Typos + formatting

This commit is contained in:
ABelliqueux 2021-04-29 19:05:54 +02:00
parent 207b7a6bd5
commit daed020c59
2 changed files with 113 additions and 116 deletions

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@ -2,7 +2,7 @@
![In action!](ovl.gif)
This example code demonstrates how to use the companion 'ovl-upload.py' script that should be provided with this file.
This example code demonstrates (as opposed to this gif above) 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
@ -42,13 +42,13 @@ You should see a cube on a blue background.
* Push the **select** button on your controller. The cube should change shape ! In reality, we are loading the geometry data from another file : `Overlay.ovl1`
Alternativly, you can use the bin/cue in an emulator or xstation.
Alternatively, you can use the bin/cue in an emulator or xstation.
Helper scripts are provided for convenience and are dependent on `pcsx-redux` and `mkpsxiso` being in your $PATH.
* `isotest.sh` will make, build the bin/cue, and open the resulting image in pcsx-redux.
* `ovly-upload-helper.sh` is a small wrapper for `nops`, hence depending on it being in your $PATH that takes args : load address,
overlay filename, ps-exe filename and optional comport/serialdevice - e.g :
* `ovly-upload-helper.sh` is a small wrapper for `nops`, hence depending on it being in your $PATH, that takes 4 args :
load address, overlay filename, ps-exe filename and optional comport/serialdevice - e.g :
```bash
# make &&

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@ -17,12 +17,12 @@
Thanks to @JaberwockySeamonstah, @JonathanDotCel, @nicolasnoble, @Lameguy64 for their help and patience.
Demonstrates:
Demonstrates:
* Using overlays to store different data and loading them in memory as needed.
Controls:
Select - Load alternative overlay
* Using overlays to store different data and loading them in memory as needed.
Controls:
Select - Load alternative overlay
*/
#include <sys/types.h>
@ -54,13 +54,13 @@
#define SCREENYRES 240
#define CENTERX SCREENXRES/2
#define CENTERX SCREENXRES/2
#define CENTERY SCREENYRES/2
#define CENTERY SCREENYRES/2
#define OTLEN 2048 // Maximum number of OT entries
#define OTLEN 2048 // Maximum number of OT entries
#define PRIMBUFFLEN 32768 // Maximum number of POLY_GT3 primitives
#define PRIMBUFFLEN 32768 // Maximum number of POLY_GT3 primitives
// Display and draw environments, double buffered
@ -68,15 +68,15 @@ DISPENV disp[2];
DRAWENV draw[2];
u_long ot[2][OTLEN]; // Ordering table (contains addresses to primitives)
u_long ot[2][OTLEN]; // Ordering table (contains addresses to primitives)
char primbuff[2][PRIMBUFFLEN] = {0}; // Primitive list // That's our prim buffer
char primbuff[2][PRIMBUFFLEN] = {0}; // Primitive list // That's our prim buffer
//~ int primcnt=0; // Primitive counter
//~ int primcnt=0; // Primitive counter
char * nextpri = primbuff[0]; // Primitive counter
char * nextpri = primbuff[0]; // Primitive counter
short db = 0; // Current buffer counter
short db = 0; // Current buffer counter
// Texture image
@ -121,20 +121,20 @@ void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
void init(){
// Reset the GPU before doing anything and the controller
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);
PadInit(0);
ResetGraph(0);
SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES);
SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES);
// 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);
if (VMODE)
{
@ -142,7 +142,7 @@ void init(){
disp[0].screen.y += 8;
disp[1].screen.y += 8;
}
setRGB0(&draw[0], 0, 0, 255);
setRGB0(&draw[1], 0, 0, 255);
@ -150,12 +150,12 @@ void init(){
draw[1].isbg = 1;
PutDispEnv(&disp[db]);
PutDrawEnv(&draw[db]);
// Init font system
FntLoad(960, 0);
FntOpen(16, 16, 196, 64, 0, 256);
PutDrawEnv(&draw[db]);
// Init font system
FntLoad(960, 0);
FntOpen(16, 16, 196, 64, 0, 256);
}
void display(void){
