3dcam-headers/README.md

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# 3dcam PSX engine
This a WIP PSX 3d engine. Use this with the [companion blender exporter](https://github.com/ABelliqueux/blender_io_export_psx_mesh) to create levels for the engine.
![3d scene](https://wiki.arthus.net/assets/3d.gif)
![pre-rendered BGs](https://wiki.arthus.net/assets/precalc.gif)
![Push things](https://wiki.arthus.net/assets/push.gif)
![Sprite](https://wiki.arthus.net/assets/sprite.gif)
![Vertex animation](https://wiki.arthus.net/assets/vertexanim.gif)
More video samples [here.](https://tube.fdn.fr/video-channels/psxdev/videos)
## Features
**Be warned this is WIP** !
![comparison](https://wiki.arthus.net/assets/rt-8b-4b.gif)
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](https://github.com/Lameguy64/mkpsxiso) and the [Nugget+PsyQ SDK](https://github.com/ABelliqueux/nolibgs_hello_worlds/tree/newtree#installation) 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 :
```bash
git clone https://github.com/ABelliqueux/3dcam-headers --recursive my-project
```
2. Navigate to that folder in a terminal :
```bash
cd my-project
```
3. 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](https://github.com/grumpycoders/pcsx-redux/tree/main/src/mips/openbios).
A [prebuilt binary](http://psx.arthus.net/roms/bios/openbios.bin) is available here for convenience.
Set it in pcsx-redux ; `Configuration > Emulation`, then reboot the emulator ; `File > Reboot`.
4. Install the [blender extension](https://github.com/ABelliqueux/blender_io_export_psx_mesh) to create your own levels.
# Trying on real HW
If you have a real PSX, a cart flashed with [Unirom](https://github.com/JonathanDotCel/unirom8_bootdisc_and_firmware_for_ps1) and a [Serial/USB cable](https://unirom.github.io/serial_psx_cable/), you can upload the demo to the PSX memory with [NOTpsxserial](https://github.com/JonathanDotCel/NOTPSXSerial).
The engine can use [overlays](https://github.com/JaberwockySeamonstah/PSXOverlayExample/) 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 :
```c
// #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 :
```bash
./ovly_upload_helper.sh Overlay.lvl1 main.ps-exe /dev/ttyUSB0
```
# Credits
PSX code based on [example](http://psx.arthus.net/code/primdraw.7z) by [Lameguy64](https://github.com/Lameguy64)
An incredible amount of help from the good fellows at the [psxdev discord](https://discord.com/invite/EnaNgrqJ?utm_source=Discord%20Widget&utm_medium=Connect),
Including but not limited to @NicolasNoble, @Lameguy64, @Impiaa, @paul, @sickle, @danhans42...