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Yeti3D port

 
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be2003



Joined: 20 Apr 2006
Posts: 144

PostPosted: Sat Apr 28, 2007 12:38 pm    Post subject: Yeti3D port Reply with quote

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
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Sat Apr 28, 2007 12:46 pm    Post subject: Reply with quote

Really cool, man! Works great. The regular EBOOT is pretty darn fast... I'll have to see how fast the FAST version is. :)
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Cpasjuste



Joined: 29 May 2005
Posts: 214

PostPosted: Sat Apr 28, 2007 5:02 pm    Post subject: Reply with quote

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 ..
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Wraggster



Joined: 26 Aug 2005
Posts: 121

PostPosted: Sun Apr 29, 2007 6:17 am    Post subject: Reply with quote

nice release :)
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be2003



Joined: 20 Apr 2006
Posts: 144

PostPosted: Sun Apr 29, 2007 10:23 am    Post subject: Reply with quote

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...
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Cpasjuste



Joined: 29 May 2005
Posts: 214

PostPosted: Sun Apr 29, 2007 9:30 pm    Post subject: Reply with quote

Hehe yep i saw that, nice port.
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be2003



Joined: 20 Apr 2006
Posts: 144

PostPosted: Mon Apr 30, 2007 1:36 pm    Post subject: update :] Reply with quote

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...
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Be3f



Joined: 15 Mar 2007
Posts: 59

PostPosted: Fri May 18, 2007 8:05 pm    Post subject: Reply with quote

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!
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be2003



Joined: 20 Apr 2006
Posts: 144

PostPosted: Sat May 19, 2007 8:55 am    Post subject: Reply with quote

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...
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Be3f



Joined: 15 Mar 2007
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PostPosted: Sat May 19, 2007 6:23 pm    Post subject: Reply with quote

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! ;-)
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PeterM



Joined: 31 Dec 2005
Posts: 125
Location: Edinburgh, UK

PostPosted: Sat May 19, 2007 6:48 pm    Post subject: Reply with quote

Be3f wrote:
You may ask PeterM for advice

Ha ha, thanks very much!
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