Recent Posts

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11
General Jo Engine Help / Re: Help me!
« Last post by mindslight on January 14, 2021, 12:32:00 pm »
Hi,

Can you give us more information about what you do and need ?
12
General Jo Engine Help / Help me!
« Last post by Segasaturnfreak2004 on January 14, 2021, 12:00:01 am »
 First post on this form so anyways,
How do I delete the Sonic picture in my code??
13
Jo Engine Wish List / Re: 3D Controller support
« Last post by slinga on November 27, 2020, 07:37:19 am »
This came up on the Sega Xtreme discord as well (maybe you are the same user??). XL2 linked some code he had that worked with the analog controller: https://github.com/Maxime-XL2/SONIC-Z-TREME/blob/master/Projects/SONIC%20Z-TREME/SRC/controls.c.

Might be a decent starting point.
14
Jo Engine Wish List / Re: 3D Controller support
« Last post by mindslight on November 15, 2020, 08:02:31 pm »
Ok :)
15
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.
16
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
17
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;
}
18
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.
19
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)
20
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?
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