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Update README, fix horrible bug crashing PSX with 1-layer level
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README.org
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README.org
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@ -1,14 +1,14 @@
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#+title: engine-psx
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Open source platformer engine built for the Original PlayStation.
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Open source platformer engine built for the PlayStation 1.
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Uses [[https://github.com/Lameguy64/PSn00bSDK/tree/master][PSn00bSDK]].
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Heavily inspired by Sonic The Hedgehog. Uses [[https://github.com/Lameguy64/PSn00bSDK/tree/master][PSn00bSDK]].
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#+html: <center>
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[[file:./screenshots/engine-psx-081624.gif]]
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[[file:./screenshots/engine-psx-081924.gif]]
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#+html: </center>
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/Engine short video running on DuckStation, dated [2024-08-16]./
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/Engine short video running on DuckStation, dated [2024-08-19]./
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* About
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@ -30,13 +30,14 @@ tested on real hardware (a PlayStation model SCPH-5501).
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* Recommended tools
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Here are some tools I've been using:
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Here are some tools I've been using. Please notice that this project's
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development has been targeted for Linux environments.
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- GIMP with G'Mic plugin (to reduce image colormaps to 256 colors with no
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dithering);
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- Aseprite (for handling sprite sheets and tilemaps), plus some useful [[https://github.com/Gabinou/tilemap_scripts_aseprite][script files]] (tweak
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=export_tileset.lua= so it only exports with a =row_len= of =32=, since all
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tiles are 8x8);
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- Aseprite (for handling sprite sheets and tilemaps), plus some useful [[https://github.com/Gabinou/tilemap_scripts_aseprite][script
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files]] (tweak =export_tileset.lua= so it only exports with a =row_len= of =32=,
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since all tiles are 8x8);
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- =mkpsxiso=, to build the ISO files;
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- =gcc-mipsel= compiler toolchain;
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- =timedit=, to import images and convert them to .TIM format;
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@ -45,7 +46,8 @@ Here are some tools I've been using:
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- =xainterleave=, to interleave .XA files into a single, ready-for-production
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.XA file;
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- =cdrdao=, if you intend on burning your ISO on a CD-R;
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- =CMake= and =GNU Make=, for build scripts.
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- =CMake= and =GNU Make=, for build scripts;
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- =GNU Make= and =Python 3.12= for running extra build scripts.
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Some of these tools are already available when you properly install
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PSn00bSDK. Just follow [[https://github.com/Lameguy64/PSn00bSDK/blob/master/doc/installation.md][this guide]].
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@ -86,14 +88,11 @@ cdrdao write --speed 1 --driver generic-mmc-raw --swap -n --eject "engine.cue"
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If you're on Windows or you need more information on other methods, check out
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[[https://alex-free.github.io/psx-cdr/][this awesome guide]].
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* Running on your browser
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* Generating a single file
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*NOTE:* /As of now, for some reason, EmulatorJS won't load the game. You can
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still play it on an offline emulator such as DuckStation or ~pcsx-redux~./
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If you're using a browser emulator such as [[https://emulatorjs.org/][EmulatorJS]] and you need your .ISO +
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.CUE to be a single file, you might want to use something to convert it to .CHD
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format. You can do this by using a tool called [[https://github.com/thingsiplay/tochd][tochd]]:
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If you need your .ISO + .CUE to be a single file, you might want to use
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something to convert it to .CHD format. You can do this by using a tool called
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[[https://github.com/thingsiplay/tochd][tochd]]:
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#+begin_src bash
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tochd -d . -- ./build/engine.cue
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@ -103,6 +102,7 @@ tochd -d . -- ./build/engine.cue
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| Screenshot | Description |
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|-------------------------------------------------------+-------------------------------------------------------------------------------------------------|
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| [[file:./screenshots/engine-psx-081924.gif]] | Alpha engine [2024-08-19]. New tilesets, animation with variable speed, extended camera. |
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| [[file:./screenshots/engine-psx-081624-realhardware.gif]] | Alpha engine [2024-08-16]. Same as below, on a physical SCPH-5501. |
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| [[file:./screenshots/engine-psx-081624.gif]] | Alpha engine [2024-08-16]. First working implementation of slope collision. |
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| [[file:./screenshots/engine-psx-080524-realhardware.gif]] | Alpha engine [2024-08-05]. Same as screenshot below, but on a physical PlayStation (SCPH-5501). |
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="255" height="31" tilewidth="128" tileheight="128" infinite="0" nextlayerid="2" nextobjectid="1">
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<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="255" height="31" tilewidth="128" tileheight="128" infinite="0" nextlayerid="3" nextobjectid="1">
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<tileset firstgid="1" source="128x128.tsx"/>
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
|
|
BIN
screenshots/engine-psx-081924.gif
Normal file
BIN
screenshots/engine-psx-081924.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 23 MiB |
|
@ -354,8 +354,12 @@ render_lvl(
|
|||
int16_t
|
||||
cx = (cam_x >> 12),
|
||||
cy = (cam_y >> 12);
|
||||
_render_layer(lvl, map128, map16, cx, cy, 4, 0);
|
||||
_render_layer(lvl, map128, map16, cx, cy, 2, 1);
|
||||
|
||||
if(lvl->num_layers > 0)
|
||||
_render_layer(lvl, map128, map16, cx, cy, 4, 0);
|
||||
|
||||
if(lvl->num_layers > 1)
|
||||
_render_layer(lvl, map128, map16, cx, cy, 2, 1);
|
||||
|
||||
DR_TPAGE *tpage = get_next_prim();
|
||||
increment_prim(sizeof(DR_TPAGE));
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue