Update credits

This commit is contained in:
ABelliqueux 2021-07-25 17:39:20 +02:00
parent b92674fdc1
commit 0d4b5cb6e0
21 changed files with 53 additions and 135 deletions

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@ -6,13 +6,6 @@
// Schnappy - 12/2020
//
// Based on : ../psyq/addons/scea/CNTRL/PAD.C
//
// Controller demo
// Written by Mike Fulton
// Last Modified 6:25pm, 11/15/96
// Copyright (c) 1996 Sony Computer Entertainment America
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>

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@ -1,6 +1,5 @@
// Load a BS file from CD, decompress and display it.
// Schnappy 07-2021
// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>

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@ -1,6 +1,5 @@
// Load files from CD and execute them
// Schnappy 07-2021
// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>

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@ -1,5 +1,5 @@
// CDDA track playing example
// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
// CDDA track playback example
// Schnappy 07-2021
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>
@ -62,8 +62,11 @@ int main(void)
// Init Spu
SpuInit();
// Set master & CD volume to max
spuSettings.mask = (SPU_COMMON_MVOLL | SPU_COMMON_MVOLR | SPU_COMMON_CDVOLL | SPU_COMMON_CDVOLR | SPU_COMMON_CDMIX );
//~ spuSettings.mask = (SPU_COMMON_MVOLL | SPU_COMMON_MVOLR | SPU_COMMON_CDVOLL | SPU_COMMON_CDVOLR | SPU_COMMON_CDMIX | SPU_COMMON_MVOLMODEL | SPU_COMMON_MVOLMODER);
spuSettings.mask = (SPU_COMMON_CDVOLL | SPU_COMMON_CDVOLR | SPU_COMMON_CDMIX | SPU_COMMON_MVOLMODEL | SPU_COMMON_MVOLMODER);
// Master volume should be in range 0x0000 - 0x3fff
//~ spuSettings.mvolmode.left = SPU_VOICE_LINEARIncN;
//~ spuSettings.mvolmode.right = SPU_VOICE_LINEARIncN;
spuSettings.mvol.left = 0x3fff;
spuSettings.mvol.right = 0x3fff;
// Cd volume should be in range 0x0000 - 0x7fff

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@ -2,9 +2,6 @@
- Draw a gouraud shaded mesh exported as a TMESH by the blender <= 2.79b plugin io_export_psx_tmesh.py
based on primdraw.c by Lameguy64 (http://www.psxdev.net/forum/viewtopic.php?f=64&t=537)
2014 Meido-Tek Productions.
Demonstrates:
- Using a primitive OT to draw triangles without libgs.
- Using the GTE to rotate, translate, and project 3D primitives.
Controls:
Start - Toggle interactive/non-interactive mode.
Select - Reset object's position and angles.
@ -13,16 +10,6 @@
Up/Down/Left/Right - Rotate object (XZ/YZ).
Triangle/Cross/Square/Circle - Move object up/down/left/right.
*/
/* PSX screen coordinate system
*
* Z+
* /
* /
* +------X+
* /|
* / |
* / Y+
* eye */
#include <sys/types.h>
#include <libgte.h>
#include <libgpu.h>

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@ -1,7 +1,6 @@
/* primdrawG.c, by Schnappy, 12-2020
- Draw a gouraud shaded mesh exported as a TMESH by the blender <= 2.79b plugin io_export_psx_tmesh.py
- Draw a gouraud shaded textured mesh exported as a TMESH by the blender <= 2.79b plugin io_export_psx_tmesh.py
based on primdraw.c by Lameguy64 (http://www.psxdev.net/forum/viewtopic.php?f=64&t=537)
2014 Meido-Tek Productions.
@ -19,17 +18,6 @@
Triangle/Cross/Square/Circle - Move object up/down/left/right.
*/
/* PSX screen coordinate system
*
* Z+
* /
* /
* +------X+
* /|
* / |
* / Y+
* eye */
#include <sys/types.h>
#include <libgte.h>
#include <libgpu.h>

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@ -11,6 +11,7 @@
//
// Credits, thanks : Nicolas Noble, Sickle, Lameguy64 @ psxdev discord : https://discord.com/invite/N2mmwp
// https://discord.com/channels/642647820683444236/663664210525290507/834831466100949002
// Schnappy 2021
#include <sys/types.h>
#include <stdio.h>
#include <libetc.h>

