441 lines
12 KiB
C
441 lines
12 KiB
C
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/* ovl-upload.c, by ABelliqueux, 04-2021 license GNU General Public License v3.0
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This example code demonstrates how to use the companion 'ovl-upload.py' script that should be provided with this file.
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Once the code is loaded on a unirom enabled PSX via a serial/USB cable, 'ovl-upload.py' listens for a specific command
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to load an overlay file on demand.
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For an explanation about overlays, see http://psx.arthus.net/sdk/Psy-Q/DOCS/TRAINING/FALL96/overlay.pdf
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For a basic example see @JaberwockySeamonstah's https://github.com/JaberwockySeamonstah/PSXOverlayExample
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Unirom can be found here : https://github.com/JonathanDotCel/unirom8_bootdisc_and_firmware_for_ps1
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with it's companion pc side software : https://github.com/JonathanDotCel/NOTPSXSerial
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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.
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Controls:
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Select - Load alternative overlay
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*/
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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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#include <libetc.h>
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#include <stdio.h>
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// If USECD is defined, files will be loaded from the CD. Use this method for testing in an emulator.
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// Additionaly, generate the bin/cue with mkpsxiso.
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//~ #define USECD
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#ifdef USECD
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#include <libcd.h>
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#endif
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// Sample vector models
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#include "tritex.h"
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#include "cubetex.h"
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#define VMODE 0
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#define SCREENXRES 320
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#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
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DISPENV disp[2];
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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
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extern unsigned long _binary_TIM_cubetex_tim_start[];
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extern unsigned long _binary_TIM_cubetex_tim_end[];
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extern unsigned long _binary_TIM_cubetex_tim_length;
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TIM_IMAGE tim_cube;
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// OVERLAYS CONFIG
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// These symbols name are defined in 'overlay.ld', l.8, l.24 and l.41
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// Use &load_all_overlays_here to get the memory adress where the overlay files are loaded.
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// Those adresses you can check in the generated .map file at compile time.
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extern u_long load_all_overlays_here;
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extern u_long __lvl0_end; // Use &__lvl0_end to get end address of corresponding overlay.
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extern u_long __lvl1_end;
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//~ u_long overlaySize = 0;
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static char* overlayFile; // Will hold the name of the file to load.
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u_char overlayFileID, loadFileIDwas, loadFileID = 0; // Will hold an ID that's unique for each file.
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// Timer for the pad
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u_short timer = 0;
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// Prototypes
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void init(void);
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void display(void);
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void LoadTexture(u_long * tim, TIM_IMAGE * tparam);
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void init(){
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// Reset the GPU before doing anything and the controller
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PadInit(0);
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ResetGraph(0);
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// Initialize and setup the GTE
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InitGeom();
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SetGeomOffset(CENTERX, CENTERY); // x, y offset
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SetGeomScreen(CENTERX); // Distance between eye and screen
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// Set the display and draw environments
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SetDefDispEnv(&disp[0], 0, 0 , SCREENXRES, SCREENYRES);
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SetDefDispEnv(&disp[1], 0, SCREENYRES, SCREENXRES, SCREENYRES);
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SetDefDrawEnv(&draw[0], 0, SCREENYRES, SCREENXRES, SCREENYRES);
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SetDefDrawEnv(&draw[1], 0, 0, SCREENXRES, SCREENYRES);
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if (VMODE)
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{
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SetVideoMode(MODE_PAL);
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disp[0].screen.y += 8;
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disp[1].screen.y += 8;
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}
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setRGB0(&draw[0], 0, 0, 255);
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setRGB0(&draw[1], 0, 0, 255);
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draw[0].isbg = 1;
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draw[1].isbg = 1;
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PutDispEnv(&disp[db]);
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PutDrawEnv(&draw[db]);
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// Init font system
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FntLoad(960, 0);
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FntOpen(16, 16, 196, 64, 0, 256);
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}
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void display(void){
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DrawSync(0);
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VSync(0);
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PutDispEnv(&disp[db]);
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PutDrawEnv(&draw[db]);
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SetDispMask(1);
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DrawOTag(ot[db] + OTLEN - 1);
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db = !db;
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nextpri = primbuff[db];
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}
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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
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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
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if (tparam->mode & 0x8){ // check 4th bit // If 4th bit == 1, TIM has a CLUT
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LoadImage(tparam->crect, tparam->caddr); // Load it to VRAM at position crect.x, crect.y
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DrawSync(0); // Wait for drawing to end
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}
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}
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int main() {
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// Update this value to avoid trigger at launch
