long time no see

This commit is contained in:
ABelliqueux 2021-03-24 11:22:30 +01:00
parent eec42d5418
commit 7af5e535c8
9 changed files with 22485 additions and 2490 deletions

4
.gdbinit Normal file
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@ -0,0 +1,4 @@
target remote localhost:3333
symbol-file /home/arthus/build/pcsx-redux/src/mips/3dcam-bak/3dcam-tri-quads.elf
monitor reset shellhalt
load /home/arthus/build/pcsx-redux/src/mips/3dcam-bak/3dcam-tri-quads.elf

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@ -207,10 +207,10 @@ int main() {
long t, p, OTz, OTc, Flag, nclip; // t == vertex count, p == depth cueing interpolation value, OTz == value to create Z-ordered OT, Flag == see LibOver47.pdf, p.143 long t, p, OTz, OTc, Flag, nclip; // t == vertex count, p == depth cueing interpolation value, OTz == value to create Z-ordered OT, Flag == see LibOver47.pdf, p.143
POLY_GT3 * poly; POLY_GT3 * poly;
//~ // Poly subdiv // Poly subdiv
//~ DIVPOLYGON3 div = { 0 }; DIVPOLYGON3 div = { 0 };
//~ div.pih = SCREENXRES; div.pih = SCREENXRES;
//~ div.piv = SCREENYRES; div.piv = SCREENYRES;
//~ CVECTOR outCol ={0,0,0,0}; //~ CVECTOR outCol ={0,0,0,0};
//~ CVECTOR outCol1 ={0,0,0,0}; //~ CVECTOR outCol1 ={0,0,0,0};
@ -545,50 +545,13 @@ int main() {
// modelCube is a TMESH, len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ... // modelCube is a TMESH, len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ...
for (i = 0; i < (meshes[k]->tmesh->len * 3); i += 3) { if (meshes[k]->index[t].code == 4) {
for (i = 0; i < (meshes[k]->tmesh->len * 3); i += 3) {
poly = (POLY_GT3 *)nextpri; poly = (POLY_GT3 *)nextpri;
SetPolyGT3(poly); // If Vertex Anim flag
// Can use ?
//~ RotMeshPrimS_GCT3();
if (*meshes[k]->isPrism){
// Use current DRAWENV clip as TPAGE
((POLY_GT3 *)poly)->tpage = getTPage(meshes[k]->tim->mode&0x3, 0,
draw[db].clip.x,
draw[db].clip.y
);
// Use projected coordinates (results from RotAverage...) as UV coords and clamp them to 0-255,0-224
setUV3(poly, (poly->x0 < 0? 0 : poly->x0 > 255? 255 : poly->x0),
(poly->y0 < 0? 0 : poly->y0 > 224? 224 : poly->y0),
(poly->x1 < 0? 0 : poly->x1 > 255? 255 : poly->x1),
(poly->y1 < 0? 0 : poly->y1 > 224? 224 : poly->y1),
(poly->x2 < 0? 0 : poly->x2 > 255? 255 : poly->x2),
(poly->y2 < 0? 0 : poly->y2 > 224? 224 : poly->y2)
);
} else {
// Use regular TPAGE
((POLY_GT3 *)poly)->tpage = getTPage(meshes[k]->tim->mode&0x3, 0,
meshes[k]->tim->prect->x,
meshes[k]->tim->prect->y
);
// Use model UV coordinates
setUV3(poly, meshes[k]->tmesh->u[i].vx , meshes[k]->tmesh->u[i].vy + meshes[k]->tim->prect->y,
meshes[k]->tmesh->u[i+1].vx, meshes[k]->tmesh->u[i+1].vy + meshes[k]->tim->prect->y,
meshes[k]->tmesh->u[i+2].vx, meshes[k]->tmesh->u[i+2].vy + meshes[k]->tim->prect->y);
}
// If Vertex Anim flag
if (*meshes[k]->isAnim){ if (*meshes[k]->isAnim){
// FIXME : SLERP VERTEX ANIM // FIXME : SLERP VERTEX ANIM
@ -644,12 +607,25 @@ int main() {
// Use anim vertex's positions // Use anim vertex's positions
OTz = RotAverage3( //~ nclip = RotAverageNclip3(
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t]], //~ &meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t]],
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+1]], //~ &meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+2]],
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+2]], //~ &meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t+1]],
//~ (long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2,
//~ meshes[k]->p,
//~ &OTz,
//~ &Flag
//~ );
// Use anim vertex's positions
nclip = RotAverageNclip3(
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t].order.vx],
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t].order.vz],
&meshes[k]->anim->data[ atime%19 * modelCylindre_anim.nvert + meshes[k]->index[t].order.vy],
(long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2, (long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2,
meshes[k]->p, meshes[k]->p,
&OTz,
&Flag &Flag
); );
@ -657,16 +633,63 @@ int main() {
} else { } else {
// Use model's regular vertex pos // Use model's regular vertex pos
OTz = RotAverage3( nclip = RotAverageNclip3(
&meshes[k]->tmesh->v[meshes[k]->index[t]], &meshes[k]->tmesh->v[ meshes[k]->index[t].order.vx ],
&meshes[k]->tmesh->v[meshes[k]->index[t+1]], &meshes[k]->tmesh->v[ meshes[k]->index[t].order.vz ],
&meshes[k]->tmesh->v[meshes[k]->index[t+2]], &meshes[k]->tmesh->v[ meshes[k]->index[t].order.vy ],
(long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2, (long*)&poly->x0, (long*)&poly->x1, (long*)&poly->x2,
meshes[k]->p, meshes[k]->p,
&OTz,
&Flag &Flag
); );
} }
//~ FntPrint("%d %d %d %d\n", meshes[k]->index[t].order.vx, meshes[k]->index[t].order.vy, meshes[k]->index[t].order.vz, meshes[k]->index[t].code);
if (nclip > 0 && OTz > 0) {
SetPolyGT3(poly);
// Can use ?
//~ RotMeshPrimS_GCT3();
if (*meshes[k]->isPrism){
// Use current DRAWENV clip as TPAGE
((POLY_GT3 *)poly)->tpage = getTPage(meshes[k]->tim->mode&0x3, 0,
draw[db].clip.x,
draw[db].clip.y
);
// Use projected coordinates (results from RotAverage...) as UV coords and clamp them to 0-255,0-224
setUV3(poly, (poly->x0 < 0? 0 : poly->x0 > 255? 255 : poly->x0),
(poly->y0 < 0? 0 : poly->y0 > 224? 224 : poly->y0),
(poly->x1 < 0? 0 : poly->x1 > 255? 255 : poly->x1),
(poly->y1 < 0? 0 : poly->y1 > 224? 224 : poly->y1),
(poly->x2 < 0? 0 : poly->x2 > 255? 255 : poly->x2),
(poly->y2 < 0? 0 : poly->y2 > 224? 224 : poly->y2)
);
} else {
// Use regular TPAGE
((POLY_GT3 *)poly)->tpage = getTPage(meshes[k]->tim->mode&0x3, 0,
meshes[k]->tim->prect->x,
meshes[k]->tim->prect->y
);
// Use model UV coordinates
setUV3(poly, meshes[k]->tmesh->u[i].vx , meshes[k]->tmesh->u[i].vy + meshes[k]->tim->prect->y,
meshes[k]->tmesh->u[i+2].vx, meshes[k]->tmesh->u[i+2].vy + meshes[k]->tim->prect->y,
meshes[k]->tmesh->u[i+1].vx, meshes[k]->tmesh->u[i+1].vy + meshes[k]->tim->prect->y);
}
// FIXME : Polygon subdiv // FIXME : Polygon subdiv
//~ OTc = OTz>>4; //~ OTc = OTz>>4;
@ -678,17 +701,17 @@ int main() {
//~ DivideGT3( //~ DivideGT3(
//~ // Vertex coord //~ // Vertex coord
//~ &meshes[k]->tmesh->v[meshes[k]->index[t]], //~ &meshes[k]->tmesh->v[meshes[k]->index[t]],
//~ &meshes[k]->tmesh->v[meshes[k]->index[t+1]],
//~ &meshes[k]->tmesh->v[meshes[k]->index[t+2]], //~ &meshes[k]->tmesh->v[meshes[k]->index[t+2]],
//~ &meshes[k]->tmesh->v[meshes[k]->index[t+1]],
//~ // UV coord //~ // UV coord
//~ meshes[k]->tmesh->u[i], //~ meshes[k]->tmesh->u[i],
//~ meshes[k]->tmesh->u[i+1],
//~ meshes[k]->tmesh->u[i+2], //~ meshes[k]->tmesh->u[i+2],
//~ meshes[k]->tmesh->u[i+1],
//~ // Color //~ // Color
//~ meshes[k]->tmesh->c[i], //~ meshes[k]->tmesh->c[i],
//~ meshes[k]->tmesh->c[i+1],
//~ meshes[k]->tmesh->c[i+2], //~ meshes[k]->tmesh->c[i+2],
//~ meshes[k]->tmesh->c[i+1],
//~ // Gpu packet //~ // Gpu packet
//~ poly, //~ poly,
@ -696,8 +719,8 @@ int main() {
//~ &div); //~ &div);
//~ // Increment primitive list pointer //~ // Increment primitive list pointer
//~ nextpri += ( (sizeof(POLY_GT4) + 2) / 3 ) * (( 1 << ( div.ndiv )) << ( div.ndiv )); //~ nextpri += ( (sizeof(POLY_GT3) + 3) / 4 ) * (( 1 << ( div.ndiv )) << ( div.ndiv ));
//NumPrims += ((1<<(div.ndiv))<<(div.ndiv)); //~ triCount = ((1<<(div.ndiv))<<(div.ndiv));
//~ } //~ }
@ -715,9 +738,13 @@ int main() {
CVECTOR outCol1 ={0,0,0,0}; CVECTOR outCol1 ={0,0,0,0};
CVECTOR outCol2 ={0,0,0,0}; CVECTOR outCol2 ={0,0,0,0};
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t]] , &meshes[k]->tmesh->c[meshes[k]->index[t]], *meshes[k]->p, &outCol); //~ NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t]] , &meshes[k]->tmesh->c[meshes[k]->index[t]], *meshes[k]->p, &outCol);
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t+1]], &meshes[k]->tmesh->c[meshes[k]->index[t+1]], *meshes[k]->p, &outCol1); //~ NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t+2]], &meshes[k]->tmesh->c[meshes[k]->index[t+2]], *meshes[k]->p, &outCol1);
NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t+2]], &meshes[k]->tmesh->c[meshes[k]->index[t+2]], *meshes[k]->p, &outCol2); //~ NormalColorDpq(&meshes[k]->tmesh->n[meshes[k]->index[t+1]], &meshes[k]->tmesh->c[meshes[k]->index[t+1]], *meshes[k]->p, &outCol2);
NormalColorDpq(&meshes[k]->tmesh->n[ meshes[k]->index[t].order.vx ], &meshes[k]->tmesh->c[ meshes[k]->index[t].order.vx ], *meshes[k]->p, &outCol);
NormalColorDpq(&meshes[k]->tmesh->n[ meshes[k]->index[t].order.vz ], &meshes[k]->tmesh->c[ meshes[k]->index[t].order.vz ], *meshes[k]->p, &outCol1);
NormalColorDpq(&meshes[k]->tmesh->n[ meshes[k]->index[t].order.vy ], &meshes[k]->tmesh->c[ meshes[k]->index[t].order.vy ], *meshes[k]->p, &outCol2);
//~ } //~ }
// Other methods // Other methods
@ -762,14 +789,15 @@ int main() {
} }
nextpri += sizeof(POLY_GT3); nextpri += sizeof(POLY_GT3);
}
t+=3; t+=1;
}
//~ if (*meshes[k]->isRigidBody){ //~ if (*meshes[k]->isRigidBody){
//~ PopMatrix(); // Pull previous matrix from stack (slow) //~ PopMatrix(); // Pull previous matrix from stack (slow)
//~ } //~ }
} }
// Find and apply light rotation matrix // Find and apply light rotation matrix
RotMatrix(&lgtang, &rotlgt); RotMatrix(&lgtang, &rotlgt);
@ -784,13 +812,13 @@ int main() {
//~ FntPrint("ColSphere: %d\n", (modelSphere_body.position.vy + modelSphere_body.max.vy) - (modelobject_body.position.vy + modelobject_body.min.vy) ); //~ FntPrint("ColSphere: %d\n", (modelSphere_body.position.vy + modelSphere_body.max.vy) - (modelobject_body.position.vy + modelobject_body.min.vy) );
//~ FntPrint("Col %d\n", col_sphere.vy ); //~ FntPrint("Col %d\n", col_sphere.vy );
FntPrint("Obj: %d,%d,%d\n",modelobject_body.velocity.vx,modelobject_body.velocity.vy,modelobject_body.velocity.vz); //~ FntPrint("Obj: %d,%d,%d\n",modelobject_body.velocity.vx,modelobject_body.velocity.vy,modelobject_body.velocity.vz);
FntPrint("Sph: %d,%d,%d\n",modelSphere_body.velocity.vx,modelSphere_body.velocity.vy,modelSphere_body.velocity.vz); //~ FntPrint("Sph: %d,%d,%d\n",modelSphere_body.velocity.vx,modelSphere_body.velocity.vy,modelSphere_body.velocity.vz);
//~ FntPrint("%d, %d\n",modelobject_body.position.vx, modelobject_pos.vx); //~ FntPrint("%d, %d\n",modelobject_body.position.vx, modelobject_pos.vx);
//~ FntPrint("Time : %d %d dt :%d\n",time, atime, dt); //~ FntPrint("Time : %d %d dt :%d\n",time, atime, dt);
//~ FntPrint("Tricount: %d OTz: %d\nOTc: %d, p: %d\n",triCount, OTz, OTc, *meshes[2]->p); FntPrint("Tricount: %d OTz: %d\nOTc: %d, p: %d\n",triCount, OTz, OTc, *meshes[2]->p);
//~ FntPrint("Sphr : %4d %4d %4d\n", modelSphere_body.gForce.vx, modelSphere_body.gForce.vy, modelSphere_body.gForce.vz); //~ FntPrint("Sphr : %4d %4d %4d\n", modelSphere_body.gForce.vx, modelSphere_body.gForce.vy, modelSphere_body.gForce.vz);

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@ -227,6 +227,8 @@ long timeB = 0;
int lerping = 0; int lerping = 0;
short curCamAngle = 0;
// Inverted Cam coordinates for Forward Vector calc // Inverted Cam coordinates for Forward Vector calc
VECTOR InvCamPos = {0,0,0,0}; VECTOR InvCamPos = {0,0,0,0};
@ -376,6 +378,10 @@ int main() {
VECTOR objAngleToCam = {0, 0, 0, 0}; VECTOR objAngleToCam = {0, 0, 0, 0};
//~ long objAngleToCam = 0;
int angle = 0; //PSX units = 4096 == 360° = 2Pi int angle = 0; //PSX units = 4096 == 360° = 2Pi
int dist = 0; //PSX units int dist = 0; //PSX units
@ -438,34 +444,23 @@ int main() {
//~ posToCam = getVectorTo(camera.pos, *meshPlan.pos); //~ posToCam = getVectorTo(camera.pos, *meshPlan.pos);
//~ objAngleToCam.vy = ( posToCam.vx = -camera.pos.vx - modelPlan_pos.vx ;
posToCam.vz = -camera.pos.vz - modelPlan_pos.vz ;
posToCam.vy = -camera.pos.vy - modelPlan_pos.vy ;
//~ ( //~ psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy);
//~ patan( meshPlan.pos->vx, meshPlan.pos->vz ) -
//~ meshPlan.rot->vy -
//~ - patan( camera.pos.vx, camera.pos.vz) objAngleToCam.vy = patan( posToCam.vx,posToCam.vz );
objAngleToCam.vx = patan( posToCam.vx,posToCam.vy );
