Update credits
This commit is contained in:
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@ -6,13 +6,6 @@
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// Schnappy - 12/2020
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//
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// Based on : ../psyq/addons/scea/CNTRL/PAD.C
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//
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// Controller demo
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// Written by Mike Fulton
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// Last Modified 6:25pm, 11/15/96
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// Copyright (c) 1996 Sony Computer Entertainment America
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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@ -1,6 +1,5 @@
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// Load a BS file from CD, decompress and display it.
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// Schnappy 07-2021
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// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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@ -1,6 +1,5 @@
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// Load files from CD and execute them
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// Schnappy 07-2021
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// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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@ -1,5 +1,5 @@
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// CDDA track playing example
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// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
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// CDDA track playback example
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// Schnappy 07-2021
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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@ -62,8 +62,11 @@ int main(void)
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// Init Spu
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SpuInit();
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// Set master & CD volume to max
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spuSettings.mask = (SPU_COMMON_MVOLL | SPU_COMMON_MVOLR | SPU_COMMON_CDVOLL | SPU_COMMON_CDVOLR | SPU_COMMON_CDMIX );
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//~ spuSettings.mask = (SPU_COMMON_MVOLL | SPU_COMMON_MVOLR | SPU_COMMON_CDVOLL | SPU_COMMON_CDVOLR | SPU_COMMON_CDMIX | SPU_COMMON_MVOLMODEL | SPU_COMMON_MVOLMODER);
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spuSettings.mask = (SPU_COMMON_CDVOLL | SPU_COMMON_CDVOLR | SPU_COMMON_CDMIX | SPU_COMMON_MVOLMODEL | SPU_COMMON_MVOLMODER);
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// Master volume should be in range 0x0000 - 0x3fff
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//~ spuSettings.mvolmode.left = SPU_VOICE_LINEARIncN;
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//~ spuSettings.mvolmode.right = SPU_VOICE_LINEARIncN;
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spuSettings.mvol.left = 0x3fff;
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spuSettings.mvol.right = 0x3fff;
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// Cd volume should be in range 0x0000 - 0x7fff
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@ -2,9 +2,6 @@
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- Draw a gouraud shaded mesh exported as a TMESH by the blender <= 2.79b plugin io_export_psx_tmesh.py
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based on primdraw.c by Lameguy64 (http://www.psxdev.net/forum/viewtopic.php?f=64&t=537)
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2014 Meido-Tek Productions.
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Demonstrates:
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- Using a primitive OT to draw triangles without libgs.
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- Using the GTE to rotate, translate, and project 3D primitives.
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Controls:
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Start - Toggle interactive/non-interactive mode.
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Select - Reset object's position and angles.
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@ -13,16 +10,6 @@
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Up/Down/Left/Right - Rotate object (XZ/YZ).
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Triangle/Cross/Square/Circle - Move object up/down/left/right.
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*/
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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#include <sys/types.h>
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#include <libgte.h>
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#include <libgpu.h>
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@ -1,7 +1,6 @@
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/* primdrawG.c, by Schnappy, 12-2020
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- Draw a gouraud shaded mesh exported as a TMESH by the blender <= 2.79b plugin io_export_psx_tmesh.py
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- Draw a gouraud shaded textured mesh exported as a TMESH by the blender <= 2.79b plugin io_export_psx_tmesh.py
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based on primdraw.c by Lameguy64 (http://www.psxdev.net/forum/viewtopic.php?f=64&t=537)
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2014 Meido-Tek Productions.
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@ -19,17 +18,6 @@
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Triangle/Cross/Square/Circle - Move object up/down/left/right.
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*/
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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#include <sys/types.h>
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#include <libgte.h>
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#include <libgpu.h>
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//
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// Credits, thanks : Nicolas Noble, Sickle, Lameguy64 @ psxdev discord : https://discord.com/invite/N2mmwp
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// https://discord.com/channels/642647820683444236/663664210525290507/834831466100949002
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// Schnappy 2021
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#include <sys/types.h>
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#include <stdio.h>
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#include <libetc.h>
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based on primdraw.c by Lameguy64 (http://www.psxdev.net/forum/viewtopic.php?f=64&t=537)
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2014 Meido-Tek Productions.
