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★ SGL User's Manual
SGL TUTORIAL PROGRAMMER'S TUTORIAL
- 1-1.Programming work flow
- Host machine settings
- ICE settings
- Makefile settings/execution
- Debugger startup/initial settings
- Loading and running the program
- debug
- 1-2. Precautions when using the library
- Numbers used in the library
- Coordinate system
- 2-1.Polygon
- 2-2.Polygon in SGL
- Polygon drawing routine
- Parameters required for drawing polygons
- 2-3. Combination of multiple polygons
- Creating a cube
- 2-4. Polygon distortion problem
- Note: SGL library functions that appeared in this chapter
- 3-1.Light source
- 3-2.Light source settings
- Note: SGL library functions that appeared in this chapter
- 4-1.Coordinate system
- 4-2. Projection transformation
- Perspective transformation
- viewing volume
- 4-3.Modeling conversion
- Rotating an object
- Moving objects
- Scaling objects
- Special modeling transformations
- Differences in results due to conversion order
- 4-4. Clipping
- 2D clipping
- 3D clipping
- 4-5.Window
- window concept
- Window settings in SGL
- Resetting the default window
- sample program
- Range of influence by window
- Note: SGL library functions that appeared in this chapter
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- 5-1.Matrix
- 5-2. Object representation using hierarchical structure
- stack
- Hierarchy concept
- Definition of hierarchical structure by Sega Saturn
- 5-3.Matrix function
- Note: SGL library functions that appeared in this chapter
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- 6-1. Camera definition and settings
- 6-2. Camera settings using “slLookAt”
- 6-3.Actual camera operation
- Note: SGL library functions that appeared in this chapter
- 7-1.Attributes
- 7-2.Plane
- 7-3.Sort
- 7-4.Texture
- 7-5.Color
- 7-6.Gouraud
- 7-7.Mode
- 7-8.Dir
- 7-9.Option
- 8-1.Scroll in SGL
- 8-2. Scroll unit
- 8-3.Screen mode
- 8-4.Scroll screen
- 8-5. Storing scroll data in memory
- Scroll data type
- Storing scroll data in VRAM
- Notes on storing data in VRAM 1
- Notes on storing data in VRAM 2
- Color RAM
- Data storage in color RAM
- 8-6.Scroll function settings
- About VRAM access restrictions
- character pattern
- Scroll restrictions based on number of character colors
- Scroll restrictions due to VRAM access
- pattern name data
- Data type of pattern name data
- About auxiliary data
- page
- plane
- map
- Reduce settings
- Function settings specific to rotating scroll screen 1
- Function settings specific to rotating scroll screen 2
- Scroll setting flow
- 8-7.Drawing a scroll
- Back screen settings
- Display position setting
- scroll registration
- Notes on scroll registration
- Start drawing
- Flow of scroll drawing
- 8-8.Normal scroll screen
- Moving the normal scroll screen
- Scaling the normal scroll screen
- 8-9. Rotating scroll screen
- rotation scroll movement
- Rotating scroll screen scaling
- Rotate scroll screen rotation
- 8-10.Special scrolling function
- ASCII scroll
- transparent color bit
- color calculation
- line color screen
- color offset
- 8-11.Priority
- 8-12.Character numerical display
- Note: SGL library functions that appeared in this chapter
- 9-1. Input system used in Sega Saturn
- 9-2. Actual operation
- Bits used for input system
- Bit operation by input
- Handling of device information in SGL
- Determining input data
- 9-3.Sample program
- 9-4.Library functions used in the sample
- sprite function
- Other functions
- Note: SGL library functions that appeared in this chapter
- 10-1.Event structure
- Event processing
- EVENT structure
- event list
- 10-2.Event processing using SGL functions
- Initializing the event
- Creating an event list
- Event format
- Executing an event
- 10-3. Change event list
- Add event
- Inserting an event
- Delete event
- Changing the event list while an event is running
- 10-4.Expanding the USER area
- Expansion of user area using work area
- Expansion of user area using event area
- 10-5. Notes on event processing
- 10-6. Flow of event processing
- 10-7.Example of using events
- Note: SGL library functions that appeared in this chapter
- 11-1. General arithmetic functions
- 11-2. Trigonometric functions
- 11-3. Special calculation functions
- Note: SGL library functions that appeared in this chapter
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- 12-1.About CD-ROM library
- 12-2.CD-ROM access
- Logical structure of CD-ROM
- Load file
- Separate file loading
- About the read-ahead function
- Playing CDDA files
- Other general matters
- 12-3.CD library functions
- CDHN file handle
- CDKEY Key for classifying sector data
- CDBUF read area information
- Sint32 slCdInit (Sint32 nfile, void *work) Initialize
- Sint32 slCdChgDir (Sint8 *pathname) Change directory
- CDHN slCdOpen (Sint8 *pathname, CDKEY key[]) File open
- Sint32 slCdLoadFile (CDHN cdhn, CDBUF buf[]) Load file
- Sint32 slCdTrans (CDHN cdhn, CDBUF buf[], Sint32 ndata[]) Stream transfer
- Bool slCdResetBuf (CDHN cdhn, CDKEY *key) Reset transfer area
- Sint32 slCdAbort (CDHN cdhn) Loading abort
- Sint32 slCdPause (CDHN cdhn) Pause reading
- Sint32 slCdGetStatus (CDHN cdhn, Sint32 ndata[]) Get status
- Error code
- 13-1. Features of backup library
- device
- File
- Deploying the library
- 13-2.Basic processing flow
- 13-3.Sample program
- Note: Backup library functions
- 14-1. Overview of sound control
- 14-2.Sound driver settings
- Set up the sound driver and start up the MC68000
- set of sound data
- BGM performance
- Sound effect output
- Output of sound effects using PCM sound source
- Functions that affect the overall sound output
- 14-3.Memory map
- 14-4.Sample program
- Sample program for BGM and sound effect playback test
- Sample program for PCM sound source playback test
- Note: Sound library functions that appeared in this chapter
Demo program summary
- [Demo program A: Bouncing Cube]
- [Demo program B: Matrix Animation]
- [Demo program C: Walking Akira]
★ SGL User's Manual
Copyright SEGA ENTERPRISES, LTD., 1997