Yeti3D port

Discuss the development of new homebrew software, tools and libraries.

Moderators: cheriff, TyRaNiD

Post Reply
be2003
Posts: 144
Joined: Thu Apr 20, 2006 2:46 pm

Yeti3D port

Post by be2003 »

I just ported the Yeti3D engine to the PSP... yes... i know...
but this port isnt dependent on SDL!

yes, it is a pure PSP port!
the zip package below contains the source and compiled eboot if anyone wants to take a look

the regular EBOOT.PBP runs very smooth
and the FAST_EBOOT.PBP is the same but without the restrictions of sceDisplayWaitVblankStart

hopefully this will help starting out developers make somewhat interesting games.

enjoy!
http://www.sharebigfile.com/file/154772/yeti3d-zip.html
- be2003
blog
J.F.
Posts: 2906
Joined: Sun Feb 22, 2004 11:41 am

Post by J.F. »

Really cool, man! Works great. The regular EBOOT is pretty darn fast... I'll have to see how fast the FAST version is. :)
Cpasjuste
Posts: 214
Joined: Sun May 29, 2005 8:28 am

Post by Cpasjuste »

http://forums.qj.net/showpost.php?p=1445611&postcount=1

:p

Edit : mine is sdl based and i havnt ported all the buttons function lol ..
Wraggster
Posts: 121
Joined: Fri Aug 26, 2005 7:40 am
Contact:

Post by Wraggster »

nice release :)
Webmaster of http://www.dcemu.co.uk

DCEMU The Worlds Only Homebrew & Gaming Network of Sites.
be2003
Posts: 144
Joined: Thu Apr 20, 2006 2:46 pm

Post by be2003 »

Cpasjuste wrote:http://forums.qj.net/showpost.php?p=1445611&postcount=1

:p

Edit : mine is sdl based and i havnt ported all the buttons function lol ..
lol
i wanted to make a port that was 100% psp
or whatever percent it is...
- be2003
blog
Cpasjuste
Posts: 214
Joined: Sun May 29, 2005 8:28 am

Post by Cpasjuste »

Hehe yep i saw that, nice port.
be2003
Posts: 144
Joined: Thu Apr 20, 2006 2:46 pm

update :]

Post by be2003 »

I believe Yeti3D deserves a respective namechange due to the major source changes… so i guess Yeti-PSP works…

So the updates of the engine to date (altough there is no release) are:

1. Engine no longer uses debug library to initialize framebuffer.

2. All source code remains in the “source” directory, source for all other platforms has been removed, along with the source to map editor (which for GNU reasons has nothing to do with the executable).

3. “main.c” source code cleanup with more organized commenting.

4. RGBA8888 is being implemented as the new color mode. (Nearing completion, I just need to convert from 5551 to 8888 in the source, so as of right now the whole scene is tinted red) :/

5. Altough i have not started implementing it, I’m going to move away from calculating sin, cos, etc. in pre-calculated tables.

6. FAST_EBOOT.PBP isn’t coming in the zip anymore, the speed difference isn’t really that much. But you can still compile a fast version just by commenting out the sceDisplayWaitVblankStart(); line in “main.c”.

Any updates i post about this engine can be now found at my blog...
- be2003
blog
Be3f
Posts: 59
Joined: Thu Mar 15, 2007 9:28 pm

Post by Be3f »

Awesome port!
RGBA8888 is being implemented as the new color mode. (Nearing completion, I just need to convert from 5551 to 8888 in the source, so as of right now the whole scene is tinted red) :/
I'd recommend you to use 16bit color 5650 (GU_COLOR_5650) - you won't notice the visable difference between it and 32 bit color, but perfomance will be much higher!

And how about porting Cube Engine?
http://www.cubeengine.com/
It's very simular with Yet!3D, but is much more advanced!
00000110 00000110 00000110
be2003
Posts: 144
Joined: Thu Apr 20, 2006 2:46 pm

Post by be2003 »

i was thinking about just leaving the color 565 and porting a different engine but i wasnt sure what engine i should port

but i think i will go ahead with the cube engine, but if i remember properly it uses gl, so eventually im going to have to convert it to gu...
- be2003
blog
Be3f
Posts: 59
Joined: Thu Mar 15, 2007 9:28 pm

Post by Be3f »

but if i remember properly it uses gl, so eventually im going to have to convert it to gu...
You may ask PeterM for advice - he has done the same thing with GLQuake (ripped the OpenGL calls out from GLQuake and replaced them with PSP GU calls)
The tread: http://forums.ps2dev.org/viewtopic.php?t=8077
GL! ;-)
00000110 00000110 00000110
PeterM
Posts: 125
Joined: Sat Dec 31, 2005 7:25 pm
Location: Edinburgh, UK
Contact:

Post by PeterM »

Be3f wrote:You may ask PeterM for advice
Ha ha, thanks very much!
http://aaiiee.wordpress.com/

I can no longer do any homebrew PSP development nor discuss PSP specific topics.
Post Reply