Jo Engine 2026.11.1
Jo Sega Saturn Engine
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File List
Here is a list of all files with brief descriptions:
 
Documentation
 jo_engine
  jo
   
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()