@ -178,16 +178,16 @@ void display(void){
}
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
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
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
LoadImage(tparam->prect, tparam->paddr); // Transfer the data from memory to VRAM at position prect.x, prect.y
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
}
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
}
}
@ -201,13 +201,10 @@ int main() {
overlayFile = "\\cube.bin;1";
//~ loadFile = &level0;
} else if ( loadFileID == 1) {
overlayFile = "\\tri.bin;1";
//~ loadFile = &level1;
}
// Load overlay from CD if definde
@ -217,45 +214,44 @@ int main() {
CdInit();
int cdread = 0, cdsync = 1;
cdread = CdReadFile( (char *)(overlayFile), &load_all_overlays_here, 0);
cdsync = CdReadSync(0, 0);
#endif
int i;
int i;
int PadStatus;
int PadStatus;
int TPressed=0;
int TPressed=0;
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
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
MESH * model = &Tri;
POLY_GT3 *poly = {0}; // pointer to a POLY_GT3
SVECTOR Rotate={ 0 }; // Rotation coordinates
VECTOR Trans={ 0, 0, CENTERX, 0 }; // Translation coordinates
// Scaling coordinates
VECTOR Scale={ ONE, ONE, ONE, 0 }; // ONE == 4096
MATRIX Matrix={0}; // Matrix data for the GTE
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
// Texture window
DR_MODE * dr_mode; // Pointer to dr_mode prim
RECT tws = {0, 0, 32, 32}; // Texture window coordinates : x, y, w, h
RECT tws = {0, 0, 32, 32}; // Texture window coordinates : x, y, w, h
init();
init();
LoadTexture(_binary_TIM_cubetex_tim_start, &tim_cube);
LoadTexture(_binary_TIM_cubetex_tim_start, &tim_cube);
// Main loop
while (1) {
// Main loop
while (1) {
// Overlay switch
@ -298,7 +294,7 @@ int main() {
#ifdef USECD
cdread = CdReadFile( (char *)(overlayFile), &load_all_overlays_here, 0);
CdReadSync(0, 0);
#endif
@ -313,9 +309,9 @@ int main() {
}
// Read pad status
// Read pad status
PadStatus = PadRead(0);
PadStatus = PadRead(0);
// If select is pressed, change overlay
@ -337,41 +333,42 @@ int main() {
}
if (AutoRotate) {
Rotate.vy += 8; // Pan
Rotate.vx += 8; // Tilt
//~ Rotate.vz += 8; // Roll
}
// Clear the current OT
if (AutoRotate) {
Rotate.vy += 8; // Pan
Rotate.vx += 8; // Tilt
}
ClearOTagR(ot[db], OTLEN);
// Convert and set the matrixes
// Clear the current OT
ClearOTagR(ot[db], OTLEN);
// Convert and set the matrixes
RotMatrix(&Rotate, &Matrix);
TransMatrix(&Matrix, &Trans);
ScaleMatrix(&Matrix, &Scale);
SetRotMatrix(&Matrix);
SetRotMatrix(&Matrix);
SetTransMatrix(&Matrix);
// Render the sample vector model
t=0;
// Render the sample vector model
t=0;
// modelCube is a TMESH, len member == # vertices, but here it's # of triangle... So, for each tri * 3 vertices ...
for (i = 0; i < (model->tmesh->len*3); i += 3) {
for (i = 0; i < (model->tmesh->len*3); i += 3) {
poly = (POLY_GT3 *)nextpri;
// Initialize the primitive and set its color values
SetPolyGT3(poly);
((POLY_GT3 *)poly)->tpage = getTPage(tim_cube.mode&0x3, 0,
@ -379,9 +376,9 @@ int main() {
tim_cube.prect->y
);
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);
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);
setUV3(poly, model->tmesh->u[i].vx , model->tmesh->u[i].vy,
model->tmesh->u[i+1].vx, model->tmesh->u[i+1].vy,
@ -390,19 +387,19 @@ int main() {
// 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);
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);
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);
t+=3;
}
// Sort the primitive into the OT
OTz /= 3;
if ((OTz > 0) && (OTz < OTLEN))
AddPrim(&ot[db][OTz-2], poly);
nextpri += sizeof(POLY_GT3);
t+=3;
}
dr_mode = (DR_MODE *)nextpri;
@ -415,7 +412,7 @@ int main() {
nextpri += sizeof(DR_MODE);
FntPrint("Hello overlay!\n");
FntPrint("Hello overlay!\n");
#ifndef USECD
@ -432,9 +429,9 @@ int main() {
#endif
FntFlush(-1);
display();
display();
}
}
return 0;
}