i've simply modified the cube sample to display 120 cubes (each one textured with the same texture)
my first try give me some very poor performance and so i decided to pre generated 2 command lists (one for the texture and another one for the cube)
i must be missing something because i changes nothing to the performance i got !! => 15 fps !!
here is the full code, just replace the main file from the cube sample with this file and it should compile
why is there no performance gain ?
thanks in advance for any help !!
Code: Select all
/*
* PSP Software Development Kit - http://www.pspdev.org
* -----------------------------------------------------------------------
* Licensed under the BSD license, see LICENSE in PSPSDK root for details.
*
* Copyright (c) 2005 Jesper Svennevid
*/
#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <pspdebug.h>
#include <time.h>
#include <pspgu.h>
#include <pspgum.h>
#include "../common/callbacks.h"
#include "../common/vram.h"
PSP_MODULE_INFO("Cube Sample", 0, 1, 1);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
static unsigned int __attribute__((aligned(16))) list[262144];
extern unsigned char logo_start[];
#define printf	pspDebugScreenPrintf
struct Vertex
{
	float u, v;
	unsigned int color;
	float x,y,z;
};
struct Vertex __attribute__((aligned(16))) vertices[12*3] =
{
	{0, 0, 0xff7f0000,-1,-1, 1}, // 0
	{1, 0, 0xff7f0000,-1, 1, 1}, // 4
	{1, 1, 0xff7f0000, 1, 1, 1}, // 5
	{0, 0, 0xff7f0000,-1,-1, 1}, // 0
	{1, 1, 0xff7f0000, 1, 1, 1}, // 5
	{0, 1, 0xff7f0000, 1,-1, 1}, // 1
	{0, 0, 0xff7f0000,-1,-1,-1}, // 3
	{1, 0, 0xff7f0000, 1,-1,-1}, // 2
	{1, 1, 0xff7f0000, 1, 1,-1}, // 6
	{0, 0, 0xff7f0000,-1,-1,-1}, // 3
	{1, 1, 0xff7f0000, 1, 1,-1}, // 6
	{0, 1, 0xff7f0000,-1, 1,-1}, // 7
	{0, 0, 0xff007f00, 1,-1,-1}, // 0
	{1, 0, 0xff007f00, 1,-1, 1}, // 3
	{1, 1, 0xff007f00, 1, 1, 1}, // 7
	{0, 0, 0xff007f00, 1,-1,-1}, // 0
	{1, 1, 0xff007f00, 1, 1, 1}, // 7
	{0, 1, 0xff007f00, 1, 1,-1}, // 4
	{0, 0, 0xff007f00,-1,-1,-1}, // 0
	{1, 0, 0xff007f00,-1, 1,-1}, // 3
	{1, 1, 0xff007f00,-1, 1, 1}, // 7
	{0, 0, 0xff007f00,-1,-1,-1}, // 0
	{1, 1, 0xff007f00,-1, 1, 1}, // 7
	{0, 1, 0xff007f00,-1,-1, 1}, // 4
	{0, 0, 0xff00007f,-1, 1,-1}, // 0
	{1, 0, 0xff00007f, 1, 1,-1}, // 1
	{1, 1, 0xff00007f, 1, 1, 1}, // 2
	{0, 0, 0xff00007f,-1, 1,-1}, // 0
	{1, 1, 0xff00007f, 1, 1, 1}, // 2
	{0, 1, 0xff00007f,-1, 1, 1}, // 3
	{0, 0, 0xff00007f,-1,-1,-1}, // 4
	{1, 0, 0xff00007f,-1,-1, 1}, // 7
	{1, 1, 0xff00007f, 1,-1, 1}, // 6
	{0, 0, 0xff00007f,-1,-1,-1}, // 4
	{1, 1, 0xff00007f, 1,-1, 1}, // 6
	{0, 1, 0xff00007f, 1,-1,-1}, // 5
};
#define BUF_WIDTH (512)
#define SCR_WIDTH (480)
#define SCR_HEIGHT (272)
#define SET_TEXTURE()			sceGuCallList(smallList1);	
#define DISPLAY_CUBE()	SET_TEXTURE(); sceGumUpdateMatrix(); sceGuCallList(smallList2);	
static unsigned int __attribute__((aligned(16))) smallList1[1024];
static unsigned int __attribute__((aligned(16))) smallList2[1024];
int main(int argc, char* argv[])
{
	pspDebugScreenInit();
	setupCallbacks();
	// setup GU
	void* fbp0 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
	void* fbp1 = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_8888);
	void* zbp = getStaticVramBuffer(BUF_WIDTH,SCR_HEIGHT,GU_PSM_4444);
	sceGuInit();
	sceGuStart(GU_DIRECT,list);
	sceGuDrawBuffer(GU_PSM_8888,fbp0,BUF_WIDTH);
	sceGuDispBuffer(SCR_WIDTH,SCR_HEIGHT,fbp1,BUF_WIDTH);
	sceGuDepthBuffer(zbp,BUF_WIDTH);
	sceGuOffset(2048 - (SCR_WIDTH/2),2048 - (SCR_HEIGHT/2));
	sceGuViewport(2048,2048,SCR_WIDTH,SCR_HEIGHT);
	sceGuDepthRange(65535,0);
	sceGuScissor(0,0,SCR_WIDTH,SCR_HEIGHT);
	sceGuEnable(GU_SCISSOR_TEST);
	sceGuDepthFunc(GU_GEQUAL);
	sceGuEnable(GU_DEPTH_TEST);
	sceGuFrontFace(GU_CW);
	sceGuShadeModel(GU_SMOOTH);
	sceGuEnable(GU_CULL_FACE);
	sceGuEnable(GU_TEXTURE_2D);
	sceGuEnable(GU_CLIP_PLANES);
	sceGuFinish();
	sceGuSync(0,0);
	sceDisplayWaitVblankStart();
	sceGuDisplay(GU_TRUE);
	// run sample
	int val = 0;
	long oldMS, curMS;
	struct timeval tval;
	gettimeofday(&tval,0);
	oldMS = tval.tv_sec * 1000 + tval.tv_usec;
	// generate callable command-list for cube rendering
	{
		sceGuStart(GU_CALL, smallList2);
		// draw cube
		sceGumDrawArray(GU_TRIANGLES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,12*3,0,vertices);
		sceGuFinish();
		sceGuSync(0,0);
	}
	{
		sceGuStart(GU_CALL, smallList1);
	
