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Diffstat (limited to 'examples/n00bdemo/scrolltext.c')
| -rw-r--r-- | examples/n00bdemo/scrolltext.c | 136 |
1 files changed, 0 insertions, 136 deletions
diff --git a/examples/n00bdemo/scrolltext.c b/examples/n00bdemo/scrolltext.c deleted file mode 100644 index e844f21..0000000 --- a/examples/n00bdemo/scrolltext.c +++ /dev/null @@ -1,136 +0,0 @@ -const char scroll_text[] = { -"Greetings! Lameguy64 proudly presents a new PlayStation homebrew demo called " -"n00bDEMO and is very much the first time I've released a new demo in years! The " -"last time I released a PlayStation demo was Meido-Demo back in 2013 and boy " -"does this new demo show how far I've gotten good at programming for the " -"PlayStation with graphical effects such as stencil masks and cel-shading " -"never before seen in demos that I'm aware of presented in hi-res mode at 60FPS " -"(50 if PAL). Though there's some flickering issues here and there (though it " -"probably flickers less in PAL mode and none on the PS2 and emulators) which " -"I'll explain the cause of such problems in a bit...\n" - -"Making this demo was pretty challenging (actually, mostly annoying) but " -"mostly for the wrong reasons because this demo is actually not made using " -"the official Sony SDK whatsoever. Yes, I actually put together my own SDK " -"using the GNU GCC toolchain and made the PlayStation GPU and GTE libraries " -"myself mostly in MIPS assembly. I call this SDK project of my own PSn00bSDK " -"and is probably the first homebrewn PlayStation SDK that can actually do 3D " -"graphics with full GTE support that is on-par to the official SDK even in " -"its current work-in-progress state as all other open source SDK examples I've " -"seen only offer very limited or no 3D capabilities whatsoever as with the case " -"of PSXSDK. I used n00b in the naming as I don't want to put pro in the name " -"of my projects knowing that its been used and abused in a lot of shovelware " -"and I wanted something less generic sounding. This SDK project is not exactly " -"professional software after all especially when I get into the issues I've had " -"with this project as of the making of this demo...\n" - -"Currently my SDK mostly offers support for the GPU and GTE but not so much on " -"other hardware features such as SPU, CD (which would be a disgrace not to support), " -"MDEC, controller/memory card and serial I/O. I mostly focused on supporting the " -"GPU and GTE as I feel it was the best way to present a proof of concept that making " -"an open source SDK that is on par to the official SDK should definitely be " -"possible especially when the ins and outs of the PlayStation hardware " -"had since been extensively documented so there's absolutely no excuse for not " -"supporting the hardware features of the console. I'm not certain if I'll continue " -"working on this PSn00bSDK project because I've experienced numerous issues with " -"this project, a lot of which appear to be compiler related (I'm using GCC " -"7.2.0 targetting mipsel-unknown-elf) as doing small code changes would sometimes break " -"or cripple certain parts of a large program that results to slowdown (hence " -"why there's some flicker and I had to omit the Lamelotl artwork in some scenes to " -"try to keep the flicker down) even when the code changes are completely unrelated to the " -"parts that got affected. Issues like these made developing this demo a MASSIVE " -"pain in the butt and it feels like things seem to stall more often than when using the " -"official SDK which also used GCC (2.8.1 to be specific). I'm not entirely sure if " -"they're optimization issues or I'm just pushing the console a little too far :). " -"I feel these issues are detrimental to this project as I don't really want to " -"work with a potentially unstable compiler in my SDK project as that would make " -"creating much larger projects (such as a full game) an even bigger pain " -"in the butt as things would break randomly over small code changes and having to " -"deal with such issues do not conform to my standards. I haven't checked if " -"GCC 8.2.0 has better mipsel support and I've yet to look into clang which is " -"said to support MIPS down to version 1 of the ISA.\n" - -"What I hoped to achieve with PSn00bSDK is to create a 100% free and open " -"source PlayStation SDK that is on-par to the official SDK to make homebrew " -"development for the PS1 much more attractive especially to those interested " -"in developing commercial homebrew for the console without the legal issues " -"surrounding the use of Sony's libraries. But considering the compiler issues " -"I've had and the PS1 community being mostly focussed on emulators and PSIO over " -"actually making homebrew for the console and many of the folks who actually knew how " -"to program for the console especially in low-level have either retired or " -"disappeared, making the feat I wanted to achieve with my SDK project somewhat " -"unlikely I feel. I'll be releasing source code of this demo and " -"the PSn00bSDK libraries on github a week or two as of the release of this " -"demo if things go according to plan on my end and contributions are accepted " -"for those interested to volunteer for this project...