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Jo Engine 2026.11.1
Jo Sega Saturn Engine
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| 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() |