@@ -31,7 +31,7 @@
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* [About the Project](#about-the-project)
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* [Samples](#samples)
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* [About project](#about-project)
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* [Description](#description)
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* [Tyra features](#tyra-features)
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* [Branches](#branches)
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* [Getting Started](#getting-started)
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@@ -44,6 +44,8 @@
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* [Acronyms](#acronyms)
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* [Thanks](#thanks)
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<br />
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## About the Project
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<img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/1.31.2/tyra.gif" alt="Sample code" width="600" height="auto">
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@@ -54,13 +56,32 @@
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* [Floors](https://github.com/h4570/tyra/tree/master/src/samples/floors)
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* [Cube](https://github.com/h4570/tyra/tree/master/src/samples/cube)
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### About the project
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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.
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### Description
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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.
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**Project is on alpha stage, so keep in mind that there are many things to be done and to fix.**
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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.**
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YouTube tutorials soon!
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When project will be on beta stage, we plan to create some YouTube tutorials :)
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**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.
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Tyra takes care for you, and rendering, coprocessors communication, synchronization and many more low-level stuff is already done.
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**Why was this project created?**
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PS2 development can be a big challenge.
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PS2 it's pretty low-level and there are a lot of stuff that you must do from scratch.
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For example, if you want to render something using only PS2DEV you must:
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- Create VU1 micro-program
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- Load micro-program and send it to VU1
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- Create parser for your 3D file
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- Create parser for texture file
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- Calculate lights, shadows, MVP matrices (3D->2D)..
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- Clip triangles ([sic!](https://github.com/h4570/tyra/issues/14))
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- Prepare DMA packets for coprocessors communication
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- Setup rasterizer (GS)
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- Send texture to GS
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- Send packets
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- Synchronize all
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but with Tyra you can do it with methods like `loadObj()` and `draw()` 😁.
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<br />
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### Tyra features
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* 3D support - VU1 "Path 1 rendering"
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@@ -78,10 +99,14 @@ Tyra takes care for you, and rendering, coprocessors communication, synchronizat
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* Master - monthly releases - tested on PS2 & PCSX2.
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* Develop - daily builds - can be unstable.
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<br />
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## Getting Started
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### Installation [](https://discord.gg/NhhTmg3Gm5)
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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.
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### Installation
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Step by step [tutorial here](https://github.com/h4570/tyra/blob/master/src/engine/loaders/dff_loader.cpp)
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If you need any support, feel free to ask questions on discord:
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[](https://discord.gg/NhhTmg3Gm5)
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### Prerequisites
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@@ -89,10 +114,13 @@ In our Discord channel, there is detailed tutorial which will help you with sett
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* At least #e8e9edb PS2SDK (06.02.2021) - [PS2SDK](https://github.com/ps2dev/ps2sdk)
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* PS2 Emulator. For example [PCSX2](https://pcsx2.net/)
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<br />
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## Extra info
|
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* BMP loader needs some polishing so be sure that you exporting BMP with 24bit: RGB888 and without information about colors.
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* If you want to run .elf in PCSX2, be sure that you have version >=1.6 and **Host access** enabled in PCSX2 configuration file.
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* If you want to use your own .obj file, please check "triangulate faces" in blender. PS2 is supporting only triangle primitive type.
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* If you want to use your own .obj file, please check "triangulate faces" in blender.
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PS2 is supporting only triangle primitive type.
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<br />
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## Roadmap
|
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@@ -101,6 +129,8 @@ In our Discord channel, there is detailed tutorial which will help you with sett
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See the [open issues](https://github.com/h4570/tyra/issues) for a list of proposed features (and known issues).
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<br />
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## Contributing
|
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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**.
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@@ -111,26 +141,34 @@ Contributions are what make the open source community such an amazing place to b
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4. Push to the Branch (`git push origin feature/amazing-feature`)
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5. Open a Pull Request
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<br />
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## License
|
||||
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Distributed under the Apache License 2.0 License. See `LICENSE` for more information.
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<br />
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## Built With
|
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* [PS2SDK](https://github.com/ps2dev/ps2sdk)
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### Acronyms
|
||||
<br />
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||||
|
||||
## Acronyms
|
||||
* EE (Emotion Engine) - whole set of processors and subsystems that make up the PlayStation 2
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||||
* 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
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* VU0 - programmable (ASM) vector processor that is accessed by inline assembly code injected into C program.
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* VU1 - programmable (ASM) vector processor, which is similar to vertex shader. Accessed via DMA.
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* IOP - I/O processor which enables access to peripheral devices, such the game controller
|
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||||
<br />
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||||
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||||
## Thanks
|
||||
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||||
Without these guys, everything would be harder:
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||||
* 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
|
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Reference in New Issue
Block a user