Signed-off-by: h4570 <sandro.sobczynski@gmail.com>
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h4570
2021-05-28 21:07:46 +02:00
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* [About the Project](#about-the-project) * [About the Project](#about-the-project)
* [Samples](#samples) * [Samples](#samples)
* [About project](#about-project) * [Description](#description)
* [Tyra features](#tyra-features) * [Tyra features](#tyra-features)
* [Branches](#branches) * [Branches](#branches)
* [Getting Started](#getting-started) * [Getting Started](#getting-started)
@@ -44,6 +44,8 @@
* [Acronyms](#acronyms) * [Acronyms](#acronyms)
* [Thanks](#thanks) * [Thanks](#thanks)
<br />
## About the Project ## About the Project
<img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/1.31.2/tyra.gif" alt="Sample code" width="600" height="auto"> <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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* [Floors](https://github.com/h4570/tyra/tree/master/src/samples/floors) * [Floors](https://github.com/h4570/tyra/tree/master/src/samples/floors)
* [Cube](https://github.com/h4570/tyra/tree/master/src/samples/cube) * [Cube](https://github.com/h4570/tyra/tree/master/src/samples/cube)
### About the project ### Description
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. 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. **Why was this project created?**
Tyra takes care for you, and rendering, coprocessors communication, synchronization and many more low-level stuff is already done. 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()` 😁.
<br />
### Tyra features ### Tyra features
* 3D support - VU1 "Path 1 rendering" * 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. * Master - monthly releases - tested on PS2 & PCSX2.
* Develop - daily builds - can be unstable. * Develop - daily builds - can be unstable.
<br />
## Getting Started ## Getting Started
### Installation [![Discord](https://img.shields.io/badge/discord-Tyra-brightgreen?logo=discord)](https://discord.gg/NhhTmg3Gm5) ### Installation
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. 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:
[![Discord](https://img.shields.io/badge/discord-Tyra-brightgreen?logo=discord)](https://discord.gg/NhhTmg3Gm5)
### Prerequisites ### 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) * At least #e8e9edb PS2SDK (06.02.2021) - [PS2SDK](https://github.com/ps2dev/ps2sdk)
* PS2 Emulator. For example [PCSX2](https://pcsx2.net/) * PS2 Emulator. For example [PCSX2](https://pcsx2.net/)
<br />
## Extra info ## 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 use your own .obj file, please check "triangulate faces" in blender.
* If you want to run .elf in PCSX2, be sure that you have version >=1.6 and **Host access** enabled in PCSX2 configuration file. 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.
<br />
## Roadmap ## 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). See the [open issues](https://github.com/h4570/tyra/issues) for a list of proposed features (and known issues).
<br />
## Contributing ## 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**. 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`) 4. Push to the Branch (`git push origin feature/amazing-feature`)
5. Open a Pull Request 5. Open a Pull Request
<br />
## License ## License
Distributed under the Apache License 2.0 License. See `LICENSE` for more information. Distributed under the Apache License 2.0 License. See `LICENSE` for more information.
<br />
## Built With ## Built With
* [PS2SDK](https://github.com/ps2dev/ps2sdk) * [PS2SDK](https://github.com/ps2dev/ps2sdk)
### Acronyms <br />
## Acronyms
* EE (Emotion Engine) - whole set of processors and subsystems that make up the PlayStation 2 * 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 * 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. * 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. * 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 * IOP - I/O processor which enables access to peripheral devices, such the game controller
<br />
## Thanks ## Thanks
Without these guys, everything would be harder: Without these guys, everything would be harder:
* Dr Henry Fortuna - for code sources * 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 * Lukasz D.K. - for huge archive of PS2 stuff
* Guilherme Lampert - for code sources * Guilherme Lampert - for code sources
* Jesper Svennevid, Daniel Collin - for openvcl's code samples * Jesper Svennevid, Daniel Collin - for openvcl's code samples