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@ -10,16 +10,6 @@
based on primdraw.c by Lameguy64 (http://www.psxdev.net/forum/viewtopic.php?f=64&t=537)
2014 Meido-Tek Productions.
*/
/* PSX screen coordinate system
*
* Z+
* /
* /
* +------X+
* /|
* / |
* / Y+
* eye */
#include <sys/types.h>
#include <libgte.h>
#include <libgpu.h>

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@ -2,7 +2,7 @@
//
// We're using libetc PadInit() and PadRead() that only supports the 16 buttons pad
// but doesn't need the libpad lib. It's fine for prototyping and simple stuff.
// Schnappy 2021
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>

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@ -1,18 +1,9 @@
// With help from Nicolas Noble, Jaby smoll Seamonstah
// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
// Draw a colored poly primitive
//
// With help from Nicolas Noble, Jaby smoll Seamonstah, Lameguy64
//
// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
//
/* PSX screen coordinate system
*
* Z+
* /
* /
* +------X+
* /|
* / |
* / Y+
* eye */
// Schnappy 2021
#include <sys/types.h>
#include <stdio.h>

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@ -1,18 +1,9 @@
// With help from Nicolas Noble, Jaby smoll Seamonstah
// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
// Draw a textured poly primitive
//
// With help from Nicolas Noble, Jaby smoll Seamonstah, Lameguy64
//
// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
//
/* PSX screen coordinate system
*
* Z+
* /
* /
* +------X+
* /|
* / |
* / Y+
* eye */
// Schnappy 2021
#include <sys/types.h>
#include <stdio.h>

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@ -1,18 +1,9 @@
// With help from Nicolas Noble, Jaby smoll Seamonstah
// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
// Draw a textured poly primitive with gouraud shading
//
// With help from Nicolas Noble, Jaby smoll Seamonstah, Lameguy64
//
// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
//
/* PSX screen coordinate system
*
* Z+
* /
* /
* +------X+
* /|
* / |
* / Y+
* eye */
// Schnappy 2021
#include <sys/types.h>

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@ -1,18 +1,9 @@
// With help from Nicolas Noble, Jaby smoll Seamonstah
// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
// Draw a textured poly primitive with gouraud_shading, using a repeating texture pattern
//
// With help from Nicolas Noble, Jaby smoll Seamonstah, Lameguy64
//
// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
//
/* PSX screen coordinate system
*
* Z+
* /
* /
* +------X+
* /|
* / |
* / Y+
* eye */
// Schnappy 2021
#include <sys/types.h>

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@ -10,6 +10,7 @@
//
// Credits, thanks : Nicolas Noble, Sickle, Lameguy64 @ psxdev discord : https://discord.com/invite/N2mmwp
// https://discord.com/channels/642647820683444236/663664210525290507/834831466100949002
// Schnappy 07-2021
#include <sys/types.h>
#include <stdio.h>
#include <libetc.h>

