to PCM?
« Last post by ponut64 on September 03, 2020, 01:17:28 pm »
You are converting it correctly, the problem is inside the audio playback function.

I can't remember how exactly to change it inside Jo. You can join the segaXtreme discord, or the segaXtreme forum, and we can give you more direct assistance (though we will push you outside of jo engine to solve this problem). https://discord.gg/sPruUm

You can also check out emerald nova game's tutorials and archived streams on youtube. https://emeraldnova.com/index.php

To be clear, the function you're looking to use is slPCMOn. That functions' arguments are pretty complicated and you will need to go through the SGL manuals for it.
19
General Jo Engine Help / How to properly convert WAV to PCM?
« Last post by kentosama on August 25, 2020, 11:53:57 am »
Hello, I would like some clarification on converting WAV to PCM.

To convert a WAV I use this command:
Code: [Select]
ffmpeg -i title.wav -f s16be -ar 8000 -ac 1 ../../cd/TITLE.PCM

Checking if the PCM is correct I use this command:
Code: [Select]
ffplay -f s16be -ar 8000 -ac 1 ../../cd/TITLE.PCM

The sound is correct played in the terminal, however when I compile and run the program, the sound is always played very quickly. The only way to get a correct reading is to keep the original frequency which is 44100Hz.

Could you tell me what's wrong?

Thanks !
20
UPDATED: 27-06-2020 98% Complete:
- 2 games added only. Some more in Future next games tab:
- Added only Software column to see more easy that games use it.
- Improved formatting in several columns to order the filter better.
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