Some important questions

-What SGL version is used by you guys? (if any)

-Files that end with .c are files with C code (right?), what are .h files?

-Can you compile a sample program written for Saturn in C to an image?

What other files/programs do you need?

VBT if you got msn please PM me your address, it might be a good time to talk as I've just got a whole load of stuff (tools, code etc) in.
 
-We Use SGL_302j (thats the version included with Saturn Orbit)

-.h files are header files, put simply while not required when writing a program but when they are written they are required.

-Yes you can compile a sample program written for Saturn in C to an image. You require all files including .h .c and prob all the other files in the folder.

- Can you share these with everyone and not just VBT 😛
 
-Files that end with .c are files with C code (right?), what are .h files?
They're also C code, but they're "header" files. Syntactically there is no difference at all, but the convention is that the function declarations and shared constant declarations needed by libraries are defined in .h files, which are then attached to the beginning of .c files (which contain the actual code) by using the #include directive.
 
Thanks guys. I've waded through two discs and found the following;

*SGL 1.0 and 2 (not much use when people use 3.02 these days, I guess)

*SBL 6 (not sure if this is of any use)

*PSY-Q debugger for Windows

*Photoshop S3D plugin (works with the latest versions)

*Technical documents (like adding mission stick compatibility to games)

*Loads of C examples.

*MAC graphic/sound tools

Amon: I'll PM you, if other people are interested PM me.
 
From the readme from one of the things I was sent. Thanks by the way 😉

SATURN DEMO CODE AND CUSTOM LIBRARIES

2/20/96

Introduction

------------

These directories contain Saturn demonstration code that was shown at

the 1996 Sega Saturn Developer's Conference, during the sessions "Suggested

Uses for the DSP" and "Advanced Graphic Effects." All of the various demos

rely on a common set of custom libraries, which are also included here. Here

is a brief description of what each directory contains. Further details may

be found in the readme files in the individual directories, or within the

source code.

DEMODSP

-------

The program dsp.sre displays a number of simple 3D models using a 3D

library which uses the SCU DSP to accelerate point transformation and

lighting calculations transparently.

DEMOGOUR

--------

The program gour.sre demonstrates Gouraud shading on a variety of 3D models

and allows comparisons between Gouraud shading and flat shading with a

variety of light source positions.

DEMOCOEF

--------

The program coef.sre demonstrates novel uses of the VDP2 coefficient

tables, showing how to create a curved surface and a surface with a

bump in it.

DEMOWIN

-------

The program win.sre demonstrates how to use the rotation parameter window

to simultaneously display two independent views of the same rotating

background.

DEMODUAL

--------

The program dual.sre demonstrates how to display rbg0 and rbg1

simultaneously. In this demo, both RBG0 and RBG1 are character screens,

and they are both capable of two-axis rotation only.

DEMODUAL2

---------

The program dual2.sre also demonstrates the use of both rotating

backgrounds. In this demo, RBG0 is a bitmap, and RBG1 is a character

screen. RBG0 is capable of three-axis rotation, while RBG1 is

restricted to two-axis rotation.

DEMODUAL3

---------

The program dual3.sre demonstrates yet another configuration which

permits the display of both rotating backgrounds. Here, RBG0 and RBG1

are once again both character screens, but RBG0 can perform three-axis

rotation, because its coefficient table is in color RAM. RBG1 is still

restricted to two-axis rotation.

3D

--

This directory contains the 3D library code, which consists of the

single module 3d.c. This module contains functions to perform 3D

transformations, 2D projections, backface culling, lighting calcula-

tions, and rendering (i.e. the generation of VDP1 command tables).

There is also code to perform miscellaneous matrix operations. The

transformation, projection, and lighting routines make use of the

slave SH2, and the transformation and lighting routines also make

use of the DSP.

MATH

----

This directory contains short functions, most written in SH2 assembly

language, to perform multiplication, division, square roots, to compute

dot products, sines, cosines, pseudo-random numbers, and to scale

vectors.

UTIL

----

This is a catch-all directory which holds modules which control the

vdp1, the vdp2, the slave SH2, and the smpc, as well as a memory manager

and miscellaneous modules that move memory, set up a stack, etc.

PROFILE

-------

This directory contains a rudimentary profiling tool that uses the SH2's

free-running timer to allow sections of code to be timed.

LIB

---

The libraries created by the modules in the above directories are

collected here.

PIX

---

This directory contains the original graphics files used by the VDP2

demos. The files were converted using the bgcon background converter.

Notes on Rebuilding

-------------------

These demos were built using the gnu C compiler v2.7-95q3 (SOA 951018).

The makefiles and linker scripts are currently configured to output

S-record files for use on a small programming box. To get output in

coff format, edit the makefiles and change .cof to .sre, and edit the

.lnk files, changing OUTPUT_FORMAT("srec") to OUTPUT_FORMAT("coff-sh").

These demos do make some use of certain SBL library functions, and you

will probably have to edit the various makefiles so that the pathnames

of the various SBL libraries and include files will reflect your

particular installation.

Disclaimers

-----------

While this code has been used successfully by its author and is not

known to be buggy, it has not been subjected to any sort of formal test

cycle, and it should not be assumed to be bug-free.

While these libraries attempt to do what they do in a reasonably

general manner, the libraries are intended for demonstration purposes

only; they are not comprehensive enough to be used for actual game

development.
 
First sample compiled from SeGaFrEaK_NL's stuff :cheers:


DEMOCOEF

--------

The program coef.sre demonstrates novel uses of the VDP2 coefficient

tables, showing how to create a curved surface and a surface with a

bump in it.
 

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