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@ -1,19 +1,6 @@
// Demo the different settings for pixel and primitive semi-transparency
//
// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
//
// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
//
/* PSX screen coordinate system
*
* Z+
* /
* /
* +------X+
* /|
* / |
* / Y+
* eye */
// Schnappy 07-2021
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>
@ -28,7 +15,6 @@
#define CENTERY SCREENYRES/2 // Center of screen on y
#define MARGINX 16 // margins for text display
#define MARGINY 16
#define FONTSIZE 8 * 8 // Text Field Height
#define OTLEN 8 // Ordering Table Length
DISPENV disp[2]; // Double buffered DISPENV and DRAWENV
DRAWENV draw[2];
@ -165,43 +151,44 @@ int main(void)
// Init proto pad
PadInit(0);
int pad, oldPad;
POLY_FT4 * poly[4] = {0}; // pointer to a POLY_G4
// Pointer to a POLY_G4
POLY_FT4 * poly[4] = {0};
SVECTOR VertPos[4] = { // Set initial vertices position relative to 0,0 - see here : https://psx.arthus.net/docs/poly_f4.jpg
{-32, -32, 1 }, // Vert 1
{-32, 32, 1 }, // Vert 2
{ 32, -32, 1 }, // Vert 3
{ 32, 32, 1 } // Vert 4
};
VECTOR TransVector = { SCREENXRES/3, SCREENYRES/4, 128, 0}; // Initialize translation vector {x, y, z, pad}
SVECTOR RotVector = {0}; // Initialize rotation vector {x, y, z}
VECTOR transVector = { SCREENXRES/3, SCREENYRES/4, 128, 0}; // Initialize translation vector {x, y, z, pad}
SVECTOR rotVector = {0}; // Initialize rotation vector {x, y, z}
// Load textures to VRAM
for (char tim = 0; tim < 4; tim++){
for (char tim = 0; tim < NUM_PRIM; tim++){
LoadTexture(timFiles[tim], &timImages[tim]);
}
while (1)
{
MATRIX Work;
// Clear OT
ClearOTagR(ot[db], OTLEN);
// Use a temporary work matrix
MATRIX Work;
// Set Trans/Rot vectors to work matrix
RotMatrix(&RotVector, &Work); // Apply rotation matrix
TransMatrix(&Work, &TransVector); // Apply translation matrix
RotMatrix(&rotVector, &Work); // Apply rotation matrix
TransMatrix(&Work, &transVector); // Apply translation matrix
SetRotMatrix(&Work); // Set default rotation matrix
SetTransMatrix(&Work); // Set default transformation matrix
// Draw NUM_PRIM primitives
for (int i = 0; i < NUM_PRIM; i++){
long p, flag;
// Draw prims with an offset base on iteration number
TransVector.vx = SCREENXRES/NUM_PRIM + (i * (SCREENXRES/NUM_PRIM + 32) ) ;
TransVector.vy = SCREENYRES/NUM_PRIM;
transVector.vx = SCREENXRES/NUM_PRIM + (i * (SCREENXRES/NUM_PRIM + 32) ) ;
transVector.vy = SCREENYRES/NUM_PRIM;
if ( i >= 2) {
TransVector.vx = SCREENXRES/NUM_PRIM + ((i - 2) * (SCREENXRES/NUM_PRIM + 32) ) ;
TransVector.vy = SCREENYRES/2 + 24;
transVector.vx = SCREENXRES/NUM_PRIM + ((i - 2) * (SCREENXRES/NUM_PRIM + 32) ) ;
transVector.vy = SCREENYRES/2 + 24;
}
TransMatrix(&Work, &TransVector);
TransMatrix(&Work, &transVector);
SetTransMatrix(&Work);
// Set poly
poly[i] = (POLY_FT4 *)nextpri; // Set poly to point to the address of the next primitiv in the buffer

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@ -1,4 +1,4 @@
// Hello poly ! Inline / DMPSX version
// Hello poly subdiv ! Inline / DMPSX version
//
// Ref : /psyq/DOCS/Devrefs/Inlinref.pdf, p.18
// https://psx-spx.consoledev.net/geometrytransformationenginegte/
@ -10,6 +10,7 @@
//
// Credits, thanks : Nicolas Noble, Sickle, Lameguy64 @ psxdev discord : https://discord.com/invite/N2mmwp
// https://discord.com/channels/642647820683444236/663664210525290507/834831466100949002
// Schnappy 07-2021
#include <sys/types.h>
#include <stdio.h>
#include <libetc.h>

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// hello_sio example
//
// This example will display the RX data in a 64 char rolling buffer.
//
// Use minicom or any other serial comm program and a serial/USB cable.
//
// Relevant doc is libref47.pdf, l.1120-1127
//
// Schnappy - 04/2021
//
// Based on : ../psyq/psx/sample/serial/SIO
//
// sio echo back
// 1.00 Jan.28.1997 shino
#include <sys/types.h>

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// Draw a textured sprt primitive
//
// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/3-textures.html
// Schnappy 2020
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>

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// Draw a tile primitive
// Schnappy 2021
// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>

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@ -1,4 +1,6 @@
// This is stolen from Lameguy64 tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
// Demonstrate DISP/DRAW env, font setup, and display a text.
// Schnappy 2020
// Based on Lameguy64 tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
#include <sys/types.h>
#include <stdio.h>

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@ -3,7 +3,7 @@
// Refs : http://psx.arthus.net/code/XA/XATUT.pdf
// http://psx.arthus.net/code/XA/xatut.zip
// http://psx.arthus.net/code/XA/XA%20ADPCM%20documentation.txt
// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
// Schnappy 2021
#include <sys/types.h>
#include <stdio.h>
#include <libgte.h>