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gsKit starter kit Q*Bert

 
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ps2devman



Joined: 09 Oct 2006
Posts: 265

PostPosted: Mon Feb 19, 2007 9:33 pm    Post subject: gsKit starter kit Q*Bert Reply with quote

gsKit starter kit Q*Bert

http://home.tele2.fr/~fr-51785/ps2_qbert.zip
(2D sprites with transparentcy)

'Magic biases' from Jbit have been used for high quality texture mapping
(http://www.jbit.net/ps2/gs-linear-sprite.html )

Triangle : Quit
Cross : Start game while demo is running or Pause game while playing
Square/Circle : Swap between antialiased and sharp sprites (linear/nearest filter)

Move right analog stick into diagonals to have Q*Bert jump
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evilo



Joined: 22 Apr 2004
Posts: 230

PostPosted: Tue Feb 20, 2007 4:40 am    Post subject: Reply with quote

wow great :)

I'll try as soon as I get back to home :)

thank you (I love Q*bert!)
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ps2devman



Joined: 09 Oct 2006
Posts: 265

PostPosted: Fri Feb 23, 2007 11:17 pm    Post subject: Reply with quote

Thx.

I've updated pong and q*bert sources.
Appropriate calls were missing to display correctly info in exception.c when an exception fires.
Now, will even display 'try addr2line -e prog.elf nnnn' (to find line out)

You can try to generate an 'address store' exception with this:
{
long a=0;
short *b;
b=(short *)(((u32)(&a))+1);
*b=0;
}

Also added non necessary primalpha setting in system.c with comments to explain the transparency formula in q*bert
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