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Brunni
Joined: 08 Oct 2005 Posts: 186
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Posted: Mon Feb 13, 2006 1:16 am Post subject: [Interested?] OldSchool Library |
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Hello all,
I'm working on a PSP library that allows you to create 2D games more easily, without having to learn PSP GE or GU. It's written in C, so it's useable in both C and C++.
For now there is an english and french documentation, but my english is not very good. I would just know if it interests somebody, so that I know if I should continue to work on it or not.
Here's an ALPHA version (this means it's still in development and some things might change): http://oslib.palib.info/OSLib.zip
Source: http://oslib.palib.info/OSLib_src.zip
It's now useable a bit. For example, you can play music and wav files, choose wether you want to stream it or not, load PNG files with an alpha channel, draw 4-point gradient rects, lines, text, message boxes, draw maps, rotate and stretch your images, make them transparent, draw on them by setting them as the current drawbuffer, mix differents pixelformats and so on very easily. It also includes a key handler, so you can get when a key was pressed or is currently held, set autorepeat values for some pressed keys. There are more features, and a lot of others are planned.
The library will be open source, LGPL or something so you can easily extend it. 3D is possible within the library context, but there's no integrated routine, you just have to use GU or GE in this case.
So, do you think it's useful, are some people interested that I continue to work on it?
Thank you in advance for your opinions :) _________________ Sorry for my bad english
Oldschool library for PSP - PC version released
Last edited by Brunni on Thu Sep 14, 2006 6:29 am; edited 3 times in total |
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Orion_
Joined: 27 Jan 2005 Posts: 69
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Posted: Tue Feb 21, 2006 9:21 am Post subject: |
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I just tried it and it's awesome ! it's exactly what I was looking for making 2D on psp :)
it work pretty well, fast, easy to use and install, is not as big as SDL and use psp hardware gpu, keep the great work !
(only a little bug on the install script, it forget to copy usb.h) |
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MikeDX
Joined: 19 Oct 2005 Posts: 30
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Posted: Tue Feb 21, 2006 11:46 am Post subject: |
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hey that is very cool. tried it with devkitpro, worked as soon as i copied over usb.h
and as luck would have it, my 4gb hd just died :( |
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pensoffsky
Joined: 13 Nov 2005 Posts: 8
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Posted: Thu Mar 02, 2006 8:35 pm Post subject: |
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hi,
i really like your library
do you know a way how to convert a sdl surface to something i can use with your functions?
i hope you are still working on this
pensoffsky |
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Mollusk
Joined: 03 Mar 2006 Posts: 2
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Posted: Fri Mar 03, 2006 12:46 am Post subject: |
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| Really great job ! |
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Brunni
Joined: 08 Oct 2005 Posts: 186
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Posted: Fri Mar 03, 2006 6:27 pm Post subject: |
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Thank you for your replies, it's good not to feel to have done all this for nothing :) (sorry for the frenglish xD)
I don't know anything about SDL, sorry. But there is for sure a mean to do that, the only thing would be to convert your surface info to an OSL_IMAGE structure. I'll take a look at it.
For now I'm still working on it, yes. When finished, I'll try to do some simple games or applications with it and release their source code on this forum if it can interest somebody. _________________ Sorry for my bad english
Oldschool library for PSP - PC version released |
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alain91
Joined: 01 Mar 2006 Posts: 13
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Posted: Fri Mar 03, 2006 6:39 pm Post subject: lib |
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Sympa ta lib :) vivement un site ?
je continue en franglais ;)
Will you add some 'sprite' functions into your lib ?
Will you add mod/x3m/.. playback ?
Regards,
Alain |
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Orion_
Joined: 27 Jan 2005 Posts: 69
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Posted: Fri Mar 03, 2006 10:16 pm Post subject: |
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sprite function can easily be done, this is mine
| Code: |
void DrawSprite(OSL_IMAGE *ig, u16 x, u16 y, u16 px, u16 py, u16 sx, u16 sy)
{
ig->offsetX0 = px;
ig->offsetY0 = py;
ig->offsetX1 = px + sx;
ig->offsetY1 = py + sy;
ig->stretchX = sx;
ig->stretchY = sy;
ig->x = x;
ig->y = y;
oslDrawImageSimple(ig);
} |
x,y = position on screen
px,py = sprite position in picture (if you have multiple sprite in same picture)
sx,sy = size of the sprite |
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alain91
Joined: 01 Mar 2006 Posts: 13
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Posted: Fri Mar 03, 2006 10:31 pm Post subject: thanks |
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Thanks Orion_
Perhaps that some guys could co-operate to add more and more features to this lib ?.. |
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psx-frogger
Joined: 16 Jan 2006 Posts: 5
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Posted: Sat Mar 04, 2006 9:19 pm Post subject: |
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Hi Brunni,
thanks for your work.
