3dcam-headers/README.md

3.8 KiB

3dcam PSX engine

This a WIP PSX 3d engine. Use this with the companion blender exporter to create levels for the engine.

3d scene pre-rendered BGs Push things Sprite Vertex animation

More video samples here.

Features

Be warned this is WIP !

comparison
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 Nugget+PsyQ SDK before you can build the engine. Put mkpsxiso and pcsx-redux in your $PATH and you should be good to go.

  1. Clone this repo in your nugget+PsyQ folder as a new project :
git clone https://github.com/ABelliqueux/3dcam-headers --recursive my-project
  1. Navigate to that folder in a terminal :
cd my-project
  1. Type ./isotest.sh. This should compile the example, build an iso with mkpsxiso and launch it with pcsx-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.

  2. 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 bash 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...