		sceGuTexMode(GU_PSM_4444,0,0,0);				
		sceGuTexImage(0,64,64,64,logo_start);			
		sceGuTexFunc(GU_TFX_ADD,GU_TCC_RGB);			
		sceGuTexEnvColor(0xffff00);						
		sceGuTexFilter(GU_LINEAR,GU_LINEAR);			
		sceGuTexScale(1.0f,1.0f);						
		sceGuTexOffset(0.0f,0.0f);						
		sceGuAmbientColor(0xffffffff);
		sceGuFinish();
		sceGuSync(0,0);
	}
	
	while(running())
	{
		pspDebugScreenSetXY(1, 1);
		struct timeval tval;
		gettimeofday(&tval,0);
		curMS = tval.tv_sec * 1000000 + tval.tv_usec;
		long diff = curMS - oldMS;
		
		float fff = 1000000.f / diff;
		printf("%d %d %f\n", tval.tv_sec, tval.tv_usec, fff);
		oldMS = curMS;
		sceGuStart(GU_DIRECT,list);
		// clear screen
		sceGuClearColor(0xff554433);
		sceGuClearDepth(0);
		sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);
		// setup matrices for cube
		sceGumMatrixMode(GU_PROJECTION);
		sceGumLoadIdentity();
		sceGumPerspective(75.0f,16.0f/9.0f,0.5f,1000.0f);
		sceGumMatrixMode(GU_VIEW);
		sceGumLoadIdentity();
		// setup texture
		float Y = 2;
		float Z = -7.5f;
		int IMAX = 4;
		int i;
		for (i = 0; i < IMAX; ++i)
		{
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = 4;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = 0;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = -2;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = -4;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Z = -10.0f;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = 4;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = 0;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = -2;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = -4;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Z = -12.5f;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = 4;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = 0;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = -2;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = -4;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Z = -15.0f;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = 4;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = 0;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = -2;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			Y = -4;
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -2, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -4, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { 6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
			sceGumMatrixMode(GU_MODEL);
			sceGumLoadIdentity();
			{
				ScePspFVector3 pos = { -6, Y, Z };
				ScePspFVector3 rot = { val * 0.79f * (GU_PI/180.0f), val * 0.98f * (GU_PI/180.0f), val * 1.32f * (GU_PI/180.0f) };
				sceGumTranslate(&pos);
				sceGumRotateXYZ(&rot);
			}
			// draw cube
			DISPLAY_CUBE();
		}
		sceGuFinish();
		sceGuSync(0,0);
		sceDisplayWaitVblankStart();
		sceGuSwapBuffers();
		val++;
	}
	sceGuTerm();
	sceKernelExitGame();
	return 0;
}