Is it the same project as PALIB wich is developped for the Nintendo DS ?
regards
psx frogger
Last edited by psx-frogger on Tue Nov 21, 2006 6:52 am; edited 1 time in total |
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Mollusk
Joined: 03 Mar 2006 Posts: 2
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Posted: Sat Mar 04, 2006 9:23 pm Post subject: |
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| It's not the same project (though we now each other :p). I would say it's a similar kind of library, but for PSP... which seems way harder to do than on DS, by the way ^^ |
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Brunni
Joined: 08 Oct 2005 Posts: 186
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Posted: Sun Mar 05, 2006 7:34 pm Post subject: |
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Thank you for your replies. I'll try to traduce my doc in english then, because it seems to interest some people, but there's no warranty it will be enough to be understandable xD
It's Mollusk that programmed PALib, and he offered me some hosting for OSLib ^^
Mollusk > It seems harder because it's another world for you, but when you're in it, I wouldn't say it's really harder :-p
Orion_ > This could rather be done like this ;-)
| Code: | void DrawSprite(OSL_IMAGE *ig, u16 x, u16 y, u16 px, u16 py, u16 sx, u16 sy)
{
oslSetImageTileSize(ig, px, py, sx, sy);
oslDrawImageSimpleXY(ig, x, y);
} |
Alain> There's no module playback functions for now, but I note it, it might come later. For now I want to finish the library so I can release it ;-) _________________ Sorry for my bad english
Oldschool library for PSP - PC version released |
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Yodajr
Joined: 24 Sep 2005 Posts: 13
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Posted: Sun Mar 05, 2006 11:20 pm Post subject: |
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| Brunni wrote: | | Mollusk > It seems harder because it's another world for you, but when you're in it, I wouldn't say it's really harder :-p |
I can confirm ! ;p |
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Brunni
Joined: 08 Oct 2005 Posts: 186
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Posted: Mon Mar 06, 2006 4:47 am Post subject: |
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I released a new version with a first try of english documentation!
You can download the latest zip, and read Doc/english.htm inside :-) _________________ Sorry for my bad english
Oldschool library for PSP - PC version released |
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albator
Joined: 06 Mar 2006 Posts: 4
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Posted: Mon Mar 06, 2006 8:47 am Post subject: |
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Thanks for your great work.
in french:
Je débute avec la programmation sur psp et cette lib est vraiment l'idéal pour commencer à vrai dire j'ai hésiter entre SDL et OSLib, mais avec une doc bien faite et une simplicité d'utilisation certaine mon coeur à basculer vers ta superbe lib, continue sur ta lancée ! |
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Giuliano
Joined: 13 Sep 2005 Posts: 78
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Posted: Mon Apr 17, 2006 1:18 pm Post subject: |
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Anyone out there who is looking for an easy to use and fast 2d library, give Oslib a try. Just to give you an idea of how fast it is. I am able to draw about 400 16x16 tiles EVERY pass while still keeping 60FPS.
The library is easy to use and the documentation covers almost everything you need to know to get started.
There are a few bugs in it but hopefully Brunni will get them figured out soon enough. I have only found one and found a way to get around it.
If I ever get my game finished, I will release it to show the capabilities of this library.
Brunni, would it be possible to make a built in function to display a nice "Powered by OSLIB" logo? |
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Brunni
Joined: 08 Oct 2005 Posts: 186
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Giuliano
Joined: 13 Sep 2005 Posts: 78
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Posted: Mon Apr 17, 2006 9:06 pm Post subject: |
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That's fine but can it be like "Powered by Oldschool Library" (so people know it's the engine and don't think that it's the name of the game) |
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danzel
Joined: 04 Nov 2005 Posts: 182
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Posted: Mon Apr 17, 2006 11:10 pm Post subject: |
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Wow, that was cool, it ran under cedega even.
