Update README.org

This commit is contained in:
Lucas S. Vieira 2024-07-22 02:19:48 -03:00
parent a33a11b716
commit dff43d7654
3 changed files with 79 additions and 4 deletions

View file

@ -1,16 +1,91 @@
#+title: engine-psx #+title: engine-psx
* engine-psx
Open source platformer engine built for the PSX. Open source platformer engine built for the PSX.
Uses [[https://github.com/Lameguy64/PSn00bSDK/tree/master][PSn00bSDK]]. Uses [[https://github.com/Lameguy64/PSn00bSDK/tree/master][PSn00bSDK]].
#+html: <center>
[[file:./screenshots/engine-psx-072224.gif]]
#+html: </center>
/Engine short video running on DuckStation, dated 07/22/2024./
* About * About
To-do. This is a platformer game engine build for the PlayStation 1, heavily inspired
by Sonic The Hedgehog. The focus here is on experimentation, attempting to build
a sane 2D engine in pure C while taking advantage of what the PlayStation has to
offer in terms of hardware.
This engine is opensource and can be built by anyone. Also, since it uses
Psn00bSDK, it also contains no copyrighted material. Plus, any tools used in
this project are modern, opensource or cheap to acquire.
Some assets use different formats than common formats. This is because I needed
a better way to process these files, or the PlayStation recognizes different
formats.
All code is tested under emulators PCSX-Redux and DuckStation, and are also
tested on real hardware (a PlayStation model SCPH-5501).
** Recommended tools
Here are some tools I've been using:
- GIMP with G'Mic plugin (to reduce image colormaps to 256 colors with no
dithering);
- Aseprite (for handling sprite sheets and tilemaps), plus some useful [[https://github.com/Gabinou/tilemap_scripts_aseprite][script files]] (tweak
=export_tileset.lua= so it only exports with a =row_len= of =32=, since all
tiles are 8x8);
- =mkpsxiso=, to build the ISO files;
- =gcc-mipsel= compiler toolchain;
- =timedit=, to import images and convert them to .TIM format;
- =wav2vag=, to convert .WAV sound effects to .VAG audio;
- =psxavenc=, to convert music to a preliminary .XA format;
- =xainterleave=, to interleave .XA files into a single, ready-for-production
.XA file;
- =cdrdao=, if you intend on burning your ISO on a CD-R;
- =CMake= and =GNU Make=, for build scripts.
Some of these tools are already available when you properly install
PSn00bSDK. Just follow [[https://github.com/Lameguy64/PSn00bSDK/blob/master/doc/installation.md][this guide]].
** Running on real hardware
#+html: <center>
[[file:./screenshots/engine-psx-realhardware-072124.gif]]
#+html: </center>
/Engine short video running on a PlayStation SCPH-5001, dated 07/21/2024./
In theory, to burn the disc, you would need a Sony license file which comes
bundled with the Psy-Q SDK (which *I AM NOT* using). Tweak =iso.xml= to add such
file. I cannot guarantee that it will work on real hardware if this file is
omitted.
You most likely will need a PlayStation console that allows you to run homebrew
software -- I did not do anything on my model, but again, I bought it from
someone else, and I didn't open it up to check if it was still intact from day
one.
You will also need a CD drive capable of burning CD images to physical disks,
and *you will also need good quality CD-R disks. Do not ignore this.* If you're
a fellow brazillian, I recommend Multilaser.
Remember also that this method was tested in an SCPH-5501 model.
Use a command such as this to burn your image into the disk by using =cdrdao=
(*do not* use other software, unless you know what you're doing):
#+begin_src bash
cd build/
cdrdao write --speed 1 --driver generic-mmc-raw --swap -n --eject "sonicengine.cue"
#+end_src
If you're on Windows or you need more information on other methods, check out
[[https://alex-free.github.io/psx-cdr/][this awesome guide]].
* License * License
Licensed under the Mozilla Public License 2.0 Licensed under the Mozilla Public License 2.0.

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.5 MiB