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/* ovl-upload.c, by ABelliqueux, 04-2021 license GNU General Public License v3.0
This example code demonstrates how to use the companion ' ovl - upload . py ' script that should be provided with this file .
Once the code is loaded on a unirom enabled PSX via a serial / USB cable , ' ovl - upload . py ' listens for a specific command
to load an overlay file on demand .
For an explanation about overlays , see http : //psx.arthus.net/sdk/Psy-Q/DOCS/TRAINING/FALL96/overlay.pdf
For a basic example see @ JaberwockySeamonstah ' s https : //github.com/JaberwockySeamonstah/PSXOverlayExample
Unirom can be found here : https : //github.com/JonathanDotCel/unirom8_bootdisc_and_firmware_for_ps1
with it ' s companion pc side software : https : //github.com/JonathanDotCel/NOTPSXSerial
Thanks to @ JaberwockySeamonstah , @ JonathanDotCel , @ nicolasnoble , @ Lameguy64 for their help and patience .
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Demonstrates :
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* Using overlays to store different data and loading them in memory as needed .
Controls :
Select - Load alternative overlay
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*/
# include <sys/types.h>
# include <libgte.h>
# include <libgpu.h>
# include <libetc.h>
# include <stdio.h>
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# include "pcdrv.h"
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// If USECD is defined, files will be loaded from the CD. Use this method for testing in an emulator.
// Additionaly, generate the bin/cue with mkpsxiso.
//~ #define USECD
# ifdef USECD
# include <libcd.h>
# endif
// Sample vector models
# include "tritex.h"
# include "cubetex.h"
# define VMODE 0
# define SCREENXRES 320
# define SCREENYRES 240
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# define CENTERX SCREENXRES / 2
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# define CENTERY SCREENYRES / 2
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# define OTLEN 2048 // Maximum number of OT entries
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# define PRIMBUFFLEN 32768 // Maximum number of POLY_GT3 primitives
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// Display and draw environments, double buffered
DISPENV disp [ 2 ] ;
DRAWENV draw [ 2 ] ;
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u_long ot [ 2 ] [ OTLEN ] ; // Ordering table (contains addresses to primitives)
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char primbuff [ 2 ] [ PRIMBUFFLEN ] = { 0 } ; // Primitive list // That's our prim buffer
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//~ int primcnt=0; // Primitive counter
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char * nextpri = primbuff [ 0 ] ; // Primitive counter
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short db = 0 ; // Current buffer counter
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// Texture image
extern unsigned long _binary_TIM_cubetex_tim_start [ ] ;
extern unsigned long _binary_TIM_cubetex_tim_end [ ] ;
extern unsigned long _binary_TIM_cubetex_tim_length ;
TIM_IMAGE tim_cube ;
// OVERLAYS CONFIG
// These symbols name are defined in 'overlay.ld', l.8, l.24 and l.41
// Use &load_all_overlays_here to get the memory adress where the overlay files are loaded.
// Those adresses you can check in the generated .map file at compile time.
extern u_long load_all_overlays_here ;
extern u_long __lvl0_end ; // Use &__lvl0_end to get end address of corresponding overlay.
extern u_long __lvl1_end ;
//~ u_long overlaySize = 0;
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char * overlayFile ; // Will hold the name of the file to load.
char * ptrToChar [ 8 ] ; // Will hold the name of the file to load.
volatile u_char loadFileID = 0 ; // Will hold an ID that's unique for each file.
