Yeti3D port
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
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
blog
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 ..
:p
Edit : mine is sdl based and i havnt ported all the buttons function lol ..
lolCpasjuste 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 ..
i wanted to make a port that was 100% psp
or whatever percent it is...
- be2003
blog
blog
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...
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
blog
Awesome port!
And how about porting Cube Engine?
http://www.cubeengine.com/
It's very simular with Yet!3D, but is much more advanced!
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!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) :/
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
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...
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
blog
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)but if i remember properly it uses gl, so eventually im going to have to convert it to gu...
The tread: http://forums.ps2dev.org/viewtopic.php?t=8077
GL! ;-)
00000110 00000110 00000110
Ha ha, thanks very much!Be3f wrote:You may ask PeterM for advice
http://aaiiee.wordpress.com/
I can no longer do any homebrew PSP development nor discuss PSP specific topics.
I can no longer do any homebrew PSP development nor discuss PSP specific topics.