//~ ) >> 4 ); //~ objAngleToCam.vz = patan( posToCam.vz,posToCam.vy );
//~ objAngleToCam.vx = patan( psqrt(posToCam.vx * posToCam.vx + posToCam.vy * posToCam.vy), posToCam.vy );
//~ FntPrint("%d %d", objAngleToCam.vy, meshPlan.rot->vy);
//~ objAngleToCam.vy = (
//~ (
//~ patan( meshPlan.pos->vx > 0 ? meshPlan.pos->vx : 4096 + meshPlan.pos->vx, meshPlan.pos->vz ) -
//~ patan( camera.pos.vx > 0 ? camera.pos.vx : 4096 + camera.pos.vx, camera.pos.vz)
//~ ) >> 4 ) - 1024;
//~ objAngleToCam.vx = ratan2(posToCam.pad, posToCam.vy);
//~ meshPlan.rot->vy = objAngleToCam.vy;
//~ meshPlan.rot->vx = objAngleToCam.vx;
//~ meshPlan.rot->vx = -( (objAngleToCam.vx >> 4) - 3076 ) ;
//~ meshPlan.rot->vx = (( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12) * (nsin(posToCam.vz) >> 10 < 0 ? -1 : 1);
//~ meshPlan.rot->vx = ( (objAngleToCam.vx >> 4) - 3076 ) * ( (objAngleToCam.vz >> 4) - 3076 ) >> 12 ;
meshPlan.rot->vy = -( (objAngleToCam.vy >> 4) + 1024 ) ;
// Actor Forward vector // Actor Forward vector
@ -563,11 +558,11 @@ int main() {
// Fixed Camera angle // Fixed Camera angle
if (camMode == 2) { if (camMode == 2) {
if (camPtr->tim_data){ //~ if (camPtr->tim_data){
drawBG(); //~ drawBG();
} //~ }
setCameraPos(camPtr->campos->pos, camPtr->campos->rot); setCameraPos(camPtr->campos->pos, camPtr->campos->rot);
@ -696,6 +691,8 @@ int main() {
//~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz); //~ FntPrint("Cam %d, %d, %d\n", camera.pos.vx, camera.pos.vy, camera.pos.vz);
//~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", camPath.pos, camPath.cursor, theta.vy, theta.vx); //~ FntPrint("Pos: %d Cur: %d\nTheta y: %d x: %d\n", camPath.pos, camPath.cursor, theta.vy, theta.vx);
FntPrint("%d", camAngleToAct.vy);
if ( camAngleToAct.vy < -50 ) { if ( camAngleToAct.vy < -50 ) {
camPath.pos += 40; camPath.pos += 40;
@ -758,19 +755,28 @@ int main() {
!getIntCollision( *actorPtr->body , *curNode->siblings->list[msh]->plane->body).vz ) !getIntCollision( *actorPtr->body , *curNode->siblings->list[msh]->plane->body).vz )
{ {
curNode = curNode->siblings->list[msh]; if ( curNode != curNode->siblings->list[msh] ) {
levelPtr = curNode->plane; curNode = curNode->siblings->list[msh];
levelPtr = curNode->plane;
}
} }
// Moveable prop // Moveable prop
if ( !getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vx && if ( !getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vx &&
!getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vz ) !getIntCollision( *propPtr->body , *curNode->siblings->list[msh]->plane->body).vz ) {
{
propPtr->node = curNode->siblings->list[ msh ]; if ( propPtr->node != curNode->siblings->list[ msh ]){
propPtr->node = curNode->siblings->list[ msh ];
}
} else if ( !getIntCollision( *propPtr->body , *curNode->plane->body).vx &&
!getIntCollision( *propPtr->body , *curNode->plane->body).vz ) {
propPtr->node = curNode;
} }
@ -889,6 +895,30 @@ int main() {
static long Flag; static long Flag;
if ( (camMode == 2) && (camPtr->tim_data ) ) {
//~ if (camPtr->tim_data){
