config | ||
include | ||
levels | ||
src | ||
TIM | ||
custom_types.h | ||
isotest.sh | ||
Makefile | ||
overlay.ld | ||
ovly-upload-helper.sh | ||
README.md |
3dcam PSX engine
This a WIP PSX 3d engine. Use this with the companion blender exporter to create levels for the engine.
More video samples here.
Features
Be warned this is WIP !
Real-time 3D / 8bpp background / 4bpp background
"Engine"
- UV textured models
- Vertex painted models
- Multiple camera modes
- Vertex animations
- Up to 3 light sources
- Use pre-rendered backgrounds (8bpp and 4bpp)
- Basic collisions
Demo Controls
- L1, L2 : rotate light matrix.
- R1 : Change camera mode.
- R3 (Dualshock) : Rotate camera in orbital mode.
- Up, Down, Left Right, L3 (Dualshock) : Move actor.
- X : "Jump" .
- Select : Switch level.
Planned
- Fix and improve all the things !
- Wall collisions
Compiling
You need to install mkpsxiso and the pcsx-redux emulator and Nugget+PsyQ SDK before
you can build the engine. Put mkpsxiso
and pcsx-redux
in your $PATH and you should be good to go.
- Clone this repo in
(...)/pcsx-redux/src/mips/
as a new project :
git clone https://github.com/ABelliqueux/3dcam-headers my-project
- Navigate to that folder in a terminal :
cd /pcsx-redux/src/mips/my-project
-
Type
./isotest.sh
. This should compile the example, build an iso withmkpsxiso
and launch it withpcsx-redux
. On first launch,pcsx-redux
will ask for a PSX bios. You can use your own or the open source OpenBios.
A prebuilt binary is available here for convenience.
Set it in pcsx-redux ;Configuration > Emulation
, then reboot the emulator ;File > Reboot
. -
Install the blender extension to create your own levels.
Trying on real HW
If you have a real PSX, a cart flashed with Unirom and a Serial/USB cable, you can upload the demo to the PSX memory with NOTpsxserial.
The engine can use overlays to load data in the psx memory, so as opposed to a 'classic' project where you can just load the psx-exe in ram, we first have to load the data to a specific address, then load the exe.
First, comment out line 28 in main.c
, so that the PSX won't look for the data on a CD :
// #define USECD
The address we have to load the data to is defined by the 'load_all_overlays_here' symbol in main.map
.
The provided ovly_upload_helper.sh
script takes care of finding that address depending on the ps-exe name.
Thus, to load Overlay.lvl1
and main.ps-exe
in the psx ram, use :
./ovly_upload_helper.sh Overlay.lvl1 main.ps-exe /dev/ttyUSB0
Credits
PSX code based on example by Lameguy64
An incredible amount of help from the good fellows at the psxdev discord,
Including but not limited to @NicolasNoble, @Lameguy64, @Impiaa, @paul, @sickle, @danhans42...