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*/
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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#include <sys/types.h>
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#include <libgte.h>
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#include <libgpu.h>
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//
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// We're using libetc PadInit() and PadRead() that only supports the 16 buttons pad
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// but doesn't need the libpad lib. It's fine for prototyping and simple stuff.
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// Schnappy 2021
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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// With help from Nicolas Noble, Jaby smoll Seamonstah
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// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
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// Draw a colored poly primitive
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//
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// With help from Nicolas Noble, Jaby smoll Seamonstah, Lameguy64
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//
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// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
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//
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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// Schnappy 2021
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#include <sys/types.h>
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#include <stdio.h>
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// With help from Nicolas Noble, Jaby smoll Seamonstah
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// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
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// Draw a textured poly primitive
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//
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// With help from Nicolas Noble, Jaby smoll Seamonstah, Lameguy64
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//
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// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
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//
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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// Schnappy 2021
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#include <sys/types.h>
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#include <stdio.h>
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// With help from Nicolas Noble, Jaby smoll Seamonstah
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// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
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// Draw a textured poly primitive with gouraud shading
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//
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// With help from Nicolas Noble, Jaby smoll Seamonstah, Lameguy64
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//
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// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
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//
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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// Schnappy 2021
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#include <sys/types.h>
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// With help from Nicolas Noble, Jaby smoll Seamonstah
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// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
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// Draw a textured poly primitive with gouraud_shading, using a repeating texture pattern
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//
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// With help from Nicolas Noble, Jaby smoll Seamonstah, Lameguy64
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//
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// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
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//
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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// Schnappy 2021
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#include <sys/types.h>
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//
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// Credits, thanks : Nicolas Noble, Sickle, Lameguy64 @ psxdev discord : https://discord.com/invite/N2mmwp
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// https://discord.com/channels/642647820683444236/663664210525290507/834831466100949002
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// Schnappy 07-2021
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#include <sys/types.h>
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#include <stdio.h>
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#include <libetc.h>
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// Demo the different settings for pixel and primitive semi-transparency
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//
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// Based on Lameguy64's tutorial series : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
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//
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// From ../psyq/addons/graphics/MESH/RMESH/TUTO0.C :
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//
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/* PSX screen coordinate system
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*
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* Z+
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* /
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* /
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* +------X+
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* /|
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* / |
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* / Y+
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* eye */
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// Schnappy 07-2021
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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#define CENTERY SCREENYRES/2 // Center of screen on y
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#define MARGINX 16 // margins for text display
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#define MARGINY 16
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#define FONTSIZE 8 * 8 // Text Field Height
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#define OTLEN 8 // Ordering Table Length
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DISPENV disp[2]; // Double buffered DISPENV and DRAWENV
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DRAWENV draw[2];
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// Init proto pad
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PadInit(0);
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int pad, oldPad;
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POLY_FT4 * poly[4] = {0}; // pointer to a POLY_G4
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// Pointer to a POLY_G4
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POLY_FT4 * poly[4] = {0};
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SVECTOR VertPos[4] = { // Set initial vertices position relative to 0,0 - see here : https://psx.arthus.net/docs/poly_f4.jpg
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{-32, -32, 1 }, // Vert 1
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{-32, 32, 1 }, // Vert 2
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{ 32, -32, 1 }, // Vert 3
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{ 32, 32, 1 } // Vert 4
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};
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VECTOR TransVector = { SCREENXRES/3, SCREENYRES/4, 128, 0}; // Initialize translation vector {x, y, z, pad}