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u_char overlayFileID , loadFileIDwas ;
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// Timer for the pad
u_short timer = 0 ;
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// pcdrv protocol
u_char escape = 0 ; // Hypothetical Escape char for unirom
u_char protocol = 1 ; // Hypothetical ID number for the pcdrv protocol in unirom
u_char command = LOAD ; // We're loading the data here
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// Prototypes
void init ( void ) ;
void display ( void ) ;
void LoadTexture ( u_long * tim , TIM_IMAGE * tparam ) ;
void init ( ) {
// Reset the GPU before doing anything and the controller
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PadInit ( 0 ) ;
ResetGraph ( 0 ) ;
// Initialize and setup the GTE
InitGeom ( ) ;
SetGeomOffset ( CENTERX , CENTERY ) ; // x, y offset
SetGeomScreen ( CENTERX ) ; // Distance between eye and screen
// Set the display and draw environments
SetDefDispEnv ( & disp [ 0 ] , 0 , 0 , SCREENXRES , SCREENYRES ) ;
SetDefDispEnv ( & disp [ 1 ] , 0 , SCREENYRES , SCREENXRES , SCREENYRES ) ;
SetDefDrawEnv ( & draw [ 0 ] , 0 , SCREENYRES , SCREENXRES , SCREENYRES ) ;
SetDefDrawEnv ( & draw [ 1 ] , 0 , 0 , SCREENXRES , SCREENYRES ) ;
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if ( VMODE )
{
SetVideoMode ( MODE_PAL ) ;
disp [ 0 ] . screen . y + = 8 ;
disp [ 1 ] . screen . y + = 8 ;
}
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setRGB0 ( & draw [ 0 ] , 0 , 0 , 255 ) ;
setRGB0 ( & draw [ 1 ] , 0 , 0 , 255 ) ;
draw [ 0 ] . isbg = 1 ;
draw [ 1 ] . isbg = 1 ;
PutDispEnv ( & disp [ db ] ) ;
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PutDrawEnv ( & draw [ db ] ) ;
// Init font system
FntLoad ( 960 , 0 ) ;
FntOpen ( 16 , 16 , 196 , 64 , 0 , 256 ) ;
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}
void display ( void ) {
DrawSync ( 0 ) ;
VSync ( 0 ) ;
PutDispEnv ( & disp [ db ] ) ;
PutDrawEnv ( & draw [ db ] ) ;
SetDispMask ( 1 ) ;
DrawOTag ( ot [ db ] + OTLEN - 1 ) ;
db = ! db ;
nextpri = primbuff [ db ] ;
}
void LoadTexture ( u_long * tim , TIM_IMAGE * tparam ) { // This part is from Lameguy64's tutorial series : lameguy64.net/svn/pstutorials/chapter1/3-textures.html login/pw: annoyingmous
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OpenTIM ( tim ) ; // Open the tim binary data, feed it the address of the data in memory
ReadTIM ( tparam ) ; // This read the header of the TIM data and sets the corresponding members of the TIM_IMAGE structure
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LoadImage ( tparam - > prect , tparam - > paddr ) ; // Transfer the data from memory to VRAM at position prect.x, prect.y
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DrawSync ( 0 ) ; // Wait for the drawing to end
if ( tparam - > mode & 0x8 ) { // check 4th bit // If 4th bit == 1, TIM has a CLUT
LoadImage ( tparam - > crect , tparam - > caddr ) ; // Load it to VRAM at position crect.x, crect.y
DrawSync ( 0 ) ; // Wait for drawing to end
}
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}
int main ( ) {
// Update this value to avoid trigger at launch
loadFileIDwas = overlayFileID = loadFileID ;
if ( loadFileID = = 0 ) {
overlayFile = " \\ cube.bin;1 " ;
} else if ( loadFileID = = 1 ) {
overlayFile = " \\ tri.bin;1 " ;
}
// Load overlay from CD if definde
# ifdef USECD
CdInit ( ) ;
int cdread = 0 , cdsync = 1 ;
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cdread = CdReadFile ( ( char * ) ( overlayFile ) , & load_all_overlays_here , 0 ) ;
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cdsync = CdReadSync ( 0 , 0 ) ;
# endif
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int i ;
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int PadStatus ;
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int TPressed = 0 ;
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int AutoRotate = 1 ;
long t , p , OTz , Flag ; // t == vertex count, p == depth cueing interpolation value, OTz == value to create Z-ordered OT, Flag == see LibOver47.pdf, p.143
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MESH * model = & Tri ;
POLY_GT3 * poly = { 0 } ; // pointer to a POLY_GT3
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SVECTOR Rotate = { 0 } ; // Rotation coordinates
VECTOR Trans = { 0 , 0 , CENTERX , 0 } ; // Translation coordinates
VECTOR Scale = { ONE , ONE , ONE , 0 } ; // ONE == 4096
MATRIX Matrix = { 0 } ; // Matrix data for the GTE
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// Texture window
DR_MODE * dr_mode ; // Pointer to dr_mode prim
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RECT tws = { 0 , 0 , 32 , 32 } ; // Texture window coordinates : x, y, w, h
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init ( ) ;
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LoadTexture ( _binary_TIM_cubetex_tim_start , & tim_cube ) ;
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// Main loop
while ( 1 ) {
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// Overlay switch
if ( loadFileID ! = loadFileIDwas ) {
// Update previous file value
loadFileIDwas = loadFileID ;
// Change file to load
switch ( loadFileID ) {
case 0 :
overlayFile = " \\ cube.bin;1 " ;
overlayFileID = 0 ;
break ;
case 1 :
overlayFile = " \\ tri.bin;1 " ;
overlayFileID = 1 ;
break ;
default :
overlayFile = " \\ cube.bin;1 " ;
overlayFileID = 0 ;
break ;
}
# ifdef USECD
cdread = CdReadFile ( ( char * ) ( overlayFile ) , & load_all_overlays_here , 0 ) ;
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CdReadSync ( 0 , 0 ) ;
# endif
}
// Pad button timer
while ( timer > 0 ) {
timer - - ;
}
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// Read pad status
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PadStatus = PadRead ( 0 ) ;
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// If select is pressed, change overlay
if ( PadStatus & PADselect & & ! timer ) {
// We send the memory address where the file should be loaded, the memory address of the loadFileID, so that the screen is updated when it changes, and the file id.