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loadFileIDwas = overlayFileID = loadFileID;
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if ( loadFileID == 0 ){
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overlayFile = "\\cube.bin;1";
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//~ loadFile = &level0;
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} else if ( loadFileID == 1) {
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overlayFile = "\\tri.bin;1";
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//~ loadFile = &level1;
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}
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// Load overlay from CD if definde
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#ifdef USECD
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CdInit();
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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);
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#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;
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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;
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POLY_GT3 *poly = {0}; // pointer to a POLY_GT3
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SVECTOR Rotate={ 0 }; // Rotation coordinates
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VECTOR Trans={ 0, 0, CENTERX, 0 }; // Translation coordinates
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// Scaling coordinates
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VECTOR Scale={ ONE, ONE, ONE, 0 }; // ONE == 4096
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MATRIX Matrix={0}; // Matrix data for the GTE
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// Texture window
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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
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while (1) {
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// Overlay switch
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if ( loadFileID != loadFileIDwas ){
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// Update previous file value
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loadFileIDwas = loadFileID;
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// Change file to load
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switch ( loadFileID ){
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case 0:
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overlayFile = "\\cube.bin;1";
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overlayFileID = 0;
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break;
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case 1:
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overlayFile = "\\tri.bin;1";
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overlayFileID = 1;
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break;
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default:
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overlayFile = "\\cube.bin;1";
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overlayFileID = 0;
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break;
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}
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#ifdef USECD
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cdread = CdReadFile( (char *)(overlayFile), &load_all_overlays_here, 0);
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CdReadSync(0, 0);
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#endif
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}
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// Pad button timer
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while ( timer > 0 ) {
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timer --;
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}
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// Read pad status
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PadStatus = PadRead(0);
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// If select is pressed, change overlay
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if (PadStatus & PADselect && !timer) {
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// 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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printf("load:%p:%08x:%d", &load_all_overlays_here, &loadFileID, overlayFileID);
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#ifdef USECD
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// We can do that because we only have two files
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loadFileID = !loadFileID;
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#endif
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timer = 30;
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}
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if (AutoRotate) {
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Rotate.vy += 8; // Pan
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Rotate.vx += 8; // Tilt
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//~ Rotate.vz += 8; // Roll
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}
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// Clear the current OT
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ClearOTagR(ot[db], OTLEN);
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// 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);
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((POLY_GT3 *)poly)->tpage = getTPage(tim_cube.mode&0x3, 0,
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tim_cube.prect->x,
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tim_cube.prect->y
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);
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setRGB0(poly, model->tmesh->c[i].r , model->tmesh->c[i].g , model->tmesh->c[i].b);
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setRGB1(poly, model->tmesh->c[i+1].r, model->tmesh->c[i+1].g, model->tmesh->c[i+1].b);
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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,
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model->tmesh->u[i+1].vx, model->tmesh->u[i+1].vy,
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model->tmesh->u[i+2].vx, model->tmesh->u[i+2].vy);
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// Rotate, translate, and project the vectors and output the results into a primitive
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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);
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OTz += RotTransPers(&model->tmesh->v[model->index[t+2]], (long*)&poly->x2, &p, &Flag);
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// Sort the primitive into the OT
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OTz /= 3;
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if ((OTz > 0) && (OTz < OTLEN))
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AddPrim(&ot[db][OTz-2], poly);
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nextpri += sizeof(POLY_GT3);
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t+=3;
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}
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dr_mode = (DR_MODE *)nextpri;
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setDrawMode(dr_mode,1,0, getTPage(tim_cube.mode&0x3, 0,
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tim_cube.prect->x,
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tim_cube.prect->y), &tws); //set texture window
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AddPrim(&ot[db], dr_mode);
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nextpri += sizeof(DR_MODE);
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FntPrint("Hello overlay!\n");
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#ifndef USECD
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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
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FntPrint("File: %s\n", overlayFile);
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FntPrint("Bytes read: %d", cdread);
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#endif
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FntFlush(-1);
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display();
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}
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return 0;
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}
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