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Jo Engine 2026.11.1
Jo Sega Saturn Engine
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Files | |
| 3d.h | |
| Jo Engine 3D basics. | |
| audio.h | |
| Jo Engine Function prototypes for audio. | |
| background.h | |
| Jo Engine Background definition and tools. | |
| backup.h | |
| Jo Engine saving features function prototypes. | |
| cell.h | |
| Cells and portals: the rooms of an inside level (sections CELL and PRTL, see Documentation/level_format.md). | |
| colors.h | |
| Jo Engine Standard colors. | |
| conf.h | |
| Jo Engine Internal configuration. | |
| console.h | |
| Jo Engine Console function prototypes. | |
| console_builtins.h | |
| Jo Engine Internal Console commands. | |
| core.h | |
| Jo Engine core function prototypes. | |
| dsp.h | |
| SCU DSP: the third processor of the Saturn (about 14 MHz, one 32 x 32 bits multiply and accumulate per cycle). | |
| effects.h | |
| Jo Engine Function prototypes special effects (Laser beam, fire, smoke, flash, shake, etc). | |
| entity.h | |
| Entities: the things of a level that live (barrels that explode, trigger zones, relays, doors, enemies...). They are read from a level (sections ENTI, PROP and LINK, see Documentation/level_format.md). | |
| font.h | |
| Jo Engine Simple ASCII Font & print support. | |
| fs.h | |
| Jo Engine File System function prototypes. | |
| glow.h | |
| Jo Engine glows: the halo of light around a lamp (a soft disc of its color, without edge, and a few thin rays of light, added to the image). | |
| hitbox.h | |
| Jo Engine Hitbox and tools. | |
| image.h | |
| Jo Engine Image definition and tools. | |
| input.h | |
| Jo Engine Gamepad functions. | |
| jo.h | |
| Jo Engine Main Header. | |
| keyboard.h | |
| Jo Engine Keyboard function prototypes. | |
| level.h | |
| Levels (.JOL files): the data of a level of a game (terrain, models, plants, decals...), see Documentation/level_format.md. The files are written by the Python tools of Compiler/COMMON/jo_level. | |
| level_format.h | |
| light.h | |
| Jo Engine point lights: light sources (a position, a color, a radius, a strength; all around like a bulb or in a cone like a torch) that light the static meshes (in world coordinates: the rooms of the cells, the buildings...) through their gouraud tables (no sprite: the colors of the corners of the polygons). | |
| list.h | |
| Jo Engine Linked list helper. | |
| malloc.h | |
| Jo Engine Malloc. | |
| map.h | |
| Jo Engine MAP file (sprite map). | |
| math.h | |
| Jo Engine Math tools. | |
| mode7.h | |
| Jo Engine Mode7. | |
| model.h | |
| 3D models (.JOM files): meshes made with a 3D software, converted by Compiler/COMMON/jo_model.py | |
| palette.h | |
| Jo Engine Palette Handling. | |
| physics.h | |
| Jo Engine File Physics function prototypes. | |
| profile.h | |
| Jo Engine profiler: time spent by the CPUs and the VDP1 in each frame. | |
| sega_saturn.h | |
| Jo Engine Sega Saturn constants (addresses, memory sizes, etc). | |
| serial.h | |
| smpc.h | |
| System Management & Peripheral Control. | |
| software_renderer.h | |
| Fast Triangle based software renderer using fixed number. | |
| sprite_animator.h | |
| Jo Engine Sprite Animator. | |
| sprites.h | |
| Jo Engine Sprite definition and tools. | |
| storyboard.h | |
| Jo Engine Storyboard Animation function prototypes. | |
| tga.h | |
| Jo Engine Truevision Targa format support. | |
| time.h | |
| Time Management. | |
| tools.h | |
| Jo Engine Tools (printf, etc,). | |
| types.h | |
| Jo Engine Types. | |
| vcd_card.h | |
| WIP VCD Card support. | |
| vdp1_command_pipeline.h | |
| VDP1 command table handling. | |
| vdp2.h | |
| Jo Engine VDP2 definition and tools. | |
| vdp2_malloc.h | |
| VDP2 memory allocation (cell, map, rotation, scroll, etc). | |
| vehicle.h | |
| Vehicles: entities of the class vehicle (a jeep, a truck), driven by the player. An actor (a model with a rigid skeleton, see jo_3d_model_draw_pose()): the bones of the wheels turn, the bones of the front wheels and of the steering wheel steer. A simple physics: the speed (engine, brakes, drag), the steering (the turn radius comes from the wheelbase), the 4 wheels on the ground (the height, the pitch and the roll of the body follow the ground under them, with a little suspension), the collisions (the ground says where it can't go, the solid entities stop it: a hit at speed damages them). | |
| video.h | |
| Jo Engine Video Player (Sega FILM/CPK File Format). | |
| voxel.h | |
| Jo Engine Voxel renderer. | |
| weapon.h | |
| Weapons of the player: the definitions (section WEAP of a level, for instance a file of definitions shared by the levels, see Documentation/level_format.md) and their rules: ammunition, fire rate (automatic or one shot per press), reload, change of weapon. The game draws the weapon of jo_weapons_current() and makes the shots (the bullets, the sounds, the flash) on the events of jo_weapons_update(). | |