| View previous topic :: View next topic |
| Author |
Message |
be2003
Joined: 20 Apr 2006 Posts: 144
|
Posted: Sat Apr 28, 2007 12:38 pm Post subject: Yeti3D port |
|
|
I just ported the Yeti3D engine to the PSP... yes... i know...
but this port isnt dependent on SDL!
yes, it is a pure PSP port!
the zip package below contains the source and compiled eboot if anyone wants to take a look
the regular EBOOT.PBP runs very smooth
and the FAST_EBOOT.PBP is the same but without the restrictions of sceDisplayWaitVblankStart
hopefully this will help starting out developers make somewhat interesting games.
enjoy!
http://www.sharebigfile.com/file/154772/yeti3d-zip.html _________________ - be2003
blog |
|
| Back to top |
|
 |
J.F.
Joined: 22 Feb 2004 Posts: 2906
|
Posted: Sat Apr 28, 2007 12:46 pm Post subject: |
|
|
| Really cool, man! Works great. The regular EBOOT is pretty darn fast... I'll have to see how fast the FAST version is. :) |
|
| Back to top |
|
 |
Cpasjuste
Joined: 29 May 2005 Posts: 214
|
|
| Back to top |
|
 |
Wraggster
Joined: 26 Aug 2005 Posts: 121
|
Posted: Sun Apr 29, 2007 6:17 am Post subject: |
|
|
nice release :) _________________ Webmaster of http://www.dcemu.co.uk
DCEMU The Worlds Only Homebrew & Gaming Network of Sites. |
|
| Back to top |
|
 |
be2003
Joined: 20 Apr 2006 Posts: 144
|
Posted: Sun Apr 29, 2007 10:23 am Post subject: |
|
|
| Cpasjuste wrote: | http://forums.qj.net/showpost.php?p=1445611&postcount=1
:p
Edit : mine is sdl based and i havnt ported all the buttons function lol .. |
lol
i wanted to make a port that was 100% psp
or whatever percent it is... _________________ - be2003
blog |
|
| Back to top |
|
 |
Cpasjuste
Joined: 29 May 2005 Posts: 214
|
Posted: Sun Apr 29, 2007 9:30 pm Post subject: |
|
|
| Hehe yep i saw that, nice port. |
|
| Back to top |
|
 |
be2003
Joined: 20 Apr 2006 Posts: 144
|
Posted: Mon Apr 30, 2007 1:36 pm Post subject: update :] |
|
|
I believe Yeti3D deserves a respective namechange due to the major source changes… so i guess Yeti-PSP works…
So the updates of the engine to date (altough there is no release) are:
1. Engine no longer uses debug library to initialize framebuffer.
2. All source code remains in the “source” directory, source for all other platforms has been removed, along with the source to map editor (which for GNU reasons has nothing to do with the executable).
3. “main.c” source code cleanup with more organized commenting.
4. RGBA8888 is being implemented as the new color mode. (Nearing completion, I just need to convert from 5551 to 8888 in the source, so as of right now the whole scene is tinted red) :/
5. Altough i have not started implementing it, I’m going to move away from calculating sin, cos, etc. in pre-calculated tables.
6. FAST_EBOOT.PBP isn’t coming in the zip anymore, the speed difference isn’t really that much. But you can still compile a fast version just by commenting out the sceDisplayWaitVblankStart(); line in “main.c”.
Any updates i post about this engine can be now found at my blog... _________________ - be2003
blog |
|
| Back to top |
|
 |
Be3f
Joined: 15 Mar 2007 Posts: 59
|
Posted: Fri May 18, 2007 8:05 pm Post subject: |
|
|
Awesome port!
| Quote: | RGBA8888 is being implemented as the new color mode. (Nearing completion, I just need to convert from 5551 to 8888 in the source, so as of right now the whole scene is tinted red) :/
|
I'd recommend you to use 16bit color 5650 (GU_COLOR_5650) - you won't notice the visable difference between it and 32 bit color, but perfomance will be much higher!
And how about porting Cube Engine?
http://www.cubeengine.com/
It's very simular with Yet!3D, but is much more advanced! _________________ 00000110 00000110 00000110 |
|
| Back to top |
|
 |
be2003
Joined: 20 Apr 2006 Posts: 144
|
Posted: Sat May 19, 2007 8:55 am Post subject: |
|
|
i was thinking about just leaving the color 565 and porting a different engine but i wasnt sure what engine i should port
but i think i will go ahead with the cube engine, but if i remember properly it uses gl, so eventually im going to have to convert it to gu... _________________ - be2003
blog |
|
| Back to top |
|
 |
Be3f
Joined: 15 Mar 2007 Posts: 59
|
Posted: Sat May 19, 2007 6:23 pm Post subject: |
|
|
| Quote: | | but if i remember properly it uses gl, so eventually im going to have to convert it to gu... |
You may ask PeterM for advice - he has done the same thing with GLQuake (ripped the OpenGL calls out from GLQuake and replaced them with PSP GU calls)
The tread: http://forums.ps2dev.org/viewtopic.php?t=8077
GL! ;-) _________________ 00000110 00000110 00000110 |
|
| Back to top |
|
 |
PeterM
Joined: 31 Dec 2005 Posts: 125 Location: Edinburgh, UK
|
Posted: Sat May 19, 2007 6:48 pm Post subject: |
|
|
| Be3f wrote: | | You may ask PeterM for advice |
Ha ha, thanks very much! _________________ http://aaiiee.wordpress.com/
I can no longer do any homebrew PSP development nor discuss PSP specific topics. |
|
| Back to top |
|
 |
|