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// format : 00(:)01(:)06(:)04 xx xx xx xx(:)04 xx xx xx xx(:)01 (separators are not send)
// 14 bytes
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PCload ( & load_all_overlays_here , & loadFileID , overlayFileID ) ;
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# ifdef USECD
// We can do that because we only have two files
loadFileID = ! loadFileID ;
# endif
timer = 30 ;
}
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if ( AutoRotate ) {
Rotate . vy + = 8 ; // Pan
Rotate . vx + = 8 ; // Tilt
}
// Clear the current OT
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ClearOTagR ( ot [ db ] , OTLEN ) ;
// Convert and set the matrixes
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RotMatrix ( & Rotate , & Matrix ) ;
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TransMatrix ( & Matrix , & Trans ) ;
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ScaleMatrix ( & Matrix , & Scale ) ;
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SetRotMatrix ( & Matrix ) ;
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SetTransMatrix ( & Matrix ) ;
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// Render the sample vector model
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t = 0 ;
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// modelCube is a TMESH, len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ...
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for ( i = 0 ; i < ( model - > tmesh - > len * 3 ) ; i + = 3 ) {
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poly = ( POLY_GT3 * ) nextpri ;
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// Initialize the primitive and set its color values
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SetPolyGT3 ( poly ) ;
( ( POLY_GT3 * ) poly ) - > tpage = getTPage ( tim_cube . mode & 0x3 , 0 ,
tim_cube . prect - > x ,
tim_cube . prect - > y
) ;
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setRGB0 ( poly , model - > tmesh - > c [ i ] . r , model - > tmesh - > c [ i ] . g , model - > tmesh - > c [ i ] . b ) ;
setRGB1 ( poly , model - > tmesh - > c [ i + 1 ] . r , model - > tmesh - > c [ i + 1 ] . g , model - > tmesh - > c [ i + 1 ] . b ) ;
setRGB2 ( poly , model - > tmesh - > c [ i + 2 ] . r , model - > tmesh - > c [ i + 2 ] . g , model - > tmesh - > c [ i + 2 ] . b ) ;
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setUV3 ( poly , model - > tmesh - > u [ i ] . vx , model - > tmesh - > u [ i ] . vy ,
model - > tmesh - > u [ i + 1 ] . vx , model - > tmesh - > u [ i + 1 ] . vy ,
model - > tmesh - > u [ i + 2 ] . vx , model - > tmesh - > u [ i + 2 ] . vy ) ;
// Rotate, translate, and project the vectors and output the results into a primitive
OTz = RotTransPers ( & model - > tmesh - > v [ model - > index [ t ] ] , ( long * ) & poly - > x0 , & p , & Flag ) ;
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OTz + = RotTransPers ( & model - > tmesh - > v [ model - > index [ t + 1 ] ] , ( long * ) & poly - > x1 , & p , & Flag ) ;
OTz + = RotTransPers ( & model - > tmesh - > v [ model - > index [ t + 2 ] ] , ( long * ) & poly - > x2 , & p , & Flag ) ;
// Sort the primitive into the OT
OTz / = 3 ;
if ( ( OTz > 0 ) & & ( OTz < OTLEN ) )
AddPrim ( & ot [ db ] [ OTz - 2 ] , poly ) ;
nextpri + = sizeof ( POLY_GT3 ) ;
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t + = 3 ;
}
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dr_mode = ( DR_MODE * ) nextpri ;
setDrawMode ( dr_mode , 1 , 0 , getTPage ( tim_cube . mode & 0x3 , 0 ,
tim_cube . prect - > x ,
tim_cube . prect - > y ) , & tws ) ; //set texture window
AddPrim ( & ot [ db ] , dr_mode ) ;
nextpri + = sizeof ( DR_MODE ) ;
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FntPrint ( " Hello overlay! \n " ) ;
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# ifndef USECD
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//~ u_int cmdChecksum = 8 + ptrChecksum(&load_all_overlays_here) +
//~ 8 + ptrChecksum((u_long *)&loadFileID) +
//~ overlayFileID;
FntPrint ( " Overlay with id %d loaded at 0x%08x " , overlayFileID , & load_all_overlays_here ) ;
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# endif
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# ifdef USECD
FntPrint ( " File: %s \n " , overlayFile ) ;
FntPrint ( " Bytes read: %d " , cdread ) ;
# endif
FntFlush ( - 1 ) ;
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display ( ) ;
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}
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return 0 ;
}