Jo Engine 2026.11.1
Jo Sega Saturn Engine
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jo Directory Reference

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().