Discussion in 'Saturn Dev' started by vbt, Aug 23, 2014.
It's software rendered mode7 (software because there is no hardware instruction to do that on the Sega Saturn unlike the Super Nintendo).
You can move in any direction. but I disable rotation recently because it's useless.
Indeed, it's better and faster to use 3D rendering in this case.
I added PCM audio file support.
You can now play PCM file from CD.
To convert any audio file to PCM under Linux or Windows => http://ffmpeg.org
Just some restriction due to the Sega Saturn hardware:
Compatible Samplerate : 8000 to 44100 Hz (-ar option)
Compatible PCM format : s8 (-f option)
Compatible mode: 8/16 bit mono/stereo
Some command line:
ffmpeg -i A.WAV -f s8 -ar 44100 A.PCM
ffmpeg -i A.MP3 -f s8 -ac 1 -ar 8000 A.PCM
Now in Jo Engine:
jo_audio_load_pcm("A.PCM", JoSoundMono16Bit, &my_snd);
great job ! just a question, how do you handle multi channels and random number of pcms to play ?
The channel number is the second param of jo_audio_play_sound();
yes i saw that but each time i used multiple PCMs i had some problems with playback and some sfx were lost.
for instance on xrick i had to loop on channels to find which one is available, with hardcoded channel number it never worked or maybe just on emulators.
just for that, i have pushed xrick on github : https://github.com/vbt1/xrick
Interesting, I'll check this more closely
You're right vbt ! I'll make a fix
New version updated with VBT audio fix.
I also added the possibility to change printf color and use multiple color at the same time
well done blop blop blop
New update available with a new demo with advanced animation
New update available with gouraud shading and brightness
just tested it's looking good, the ship is nicely animated. so who did the sprite ? or is it sprite rip?
I suck at drawing, so the sprite comes from RAIDER FIGHTERS
I added laser blast on this demo to show how jo_list works. Maybe I'll add enemies on the next release
Huge update with hitbox detection, fast cosinus & sinus implementation and more.
I also improved the shooter demo
jo engine is now on twitter !
Hi Jo, first off excellent work on Jo Engine. Do you have any plans for removing the Sega libraries and other dependencies that would prevent projects using this from releasing something commercially? Thank you.
Yes, the last step of the project is removing the SGL.
It's not the hardest point. In fact, I already use my own functions for Gouraud Shading for example.
Btw, I added 3D support to the engine yesterday (Only basic, I working on mesh loading for the next release).
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