86 lines
3.8 KiB
Markdown
86 lines
3.8 KiB
Markdown
# 3dcam PSX engine
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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.
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![3d scene](https://wiki.arthus.net/assets/3d.gif)
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![pre-rendered BGs](https://wiki.arthus.net/assets/precalc.gif)
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![Push things](https://wiki.arthus.net/assets/push.gif)
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![Sprite](https://wiki.arthus.net/assets/sprite.gif)
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![Vertex animation](https://wiki.arthus.net/assets/vertexanim.gif)
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More video samples [here.](https://tube.fdn.fr/video-channels/psxdev/videos)
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## Features
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**Be warned this is WIP** !
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![comparison](https://wiki.arthus.net/assets/rt-8b-4b.gif)
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Real-time 3D / 8bpp background / 4bpp background
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### "Engine"
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* UV textured models
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* Vertex painted models
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* Multiple camera modes
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* Vertex animations
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* Up to 3 light sources
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* Use pre-rendered backgrounds (8bpp and 4bpp)
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* Basic collisions
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### Demo Controls
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* L1, L2 : rotate light matrix.
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* R1 : Change camera mode.
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* R3 (Dualshock) : Rotate camera in orbital mode.
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* Up, Down, Left Right, L3 (Dualshock) : Move actor.
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* X : "Jump" .
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* Select : Switch level.
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## Planned
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* Fix and improve all the things !
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* Wall collisions
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# Compiling
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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
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you can build the engine. Put `mkpsxiso` and `pcsx-redux` in your $PATH and you should be good to go.
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1. Clone this repo in your nugget+PsyQ folder as a new project :
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```bash
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git clone https://github.com/ABelliqueux/3dcam-headers --recursive my-project
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```
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2. Navigate to that folder in a terminal :
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```bash
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cd my-project
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```
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3. Type `./isotest.sh`. This should compile the example, build an iso with `mkpsxiso` and launch it with `pcsx-redux`.
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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).
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A [prebuilt binary](http://psx.arthus.net/roms/bios/openbios.bin) is available here for convenience.
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Set it in pcsx-redux ; `Configuration > Emulation`, then reboot the emulator ; `File > Reboot`.
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4. Install the [blender extension](https://github.com/ABelliqueux/blender_io_export_psx_mesh) to create your own levels.
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# Trying on real HW
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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).
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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.
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First, comment out line 28 in `main.c`, so that the PSX won't look for the data on a CD :
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```c
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// #define USECD
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```
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The address we have to load the data to is defined by the 'load_all_overlays_here' symbol in `main.map`.
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The provided `ovly_upload_helper.sh` bash script takes care of finding that address depending on the ps-exe name.
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Thus, to load `Overlay.lvl1` and `main.ps-exe` in the psx ram, use :
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```bash
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./ovly_upload_helper.sh Overlay.lvl1 main.ps-exe /dev/ttyUSB0
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```
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# Credits
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PSX code based on [example](http://psx.arthus.net/code/primdraw.7z) by [Lameguy64](https://github.com/Lameguy64)
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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),
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Including but not limited to @NicolasNoble, @Lameguy64, @Impiaa, @paul, @sickle, @danhans42...
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