Originally posted by Wemes@Tue, 2005-06-28 @ 03:13 PM
the idea for the saturn game is for people to gimp or photoshop an image and then use ...
Good idea. And it seems easy to code (no real-time constraint, so the code can be a little bit slow).
For iso part, dont use the tools described in the sgl tutorial. It is rather easy with mkisofs and a cue file (I think i've posted this here before) :
A. CD IMAGE PREPARATION, using mkisofs
1. make a directory (here called "cd")
2. run a command ressembling to
Code:
mkisofs -sysid "SEGA SEGASATURN" -volid "El_Faitin" -volset "Kordamp" -publisher "SEGA ENTERPRISES, LTD." -preparer "SEGA ENTERPRISES, LTD." -appid "El_Faitin" -abstract "abs.txt" -copyright "cpy.txt" -biblio "bib.txt" -generic-boot ip.bin -full-iso9660-filenames -o sl.iso "cd"
important options are :
-generic-boot ip.bin : injects the "initial program" (sega code) at the right place on the cd
-o sl.iso : output
B. AUDIO TRACKS
1. Build your sl.iso WITHOUT audio tracks (as described in A.).
2. Create the audio tracks. Each file must be saved as RAW data (no wav header)
using the following convention : 44100 Hz, 16 bits, Signed, Little endian (Intel).
3. Write a cue file...
... that looks like that :
--- file: myimage.cti
FILE "..\SL.ISO" BINARY
TRACK 01 MODE1/2048
INDEX 01 00:00:00
POSTGAP 00:02:00
FILE "sundaymachine.raw" BINARY
TRACK 02 AUDIO
PREGAP 00:02:00
INDEX 01 00:00:00
FILE "beatsuckerdeluxe.raw" BINARY
TRACK 03 AUDIO
PREGAP 00:02:00
INDEX 01 00:00:00
--- end of file
The first track is the "sl.iso"; next ones are your raw audio files (in
my example, the "sundaymachine.raw" and "beatsuckerdeluxe.raw" files).
Don't fuck around with the pregap.
4. Burn it as a ".cue" (sometimes called "bin/cue"). You can use cdrecord
and bchunk or cdrdao (or some non-free software). It should work.
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So it is easy for people to add their own sprites, by putting it in a directory and burning the from the cue file. It works under linux too.
Rockin'B, you can use (some part of) it in your tutorial.