Yeah, a 'powered by' or something would be good, but overall it is impressive :) |
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TheHorst
Joined: 13 Apr 2006 Posts: 12
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Posted: Wed Apr 19, 2006 9:08 pm Post subject: |
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| how can I change the font, used by the text console? |
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Brunni
Joined: 08 Oct 2005 Posts: 186
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Posted: Thu Apr 20, 2006 3:04 am Post subject: |
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It's not documented yet, but you have to create one with font2osl.exe (included in the tools folder) and then oslLoadFontFile("yourfont").
You can also convert an existing Windows font (run font2osl.exe without parameter for more info). _________________ Sorry for my bad english
Oldschool library for PSP - PC version released |
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TheHorst
Joined: 13 Apr 2006 Posts: 12
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Posted: Thu Apr 20, 2006 5:12 am Post subject: |
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great, thx
i love this lib really ...
can u give me a hint how i can do alpha blending on a image?
didn´t got it yet ...
i will increase the transparency from 0 to 100%
im a noob and i know it :) |
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TheHorst
Joined: 13 Apr 2006 Posts: 12
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Posted: Thu Apr 20, 2006 10:18 pm Post subject: |
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| well ive tried loading my own font file, as well as the included verdana.oft, but i don´t know but its displaying them wrong ... seems, that it doesn´t adjust the char width ... |
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Brunni
Joined: 08 Oct 2005 Posts: 186
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Posted: Thu Apr 20, 2006 11:33 pm Post subject: |
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Transparency: oslSetAlpha with OSL_FX_ALPHA
Font: I used Verdana in my first demo, and it worked. Maybe I have broken something, I'll test it ^^ _________________ Sorry for my bad english
Oldschool library for PSP - PC version released |
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TheHorst
Joined: 13 Apr 2006 Posts: 12
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Posted: Fri Apr 21, 2006 6:38 am Post subject: |
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can u advice me a little more?
thats my code:
oslDrawImage(tmpimage);
oslSetAlpha(OSL_FX_ALPHA, what has to be here to make it 50% transparent);
oslSyncFrame();
thx for evrything ... |
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Yodajr
Joined: 24 Sep 2005 Posts: 13
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Posted: Fri Apr 21, 2006 7:39 am Post subject: |
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| Code: | //transparency
oslSetAlpha(OSL_FX_ALPHA,alpha);
oslDrawImage(image);
//desactive transparency
oslSetAlpha(OSL_FX_RGBA,alpha); |
With "alpha" goes from 0 to 255 |
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TheHorst
Joined: 13 Apr 2006 Posts: 12
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Posted: Fri Apr 21, 2006 3:28 pm Post subject: |
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| Yodajr wrote: | | Code: | //transparency
oslSetAlpha(OSL_FX_ALPHA,alpha);
oslDrawImage(image);
//desactive transparency
oslSetAlpha(OSL_FX_RGBA,alpha); |
With "alpha" goes from 0 to 255 |
well thats what i´ve tried ... doesn´t has any effect on the image ... |
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Yodajr
Joined: 24 Sep 2005 Posts: 13
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Posted: Fri Apr 21, 2006 4:37 pm Post subject: |
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| TheHorst wrote: |
well thats what i´ve tried ... doesn´t has any effect on the image ... |
Are you sure ? 'cause this code works, try to download again the last version of oslib and retry... _________________ Tutorials about OSLib here |
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TheHorst
Joined: 13 Apr 2006 Posts: 12
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Posted: Sun Apr 23, 2006 4:42 am Post subject: |
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| thanks solved it ... needs to have 2 components to work ... BG image and image you wana bland ... tried it without background that was te prob ... |
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monkey242
Joined: 25 Apr 2006 Posts: 3
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Posted: Tue Apr 25, 2006 4:30 am Post subject: |
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I'm fairly new to programming for the PSP so forgive me if this is really simple stuff. I'm trying to use oslib to do some C++ programming and I've hit a few snags.
First, on line 60 of oslib.h you typedef a bool as a short. g++ complains that you can't redefine bool so I just put an #ifndef __cplusplus around that line. Is that correct or will it break something else?
Assuming that it was correct to not include that line, the second thing is that I'm getting multiple definitions of 'osl_powerCallback' in 'oslSetupFTrigo' while linking. This then breaks every oslib function that appears in my code.
My code (just a little test stub at the moment) compiles when I change the extension from .cpp to .c and remove -lstdc++ from the makefile.
Does anyone know where I'm going wrong? |
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