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# PSn00bSDK Example Programs
## Examples summary
The following list is a brief summary of all the example programs included.
Additional information may be found in the source code of each example.
| Path | Description | Type | Notes |
| :--------------------------------------------- | :---------------------------------------------------- | :--: | :---: |
| [`beginner/hello`](./beginner/hello) | A simple "hello world" example/project template | EXE | |
| [`beginner/hellocpp`](./beginner/hellocpp) | C++ version of the example above | EXE | |
| [`cdrom/cdbrowse`](./cdrom/cdbrowse) | File browser using libpsxcd's directory functions | CD | |
| [`cdrom/cdxa`](./cdrom/cdxa) | CD-XA ADPCM audio player | CD | 1 |
| [`demos/n00bdemo`](./demos/n00bdemo) | The premiere demonstration program of PSn00bSDK | EXE | 2 |
| [`graphics/balls`](./graphics/balls) | Draws colored balls bouncing around the screen | EXE | |
| [`graphics/billboard`](./graphics/billboard) | Demonstrates how to draw 2D sprites in a 3D space | EXE | |
| [`graphics/fpscam`](./graphics/fpscam) | First-person perspective camera with look-at | EXE | |
| [`graphics/gte`](./graphics/gte) | Displays a rotating cube using GTE macros | EXE | |
| [`graphics/hdtv`](./graphics/hdtv) | Demonstrates anamorphic widescreen at 704x480 | EXE | |
| [`graphics/render2tex`](./graphics/render2tex) | Procedural texture effects using off-screen drawing | EXE | |
| [`graphics/rgb24`](./graphics/rgb24) | Displays an uncompressed 640x480 24-bit RGB image | EXE | |
| [`graphics/tilesasm`](./graphics/tilesasm) | Drawing a tile-map with assembly language | EXE | |
| [`io/pads`](./io/pads) | Demonstrates reading controllers via low-level access | EXE | 3 |
| [`io/system573`](./io/system573) | Konami System 573 (PS1-based arcade board) example | CD | |
| [`lowlevel/cartrom`](./lowlevel/cartrom) | ROM firmware for cheat devices written using GNU GAS | ROM | 4 |
| [`mdec/mdecimage`](./mdec/mdecimage) | Displays a (raw) MDEC format image | EXE | |
| [`mdec/strvideo`](./mdec/strvideo) | Plays a .STR video file using the MDEC | CD | 1 |
| [`sound/cdstream`](./sound/cdstream) | Streams an interleaved .VAG file from the CD-ROM | CD | |
| [`sound/spustream`](./sound/spustream) | Streams an interleaved .VAG file from main RAM | EXE | |
| [`sound/vagsample`](./sound/vagsample) | Loads and plays .VAG sound files using the SPU | EXE | |
| [`system/childexec`](./system/childexec) | Loading a child program and returning to parent | EXE | |
| [`system/console`](./system/console) | TTY based text console that interrupts gameplay | EXE | |
| [`system/dynlink`](./system/dynlink) | Demonstrates dynamically linked libraries | CD | |
| [`system/timer`](./system/timer) | Demonstrates using hardware timers with interrupts | EXE | |
| [`system/tty`](./system/tty) | Using TTY as a remote text console interface | EXE | |
Notes:
1. `cdrom/cdxa` and `mdec/strvideo` do not come with example files. In order
to run these examples you'll have to provide your own files and build the CD
image manually.
2. `demos/n00bdemo` suffers from flickering on real hardware, especially when
masking/stencil buffering is used.
3. `io/pads` seems to work on real hardware, but fails to automatically enable
analog mode on DualShock controllers. This example needs more testing with
official and unofficial controllers.
4. The `lowlevel/cartrom` example is outdated and does not use SDK libraries.
It is kept for reference purposes only.
## Building the examples
The instructions below assume that PSn00bSDK, CMake 3.21+ and a GCC toolchain
are already installed. Refer to the [installation guide](../doc/installation.md)
for details.
**NOTE**: all examples are compiled by default when building the PSn00bSDK
libraries and tools (check the `build/examples` directory). These instructions
are for rebuilding the examples *after* the SDK has been installed.
1. Copy the contents of this directory (`share/psn00bsdk/examples` within the
PSn00bSDK installation directory) to your home directory or to another
folder you have write access to.
2. Configure and build the examples by running:
```bash
cmake -S . -B ./build -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=<INSTALL_PATH>/lib/libpsn00b/cmake/sdk.cmake
cmake --build ./build
```
Replace `<INSTALL_PATH>` with the installation prefix you chose when
installing the SDK (usually `C:\Program Files\PSn00bSDK` or `/usr/local`,
so the full path to `sdk.cmake` would be
`C:\Program Files\PSn00bSDK\lib\libpsn00b\cmake\sdk.cmake` or
`/usr/local/lib/libpsn00b/cmake/sdk.cmake` respectively).
Add `-DPSN00BSDK_TARGET=mipsel-unknown-elf` to the first command if your
toolchain targets `mipsel-unknown-elf` rather than `mipsel-none-elf`. If you
can't get Ninja to work or don't have it installed, you can also replace
`-G "Ninja"` with `-G "Unix Makefiles"` (`-G "MinGW Makefiles"` on Windows)
to build using `make` instead.
This should create a `build` directory whose structure mirrors the one of
the parent directory, with each subfolder containing built executables and
CD images for each example.
-----------------------------------------
_Last updated on 2023-05-21 by spicyjpeg_
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