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    Widescreen Resolutions for Saturn Homebrew? How Did Saturn Bomberman Do It?

    I've been messing around with the various resolutions listed in sl_def.h attempting to get something that could pass for widescreen. How did Saturn Bomberman do it? I can't find the post ATM, but I read that the 10 player hi-res mode was running in 704x480. Then the player would then use the...
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    Strategies for Reducing VRAM Usage?

    I implemented a technique to stream the pipe images from RAM to VRAM one a time as needed. It seems to be efficient enough to do this on a per frame basis. Doing this combined with extending the heap with jo_add_memory_zone() seemed to do the trick. I understood a few of those words lol. Maybe...
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    Strategies for Reducing VRAM Usage?

    Do you know if anything else is using LWRAM? If not I will go ahead and extend my jo_engine heap to use it as well. Regarding using 3d for the pipe, I like the idea but I believe it will be above my ability to get it working before the end of the contest (~6 weeks).
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    Strategies for Reducing VRAM Usage?

    I'm struggling a bit with RAM/VRAM usage. Initially I thought I would be able to put all of my sprites in VRAM at once. Using Jo Engine, VDP1 appears to only have around ~400k of VRAM instead of 512k. Each pipe image I have is 128x112 or 7.2k. I have 55 pipe images so I'm using a total of...
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    Strategies for Reducing VRAM Usage?

    Yes that was it. Thank you again for your help. My sprites appear to be rendering how I would expect.
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    Strategies for Reducing VRAM Usage?

    Hi XL2, I believe I found the issue for the flipped sprites. When exporting my sprites to TGA some sprites were set to "Top Left" and others were set to "Bottom Left". Exporting all sprites to TGA as "Bottom left" fixed the alignment issue. I'm stumped on how to do this. I was unable to find...
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    Setting Up Linux Dev Environment?

    Actually it was pretty simple for me on Linux Mint: And that successfully compiled the demo and created an .ISO for me.
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    Strategies for Reducing VRAM Usage?

    I'm using the code directly from your 4bpp demo: /**Simple function to draw the sprites with Color Lookup tables**/ void render_CLUT_sprite(unsigned int id, int x, int y, int z) { FIXED pos[XYZS]; pos[X]=toFIXED(x); pos[Y]=toFIXED(y); pos[Z]=toFIXED(z); pos[S]=65536; SPR_ATTR...
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    Strategies for Reducing VRAM Usage?

    I'm attaching two screenshots: 1) 32bpp - calls jo_tga_loader() and jo_set_background_sprite for the background - jo_sprite_add_tga() and jo_sprite_draw3D2() for all of the sprites - this seemed to work well, except I was using a ton of VRAM - sprite transparencies work as I expect - the z...
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    Strategies for Reducing VRAM Usage?

    I think I spoke too soon. When I have two overlapping sprites, the transparencies cause weirdness. Basically I see through one sprite straight to the background when I expect to see the other sprite underneath.
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    Strategies for Reducing VRAM Usage?

    Thank you Xl2, that worked beautifully. I used your program here: 4 bpp sprite converter app. I shrunk the sprites from ~8k each to ~1k. Transparencies worked as well. The only issue is my sprite is now upside down. I tried searching through sprites.c for all uses of SPR_ATTRIBUTE but it's...
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    Strategies for Reducing VRAM Usage?

    Thank you for the advice. I agree the simplest path forward is to reduce my bpp from 32 to 4/8. However jo_tga_load() only supports 24 and 32 bpp. What API were you calling to render 4 and 8 bpp TGAs? jo_sprite_add_8bits_image()?
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    Strategies for Reducing VRAM Usage?

    My game requires six sprites for the main character. I currently have them in TGA format. Each sprite is 32x64, ~8.3kb each, or 50kb for all six sprites. According to jo_sprite_usage_percent(), I am using 6%. I want 12 player support so 12 x 6% = 72% in just the main characters. I would prefer...
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    Setting Up Linux Dev Environment?

    Thank you, it was embarrassingly simple. All I had to do was run "compile.sh" in one of the sample dirs.
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    Setting Up Linux Dev Environment?

    Hi Antime, The first errors are related to #defines: error: #error "JO_FRAMERATE must be greater than zero" error: #error "JO_FRAMERATE must be greater than zero" At the command line I tried defining those two values: ./sh-none-elf-gcc-8.2.0 main.c -I ~/jo/joengine/jo_engine...
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    Setting Up Linux Dev Environment?

    Sorry for the delayed reply. Yes I cloned the git repo: git clone johannes-fetz/joengine In /jo/joengine/Compiler/SH_NONE_ELF/bin there appears to be a compiler sh-none-elf-gcc-8.2.0. I think tried to compile a empty main file that includes jo/jo.h: ./sh-none-elf-gcc-8.2.0 main.c -I...
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    Setting Up Linux Dev Environment?

    Hi all, I'm interested in making an entry for the Saturn programming contest. What's the easiest way to get a dev environment setup on Linux? Jo Engine claims support for Linux, but it's not obvious to me how to use it. Any advice? Thanks in advance.
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    SEGA Saturn 25th Anniversary Game Competition

    I vote for "silver" as the theme. Silver is the traditional 25th anniversary gift.
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    Question about fixed point FIXED type in SGL (after more than ten years)

    Hi vreuzon, You can take a look at this library on Github: ijacquez/libfixmath. While it does not mention Sega Saturn specifically the author's other projects are Sega Saturn related. If that fails you can try reverse engineering the functions yourself. Ghidra (an open source RE tool) comes...
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    Best Way To Debug Saturn BIOS?

    Wow amazed by the quick response, didn't think there was much activity here anymore. I guess I should clarify, I'm trying to debug/understand some code in the Player itself, i.e. the screen you get to when you boot the Saturn without a disk. I'm under the impression the code for the Player is...
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