diff --git a/README.MD b/README.MD
index c8ef590..559ac28 100644
--- a/README.MD
+++ b/README.MD
@@ -31,7 +31,7 @@
* [About the Project](#about-the-project)
* [Samples](#samples)
- * [About project](#about-project)
+ * [Description](#description)
* [Tyra features](#tyra-features)
* [Branches](#branches)
* [Getting Started](#getting-started)
@@ -44,6 +44,8 @@
* [Acronyms](#acronyms)
* [Thanks](#thanks)
+
+
## About the Project
@@ -54,13 +56,32 @@
* [Floors](https://github.com/h4570/tyra/tree/master/src/samples/floors)
* [Cube](https://github.com/h4570/tyra/tree/master/src/samples/cube)
-### About the project
-Goal of Tyra project is to provide simple API for PS2 game creation, so you can just run PS2 emulator, grab .obj file, and put it into live in a seconds. Project is on alpha stage, so keep in mind that there are many things to be done and to fix.
+### Description
+Tyra is a project that aims to facilitate the development of PlayStation 2 games. The goal is simple API which will allow you to develop some nice small homebrew games in a short period of time. Finally, (thanks to PS2DEV team) Tyra supports C++20, so we are free from the 2003's GCC which only supported C++98.
+**Project is on alpha stage, so keep in mind that there are many things to be done and to fix.**
+Unfortunately there are not many people, which want's to help with this project. **If you want to be a volunteer**, but don't have too much knowledge in this field, write to me on Discord, **I will be happy to help.**
-YouTube tutorials soon!
+When project will be on beta stage, we plan to create some YouTube tutorials :)
-**Why Tyra is needed?** Raw PS2 development can be a big challenge. PS2 it's pretty low-level and there are a lot of stuff that you must do from scratch.
-Tyra takes care for you, and rendering, coprocessors communication, synchronization and many more low-level stuff is already done.
+**Why was this project created?**
+PS2 development can be a big challenge.
+PS2 it's pretty low-level and there are a lot of stuff that you must do from scratch.
+For example, if you want to render something using only PS2DEV you must:
+- Create VU1 micro-program
+- Load micro-program and send it to VU1
+- Create parser for your 3D file
+- Create parser for texture file
+- Calculate lights, shadows, MVP matrices (3D->2D)..
+- Clip triangles ([sic!](https://github.com/h4570/tyra/issues/14))
+- Prepare DMA packets for coprocessors communication
+- Setup rasterizer (GS)
+- Send texture to GS
+- Send packets
+- Synchronize all
+
+but with Tyra you can do it with methods like `loadObj()` and `draw()` 😁.
+
+
### Tyra features
* 3D support - VU1 "Path 1 rendering"
@@ -78,10 +99,14 @@ Tyra takes care for you, and rendering, coprocessors communication, synchronizat
* Master - monthly releases - tested on PS2 & PCSX2.
* Develop - daily builds - can be unstable.
+
+
## Getting Started
-### Installation [](https://discord.gg/NhhTmg3Gm5)
-In our Discord channel, there is detailed tutorial which will help you with setting up the all environment - starting from installing dependencies and ending on emulator setup or intellisense.
+### Installation
+Step by step [tutorial here](https://github.com/h4570/tyra/blob/master/src/engine/loaders/dff_loader.cpp)
+If you need any support, feel free to ask questions on discord:
+[](https://discord.gg/NhhTmg3Gm5)
### Prerequisites
@@ -89,10 +114,13 @@ In our Discord channel, there is detailed tutorial which will help you with sett
* At least #e8e9edb PS2SDK (06.02.2021) - [PS2SDK](https://github.com/ps2dev/ps2sdk)
* PS2 Emulator. For example [PCSX2](https://pcsx2.net/)
+
+
## Extra info
-* BMP loader needs some polishing so be sure that you exporting BMP with 24bit: RGB888 and without information about colors.
-* If you want to run .elf in PCSX2, be sure that you have version >=1.6 and **Host access** enabled in PCSX2 configuration file.
-* If you want to use your own .obj file, please check "triangulate faces" in blender. PS2 is supporting only triangle primitive type.
+* If you want to use your own .obj file, please check "triangulate faces" in blender.
+PS2 is supporting only triangle primitive type.
+
+
## Roadmap
@@ -101,6 +129,8 @@ In our Discord channel, there is detailed tutorial which will help you with sett
See the [open issues](https://github.com/h4570/tyra/issues) for a list of proposed features (and known issues).
+
+
## Contributing
Contributions are what make the open source community such an amazing place to be learn, inspire, and create. Any contributions you make are **greatly appreciated**.
@@ -111,26 +141,34 @@ Contributions are what make the open source community such an amazing place to b
4. Push to the Branch (`git push origin feature/amazing-feature`)
5. Open a Pull Request
+
+
## License
Distributed under the Apache License 2.0 License. See `LICENSE` for more information.
+
+
## Built With
* [PS2SDK](https://github.com/ps2dev/ps2sdk)
-### Acronyms
+
+
+## Acronyms
* EE (Emotion Engine) - whole set of processors and subsystems that make up the PlayStation 2
* GS (Graphic synthesizer) - configurable rasterizer and texture mapper. Has only 2MB~ memory for textures, but for the opposite have very high transfer rate, so you can switch textures in the blink
* VU0 - programmable (ASM) vector processor that is accessed by inline assembly code injected into C program.
* VU1 - programmable (ASM) vector processor, which is similar to vertex shader. Accessed via DMA.
* IOP - I/O processor which enables access to peripheral devices, such the game controller
+
+
## Thanks
Without these guys, everything would be harder:
* Dr Henry Fortuna - for code sources
-* Rick Gaiser - for help and new GCC!
+* Rick Gaiser, fjtrujy - for help and new GCC!
* Lukasz D.K. - for huge archive of PS2 stuff
* Guilherme Lampert - for code sources
* Jesper Svennevid, Daniel Collin - for openvcl's code samples