\n" - -"You should have noticed by now that there's something inherently missing " -"about this demo. Yes, there's no music in this demo at all. I would've " -"used some CD audio for music but I never got CD playback code working for " -"this demo and I've already made numerous attempts trying to crack the darn " -"thing with no success. At least there's no overused Kevin Macleod music here " -"unlike my last demo which I still wonder why I chose that for the music " -"over rendering out a MOD file into a WAV file and using that instead, man " -"was I stupid back then. Another option would be to use MOD music as I have " -"some SPU support in my SDK but writing my own MOD player would take a lot of " -"time and effort and finishing up this demo has taken long enough I feel as " -"I was originally going to release this demo back in December of 2018. " -"None of the existing MOD players can be used either as Hitmen's player " -"relies on Sony's libraries and is only offered in binary form (because " -"stupid) and PSXSDK's MOD player does all sample mixing in software instead " -"of using the SPU for playing the samples which is abslutely retarded and is " -"definitely not fit for this demo project. If you're watching this demo in " -"video form I've likely dubbed over some music to help keep things " -"interesting as you read this scroll text...\n" - -"There's actually some Scarlet Engine technology featured in this demo " -"namely the SMD model data format which is basically my own implementation " -"of the TMD model data for Scarlet and its drawing functions written in " -"assembly. The implementation featured here uses a newer revision of the SMD " -"model data and the drawing functions are a rewrite but they're still work " -"in progress as it currently does not support the features added in the new " -"revision of the SMD model data format. I haven't worked on Scarlet in awhile " -"as I've somewhat diverted to other things as of late and I've yet to do " -"research on better culling and rendering techniques as my last implementation " -"wasn't really all that good I feel. I plan to implement automated culling " -"using ray scanning when compiling a map and probably a geometry " -"LOD system similar to Spyro's engine. Developing Scarlet has been taking a " -"very long time I know but you have to consider this is being worked on by a " -"single person (who's probably a nobhead) as a hobby with no prior experience " -"in developing a 3D engine and to be honest, working on Scarlet feels a bit " -"too big for a single individual to work on. And in case you're wondering " -"about the apparent name change from Project Scarlet, that's because MS's new " -"Xbox is also codenamed Project Scarlet and I don't really like to have " -"Xbox fanboys looking desperately for videos about MS's Project Scarlet " -"and finding videos about my Project Scarlet instead that would only serve to " -"enrage them or something...\n" - -"Another piece of somewhat advanced technology used in this demo is that " -"all the assets in this demo are all stored in the PS-EXE in LZ77 compressed " -"form using my LZPack libraries to keep PS-EXE size low which speeds up the " -"boot time of this demo. I actually developed the LZPack library for the " -"official SDK in the past but I haven't got around to releasing them but I'm " -"likely going to include them with PSn00bSDK along with the compression/packing " -"tools and it should still work with the official SDK with only minor changes...\n" - -"I think that's pretty much all there is I wanted to say in this demo. I " -"was originally going to release this demo back in December of 2018 but " -"got delayed due to work and other things getting in the way but I hope " -"you enjoyed watching the visuals that were presented in this little " -"proof of concept demo...\n" - -"Greets to nocash NITROYUASH Orion danhans42 Shendo TriMesh " -"inc^lightforce Shadow\n" - -"Programming and most graphical assets in this demo are done by me " -"(Lameguy64). Lamelotl artwork drawn by Lumdrop. Hatkid from A Hat in " -"Time is owned by Gears for Breakfast and the 3D model featured in this " -"demo is made by me...\n" - -"Visit my website at http://lameguy64.tk if you want... " -"Pages are super lightweight with absolutely zero ads! (except joke ads that " -"don't do much other than mock the real ads, in case I've added them in the future)\n" - -"This has been a 2019 Meido-Tek Production!\n" - -};
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