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  1. Ponut

    Project Z-Treme

    Burned CD. Works flawlessly. Very fun, very impressive too. Boot method is PSKai without RAM or save cart.
  2. Ponut

    480p Homebrew Source Code Examples?

    You also have to keep in mind that SGL constantly performs write-backs on system registers. If you are going to exact your own modification of them, you need to ensure three things: 1 - The manual does not prohibit the change of these registers when the chip or subsystem is powered on. 2 - The...
  3. Ponut

    Jo Engine: JO_480p Makefile Option

    This I'm sure is false. I've run 704x224 in 60 hz in a demo before, on a real system. And this was by sprite (VDP1) graphics which means that whole chain of command was operating at 60 hz. It's progressive scan, there is no reason for the sync rate to be reduced. There is also no doubt that the...
  4. Ponut

    Jo Engine: JO_480p Makefile Option

    y thank me check the github
  5. Ponut

    Interest Check: SegaXtreme Collaborative Project

    If we made the absolute nuts decision to start trying to get DOOM compiling live on stream, you know I'd be there with you on that one :)
  6. Ponut

    Interest Check: SegaXtreme Collaborative Project

    Well, I'm here again with my sorrow and dread, but the Sonic fanbase is awful. It's true that Sonic Z-treme by XL2 pulled in a lot of people and is the sole person in this sphere to be featured on really big channels and groups, like Digital Foundry. But the "sonic fans" complained about having...
  7. Ponut

    How to Burn Cue/Iso?

    :/
  8. Ponut

    jo_audio_load_pcm() Truncating Audio

    What is the file size? Should be about 133kb. I suspect this is too large and jo's loading buffer doesn't have enough room. You can try using GFS functions to manually load the file to a low-work ram address and try to use SGL playback abstractions from there.
  9. Ponut

    How to Burn Cue/Iso?

    ImgBurn has no problem burning CUEs with iso listed as the data track. At least for me.
  10. Ponut

    How to Detect ABC+Start in Jo Engine?

    I don't see a place in Jo itself that checks for this. Try adding the calback at vblank (jo_add_vblank_callback or slIntFunction).
  11. Ponut

    Interest Check: SegaXtreme Collaborative Project

    Well, there's little willingness to work on it that can stand against actually working and researching it. I took at look at DOOM's '97 source code and it appears that the column display code would work if we pointed it to the correct addresses to an RBG0 bitmap, rotated 90 degrees. Might...
  12. Ponut

    Interest Check: SegaXtreme Collaborative Project

    i don't really see a formula for a collab when the range of games are all incredibly different. i wouldn't do into it if we weren't _all about_ the game and genre being worked on im the sad one then
  13. Ponut

    Interest Check: SegaXtreme Collaborative Project

    I disagree on RTS games being always worse on console but I'm in the minority there. But we're not really here for that. I don't think I could stay on task for a collab anyway, and that's the trouble they always have
  14. Ponut

    Interest Check: SegaXtreme Collaborative Project

    what if we just worked on a silly rts where you fight the chinese communist party i dont know what it takes to port. it sounds like a lopsided lot of work an original game, maybe it is actually more work
  15. Ponut

    Compiling C++ for the Saturn?

    That's a very good explanation of what I meant by the shorthand of "smaller binary". It's not so accurate, but its a little harder to be dependent on libraries for C than it is C++? Yeah, I don't really know!
  16. Ponut

    Compiling C++ for the Saturn?

    The basic syntax is virtually identical. Whether C or C++, you wont have a lot of the basic code libraries because they weren't tested on Saturn. C will also make s smaller binary, which is pretty important in the long run. There's also no one else doing this. So I guess the long and short of...
  17. Ponut

    480p and Other Resolutions for Saturn Homebrew

    I forgot that 24bpp RGB layers were possible.
  18. Ponut

    480p and Other Resolutions for Saturn Homebrew

    [Above: VDP1] Due to the frame buffer size restrictions of VDP1, double-density interlaced modes must have the command list processed twice for the same screen. The first screen is the image of odd coordinates, the second screen is the image of the even coordinates. When combined, they form a...
  19. Ponut

    [NEW GAME] Verdict Guilty Clash

    A hiatus is fine, I'm just not confident on some project working outside of our community. Then again I'm here and serious devs probably want to stay miles away from me
  20. Ponut

    SEGA Saturn 25th Anniversary Game Competition

    Jo engine is the catalyst. It is so easy to use it is where we start. I will poke at yaul and mrkot because while cool, the abstractions aren't deep enough; I get it's an SDK so ofc it's meant to be an SDK thus all hardware control is supported .. I guess an engine (like Jo) has to be written...
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