SGL TURORIAL

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table of contents


1. About Sega Saturn 3D Game Library

1-1. Flow of programming work
Host machine settings
ICE settings
Make file setup / execution
Debugger startup / initial settings
Load and execute program
Debug
1-2. Notes on using the library
Numbers used in the library
Coordinate system

2. Drawing

2-1.Polygon
2-2.Polygons in SGL
Polygon drawing routine
Parameters required for polygon drawing
2-3.Combination of multiple polygons
Cube creation
2-4. Polygon distortion problem
Note: SGL library functions that appeared in this chapter

 3. Light source

3-1.Light source
3-2.Light source settings
SGL library functions that appear in this appendix

4.Coordinate transformation

4-1.Coordinate system
4-2.Projection conversion
Transspective transformation
Viewing volume
4-3.Modeling conversion
Rotate object
Move object
Scaling objects
Special modeling transformation
Difference in results depending on conversion order
4-4.Clipping
2D clipping
3D clipping
4-5. Window
Window concept
Window settings in SGL
Reset default window
Sample program
Scope of influence by window
Note: SGL library functions that appeared in this chapter

[Demo Program A: Bouncing Cube]

5. Matrix

5-1.Matrix
5-2. Object representation by hierarchical structure
Stack
Concept of hierarchical structure
Defining the hierarchical structure with Sega Saturn
5-3.Matrix functions
Additional note: SGL library functions that appeared in this chapter

[Demo Program B: Matrix Animation]

6. Camera

6-1.Camera definition and settings
6-2. ″ Camera setting using slLookAt〃
6-3. Actual camera behavior
Additional note: SGL library functions that appeared in this chapter

7. Polygon face attributes

7-1.Attribute
7-2.Plane
7-3.Sort
7-4.Texture
7-5Color
7-6.Gouraud
7-7.Mode
7-8.Command
7-9.Option

8. Scroll

8-1.Scrolling in SGL
8-2. Scroll unit
8-3. Screen mode
8-4.Scroll screen
8-5. Scroll data storage in memory
Scroll data type
Scroll data storage to VRAM
Notes on storing data in VRAM 1
Notes on data storage in VRAM 2
Color RAM
Data storage in color RAM
8-6.Scroll function setting
Character pattern
Scrolling restriction by the number of character colors
Pattern name data
Pattern name data type
Page
Plane
Map
Reduce settings
Function setting 1 specific to rotating scroll screen
Function setting 2 unique to the scrolling scroll screen
Scroll setting flow
8-7. Scroll drawing
Back screen settings
Display position setting
Scroll registration
Notes on scroll registration
Start drawing
Flow until scroll drawing
8-8. Normal scroll screen
Moving the normal scroll screen
Normal scroll screen enlargement / reduction
8-9.Rotary scroll screen
Rotary scroll movement
Enlargement / reduction of rotating scroll screen
Rotating scroll screen rotation
8-10. Special scroll function
ASCII scrolling
Transparent color bit
Color calculation
Line color screen
Color offset
8-11.Priority
8-12.Character value display
Note: SGL library functions that appeared in this chapter

9. Controller input

9-1.Input system used in Sega Saturn
9-2. Actual operation
Bit used for input system
Bit operation by input
Handling device information in SGL
Determination of input data
9-3 sample program
9-3. Library functions used in the sample
Sprite function
Other functions
Additional note: SGL library functions that appeared in this chapter

10. Event control

10-1. Event structure
Event processing
EVENT structure
Event list
10-2. Event processing using SGL function
Initialize event
Create event list
Event format
Event execution
10-3.Change event list
Add event
Insert event
Delete event
Change event list during event execution
10-4.Extension of USER area
Extension of user area using work area
Extension of user area using event area
10-5. Notes on event processing
10-6. Event processing flow
10-7. Event usage example
Additional note: SGL library functions that appeared in this chapter

11. Arithmetic functions

11-1. General arithmetic functions
11-2. Trigonometric functions
11-3. Special arithmetic functions
Additional note: SGL library functions that appeared in this chapter

[Demo Program C: Walking Akira]

12. CD-ROM library

12-1. About the CD-ROM library
12-2. CD-ROM access
CD-ROM logical structure
Read file
Partition reading
About the prefetch function
Play CDDA files
Other general items
12-3.CD library functions
CDHN file handle
CDKEY Key for classifying sector data
CDBUF reading area information
Initialize Sint32 slCdInit (Sint32 nfile, void * work)
Sint32 slCdChgDir (Sint8 * pathname) Move directory
CDHN slCdOpen (Sint8 * pathname, CDKEY key []) Open file
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) Read abort
Sint32 slCdPause (CDHN cdhn) Reading pause
Sint32 slCdGetStatus (CDHN cdhn, Sint32 ndata []) Get status
Error code

13. Backup library

13-1. Backup Library Features
Device
File
Extract library
13-2. Basic processing flow
13-3.Sample program
Additional backup library function

14. Sound library

14-1. Overview of sound control
14-2. Sound driver settings
Sound driver set and MC68000 startup
Sound data set
BGM performance
Sound effect output
Sound effect output using PCM sound source
Functions that affect the overall sound output
14-3.Memory map
14-4.Sample program
Sample program for playback test of BGM and sound effects
Sample program for PCM sound source playback test
Sound library functions appearing in this appendix

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