drawBG();
//~ // Loop on camAngles
//~ for ( int angle = 0 ; angle < sizeof(camAngles)/sizeof(camAngles[0]) - 1 ; angle++ ) {
for ( int mesh = 0 ; mesh < camAngles[curCamAngle]->index; mesh ++ ) {
transformMesh(camAngles[curCamAngle]->objects[mesh]);
drawPoly(camAngles[curCamAngle]->objects[mesh], &Flag, atime);
}
//~ }
//~ }
}
else {
//~ long t = 0; //~ long t = 0;
// Draw current node's plane // Draw current node's plane
@ -938,6 +968,8 @@ int main() {
} }
}
// Find and apply light rotation matrix // Find and apply light rotation matrix
RotMatrix(&lgtang, &rotlgt); RotMatrix(&lgtang, &rotlgt);
@ -1346,7 +1378,11 @@ void drawPoly(MESH * mesh, long * Flag, int atime){
mesh->tim->crect->y); mesh->tim->crect->y);
} }
if (*mesh->isSprite){
SetShadeTex( poly, 1 );
}
// Defaults depth color to neutral grey // Defaults depth color to neutral grey
CVECTOR outCol = { 128,128,128,0 }; CVECTOR outCol = { 128,128,128,0 };
@ -1649,6 +1685,11 @@ void drawPoly(MESH * mesh, long * Flag, int atime){
} }
if (*mesh->isSprite){
SetShadeTex( poly4, 1 );
}
// If tim mode == 0 | 1, set CLUT coordinates // If tim mode == 0 | 1, set CLUT coordinates
if ( (mesh->tim->mode & 0x3) < 2 ) { if ( (mesh->tim->mode & 0x3) < 2 ) {
@ -2323,7 +2364,7 @@ void callback() {
static short cursor = 0; static short cursor = 0;
static short curCamAngle = 0; //~ static short curCamAngle = 0;
if( !lerpValues[0] ) { if( !lerpValues[0] ) {
@ -2369,6 +2410,12 @@ void callback() {
} else { } else {
if (curCamAngle > 4) {
curCamAngle = 0;
}
if (curCamAngle < 5) { if (curCamAngle < 5) {
curCamAngle++; curCamAngle++;
@ -2377,10 +2424,6 @@ void callback() {
LoadTexture(camPtr->tim_data, camPtr->BGtim); LoadTexture(camPtr->tim_data, camPtr->BGtim);
} else {
curCamAngle = 0;
} }
} }

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@ -1,10 +1,21 @@
TARGET = 3dcam-cosTable-lerp-atantable-psqrt-nodpq-quads TARGET = 3dcam-tri-quads
TYPE = ps-exe TYPE = ps-exe
SRCS = 3dcam-cosTable-lerp-atantable-psqrt-nodpq-quads.c \ SRCS = 3dcam-tri-quads.c \
../common/crt0/crt0.s \ ../common/crt0/crt0.s \
TIM/home.tim \ TIM/home.tim \
TIM/grnd.tim \ TIM/grnd.tim \
TIM/cat.tim \
TIM/lara.tim \
TIM/bg.tim \
TIM/bg_camPath.tim \
TIM/bg_camPath_001.tim \
TIM/bg_camPath_002.tim \
TIM/bg_camPath_003.tim \
TIM/bg_camPath_004.tim \
TIM/bg_camPath_005.tim \
#~ TIM/Sans_nom_56.tim \
# img2tim -t -bpp 8 -org 320 0 -plt 0 481 -o bg.tim bg.png
CPPFLAGS += -I../psyq/include CPPFLAGS += -I../psyq/include
LDFLAGS += -L../psyq/lib LDFLAGS += -L../psyq/lib

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coridor.c

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coridor2.c Normal file

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BIN
crunched.ps-exe Executable file

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pcsx.json Normal file
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@ -0,0 +1,57 @@
{
"SPU": {
"DBufIRQ": false,
"IRQWait": true,
"Interp": 2,
"Mono": false,
"Mute": false,