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SVECTOR RotVector = {0}; // Initialize rotation vector {x, y, z}
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VECTOR transVector = { SCREENXRES/3, SCREENYRES/4, 128, 0}; // Initialize translation vector {x, y, z, pad}
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SVECTOR rotVector = {0}; // Initialize rotation vector {x, y, z}
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// Load textures to VRAM
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for (char tim = 0; tim < 4; tim++){
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for (char tim = 0; tim < NUM_PRIM; tim++){
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LoadTexture(timFiles[tim], &timImages[tim]);
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}
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while (1)
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{
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MATRIX Work;
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// Clear OT
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ClearOTagR(ot[db], OTLEN);
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// Use a temporary work matrix
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MATRIX Work;
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// Set Trans/Rot vectors to work matrix
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RotMatrix(&RotVector, &Work); // Apply rotation matrix
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TransMatrix(&Work, &TransVector); // Apply translation matrix
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RotMatrix(&rotVector, &Work); // Apply rotation matrix
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TransMatrix(&Work, &transVector); // Apply translation matrix
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SetRotMatrix(&Work); // Set default rotation matrix
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SetTransMatrix(&Work); // Set default transformation matrix
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// Draw NUM_PRIM primitives
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for (int i = 0; i < NUM_PRIM; i++){
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long p, flag;
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// Draw prims with an offset base on iteration number
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TransVector.vx = SCREENXRES/NUM_PRIM + (i * (SCREENXRES/NUM_PRIM + 32) ) ;
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TransVector.vy = SCREENYRES/NUM_PRIM;
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transVector.vx = SCREENXRES/NUM_PRIM + (i * (SCREENXRES/NUM_PRIM + 32) ) ;
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transVector.vy = SCREENYRES/NUM_PRIM;
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if ( i >= 2) {
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TransVector.vx = SCREENXRES/NUM_PRIM + ((i - 2) * (SCREENXRES/NUM_PRIM + 32) ) ;
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TransVector.vy = SCREENYRES/2 + 24;
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transVector.vx = SCREENXRES/NUM_PRIM + ((i - 2) * (SCREENXRES/NUM_PRIM + 32) ) ;
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transVector.vy = SCREENYRES/2 + 24;
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}
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TransMatrix(&Work, &TransVector);
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TransMatrix(&Work, &transVector);
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SetTransMatrix(&Work);
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// Set poly
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poly[i] = (POLY_FT4 *)nextpri; // Set poly to point to the address of the next primitiv in the buffer
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// Hello poly ! Inline / DMPSX version
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// Hello poly subdiv ! Inline / DMPSX version
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//
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// Ref : /psyq/DOCS/Devrefs/Inlinref.pdf, p.18
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// https://psx-spx.consoledev.net/geometrytransformationenginegte/
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//
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// Credits, thanks : Nicolas Noble, Sickle, Lameguy64 @ psxdev discord : https://discord.com/invite/N2mmwp
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// https://discord.com/channels/642647820683444236/663664210525290507/834831466100949002
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// Schnappy 07-2021
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#include <sys/types.h>
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#include <stdio.h>
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#include <libetc.h>
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// hello_sio example
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//
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// This example will display the RX data in a 64 char rolling buffer.
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//
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// Use minicom or any other serial comm program and a serial/USB cable.
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//
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// Relevant doc is libref47.pdf, l.1120-1127
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//
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// Schnappy - 04/2021
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//
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// Based on : ../psyq/psx/sample/serial/SIO
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//
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// sio echo back
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// 1.00 Jan.28.1997 shino
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#include <sys/types.h>
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// Draw a textured sprt primitive
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//
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// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/3-textures.html
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// Schnappy 2020
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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// Draw a tile primitive
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// Schnappy 2021
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// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/2-graphics.html
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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// This is stolen from Lameguy64 tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
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// Demonstrate DISP/DRAW env, font setup, and display a text.
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// Schnappy 2020
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// Based on Lameguy64 tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
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#include <sys/types.h>
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#include <stdio.h>
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// Refs : http://psx.arthus.net/code/XA/XATUT.pdf
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// http://psx.arthus.net/code/XA/xatut.zip
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// http://psx.arthus.net/code/XA/XA%20ADPCM%20documentation.txt
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// based on Lameguy64's tutorial : http://lameguy64.net/svn/pstutorials/chapter1/1-display.html
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// Schnappy 2021
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#include <sys/types.h>
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#include <stdio.h>
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#include <libgte.h>
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