EmeraldNova
Pluto Supporter
Non-judges, please discuss competition entries from the SEGA Saturn 29th Anniversary Game Competition thread here.
I can't wait 😀new amazing tech demo on the way "vbt proudly presents"
Thanks for this! tested it the other day and it was fine but won't load the tracks now! i've done what you said and it's ok now, have re-uploaded@JBeretta Nice stuff with Cold case !
However, the Satiator complains about invalid headers for tracks 1, 3, 4 and 5.
Opening and exporting those tracks to wav with Audacity solved the issue.
Yes, v0.11 works fine on the Satiator.Thanks for this! tested it the other day and it was fine but won't load the tracks now! i've done what you said and it's ok now, have re-uploaded
i'm not sure why it looks like that - its not intentional! i'm using the jo_engine functions "jo_sprite_change_sprite_scale_xy" to change the scale and "jo_sprite_draw3D" to draw it. thought it might be a glitch due to using scaled sprites and transparencyYes, v0.11 works fine on the Satiator.
FYI, using MediaInfo, I noticed that all the problematic tracks in v0.1 had the producer field set at "Logic Pro X".
A small detail, but the health gauge and the half transparent rectangles under the pause menu or the messages are slightly rotated clockwise. It creates a small aliasing and an overdraw vertical line in the center of the half transparent rectangles. Is it intended ?
in jo if you rotate the sprite, than its not rotated correctly at 90 deg intervals, there is slight dicrepancy (2-3deg)i'm not sure why it looks like that - its not intentional! i'm using the jo_engine functions "jo_sprite_change_sprite_scale_xy" to change the scale and "jo_sprite_draw3D" to draw it. thought it might be a glitch due to using scaled sprites and transparency
Did you have to do anything in particular? My Fenrir crashes at Apt.tga File not found for some reason.I tested Cold Case on Fenrir and it worked very well
In jo_engine\sprite.c, try these 2 changes to prevent Jo from using an angle of 1 instead of 0 :i'm not sure why it looks like that - its not intentional! i'm using the jo_engine functions "jo_sprite_change_sprite_scale_xy" to change the scale and "jo_sprite_draw3D" to draw it. thought it might be a glitch due to using scaled sprites and transparency
void jo_sprite_draw(const int sprite_id, const jo_pos3D * const pos, const bool centered_style_coordinates, const bool billboard)
{
#if JO_COMPILE_USING_SGL
FIXED sgl_pos[5];
//SPR_ATTR attr = SPR_ATTRIBUTE(0, No_Palet, No_Gouraud, ECdis, sprNoflip | FUNC_Sprite);
SPR_ATTR attr = SPR_ATTRIBUTE(0, No_Palet, No_Gouraud, ECdis, sprNoflip);
sgl_pos[2] = jo_int2fixed(pos->z);
sgl_pos[3] = __jo_sprite_attributes.fixed_scale_x;
sgl_pos[4] = __jo_sprite_attributes.fixed_scale_y;
if (centered_style_coordinates)
{
sgl_pos[0] = jo_int2fixed(pos->x);
sgl_pos[1] = jo_int2fixed(pos->y);
}
else
{
sgl_pos[0] = jo_int2fixed(pos->x - JO_TV_WIDTH_2 + JO_DIV_BY_2(__jo_sprite_def[sprite_id].width));
sgl_pos[1] = jo_int2fixed(pos->y - JO_TV_HEIGHT_2 + JO_DIV_BY_2(__jo_sprite_def[sprite_id].height));
}
__jo_set_sprite_attributes(&attr, sprite_id);
if (billboard)
slPutSprite(sgl_pos, &attr, 0);
else if (sgl_pos[3] != sgl_pos[4])
//slDispSpriteHV(sgl_pos, &attr, 1/* SGL bug: doesn't work properly if angle is null */);
slDispSpriteHV(sgl_pos, &attr, 0);
Thanks fafling, that's fixed the issue!In jo_engine\sprite.c, try these 2 changes to prevent Jo from using an angle of 1 instead of 0 :
C:void jo_sprite_draw(const int sprite_id, const jo_pos3D * const pos, const bool centered_style_coordinates, const bool billboard) { #if JO_COMPILE_USING_SGL FIXED sgl_pos[5]; //SPR_ATTR attr = SPR_ATTRIBUTE(0, No_Palet, No_Gouraud, ECdis, sprNoflip | FUNC_Sprite); SPR_ATTR attr = SPR_ATTRIBUTE(0, No_Palet, No_Gouraud, ECdis, sprNoflip); sgl_pos[2] = jo_int2fixed(pos->z); sgl_pos[3] = __jo_sprite_attributes.fixed_scale_x; sgl_pos[4] = __jo_sprite_attributes.fixed_scale_y; if (centered_style_coordinates) { sgl_pos[0] = jo_int2fixed(pos->x); sgl_pos[1] = jo_int2fixed(pos->y); } else { sgl_pos[0] = jo_int2fixed(pos->x - JO_TV_WIDTH_2 + JO_DIV_BY_2(__jo_sprite_def[sprite_id].width)); sgl_pos[1] = jo_int2fixed(pos->y - JO_TV_HEIGHT_2 + JO_DIV_BY_2(__jo_sprite_def[sprite_id].height)); } __jo_set_sprite_attributes(&attr, sprite_id); if (billboard) slPutSprite(sgl_pos, &attr, 0); else if (sgl_pos[3] != sgl_pos[4]) //slDispSpriteHV(sgl_pos, &attr, 1/* SGL bug: doesn't work properly if angle is null */); slDispSpriteHV(sgl_pos, &attr, 0);
You may (re)start a new game (with a new psuedo-randomly-selected word that varies each time you restart the game) by pressing the Escape key.
well done @cafe-alpha and thanks for the good timesMy entry is "Jacky Car" which is a racing game adapted from the eponym game for TI calculators here : Ti-Fr v3 !
Basically, it's like OutRun, but viewed from top, and without beaches, and without open cars too. It also shares some common points with PONG (regarding the lack of fancy graphics), Sonic (regarding the choice of the color of the road) and also Radiant Silvergun regarding the fact that the score is displayed in the top left area of the screen.
Apart from the race itself, the game features a small demo that can be displayed when the score reaches 999999 points.
Controls :
- Left / Right : move the car
- A or B or C : exit the race
- Start : exit to Saturn multiplayer
Last year I promised @vbt to publish an entry in this game competition, and despite the poor quality of this entry I'm glad I could fulfill this promise 🙂