"Pitch": false,
"Reverb": 2,
"Streaming": true,
"Volume": 3
},
"emulator": {
"8Megs": false,
"AutoVideo": true,
"Bios": "/home/arthus/.epsxe/bios/openbios.bin",
"BnWMdec": false,
"CDDA": 1,
"Debug": true,
"Dynarec": false,
"FastBoot": false,
"GdbServer": true,
"GdbServerPort": 3333,
"GdbServerTrace": false,
"IsoPath": "/home/arthus/build/psx-stuff/roms/UNIROM_RELEASE_8.0.D",
"Locale": "",
"Logfile": "",
"Mcd1": "memcard1.mcd",
"Mcd1Inserted": true,
"Mcd2": "memcard2.mcd",
"Mcd2Inserted": true,
"Overlay": [],
"PpfDir": "",
"PsxExe": "UNIROM_B.EXE;1",
"RCntFix": false,
"SioIrq": false,
"SpuIrq": false,
"Stdout": false,
"Verbose": false,
"Video": 0,
"WebServer": false,
"WebServerPort": 8080,
"Xa": true
},
"gui": {
"Fullscreen": false,
"FullscreenRender": true,
"IdleSwapInterval": 1,
"ShowLog": true,
"ShowMenu": true,
"WindowPosX": 1,
"WindowPosY": 26,
"WindowSizeX": 719,
"WindowSizeY": 542
},
"imgui": "[Window][Debug##Default]\nPos=60,60\nSize=400,400\nCollapsed=0\n\n[Window][Emulation Configuration]\nViewportPos=39,142\nViewportId=0xA515CB4B\nSize=316,619\nCollapsed=0\n\n[Window][Logs]\nViewportPos=-86,644\nViewportId=0x50BD6962\nSize=720,450\nCollapsed=0\n\n[Window][Soft GPU configuration]\nPos=288,182\nSize=300,200\nCollapsed=0\n\n[Window][Main VRAM Viewer]\nViewportPos=1157,-262\nViewportId=0xD2F1ACB4\nSize=1321,900\nCollapsed=0\n\n[Window][Registers]\nViewportPos=1244,-4\nViewportId=0xA4D966FE\nSize=493,512\nCollapsed=0\nDockId=0x00000002,0\n\n[Window][Breakpoints]\nViewportPos=1283,-4\nViewportId=0xA4D966FE\nPos=250,0\nSize=243,512\nCollapsed=0\nDockId=0x00000003,0\n\n[Window][Assembly]\nViewportPos=1077,89\nViewportId=0xE37F8D5D\nSize=623,751\nCollapsed=0\n\n[Window][Output]\nPos=160,48\nSize=810,532\nCollapsed=0\n\n[Window][About]\nPos=199,66\nSize=880,600\nCollapsed=0\n\n[Window][Dear ImGui Demo]\nPos=669,25\nSize=550,680\nCollapsed=0\n\n[Window][SPU configuration]\nPos=69,56\nSize=550,220\nCollapsed=0\n\n[Window][SPU Debug]\nViewportPos=962,725\nViewportId=0xE5F7C643\nSize=1200,430\nCollapsed=0\n\n[Window][Memory Editor #1]\nViewportPos=1139,76\nViewportId=0xE9869392\nSize=584,539\nCollapsed=0\n\n[Window][Source]\nViewportPos=61,86\nViewportId=0x58267A45\nSize=416,536\nCollapsed=0\n\n[Window][Callstack]\nViewportPos=48,90\nViewportId=0xA9FDEE8E\nSize=426,525\nCollapsed=0\n\n[Window][Dwarf]\nPos=60,60\nSize=404,388\nCollapsed=0\n\n[Window][Symbols]\nPos=60,60\nSize=147,62\nCollapsed=0\n\n[Window][Scratch Pad]\nViewportPos=719,-7\nViewportId=0xB7AD35A5\nSize=484,480\nCollapsed=0\n\n[Window][Hardware Registers]\nViewportPos=847,221\nViewportId=0x311B7332\nSize=584,612\nCollapsed=0\n\n[Window][CLUT VRAM selector]\nViewportPos=737,320\nViewportId=0xF0235A86\nPos=0,5\nSize=330,252\nCollapsed=0\n\n[Docking][Data]\nDockNode ID=0x00000001 Pos=1244,-4 Size=493,512 Split=X\n DockNode ID=0x00000002 Parent=0x00000001 SizeRef=105,512 Selected=0x837A6095\n DockNode ID=0x00000003 Parent=0x00000001 SizeRef=103,512 Selected=0x0263173C\n\n"
}