Update README.MD

This commit is contained in:
Sandro Sobczyński
2020-12-27 21:32:18 +01:00
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<p align="center"> <p align="center">
Open source game engine for PlayStation 2™ Open source game engine for PlayStation 2™
<br /> <br />
<a href="https://streamable.com/k5jr0w"><strong>View Demo »</strong></a> <a href="https://github.com/h4570/tyra/tree/master/src/samples/dolphin"><strong>Dolphin sample »</strong></a>
&nbsp;
<a href="https://github.com/h4570/tyra/tree/master/src/samples/floors"><strong>Floors sample »</strong></a>
<br /> <br />
<br /> <br />
<a href="https://github.com/h4570/tyra/issues">Report Bug</a> <a href="https://github.com/h4570/tyra/issues">Report Bug</a>
@@ -27,49 +29,38 @@
* [About the Project](#about-the-project) * [About the Project](#about-the-project)
* [Samples](#samples) * [Samples](#samples)
* [Branches](#branches)
* [About project](#about-project) * [About project](#about-project)
* [Acronyms](#acronyms)
* [Tyra features](#tyra-features) * [Tyra features](#tyra-features)
* [Built With](#built-with) * [Branches](#branches)
* [Getting Started](#getting-started) * [Getting Started](#getting-started)
* [Prerequisites](#prerequisites)
* [Installation](#installation) * [Installation](#installation)
* [Prerequisites](#prerequisites)
* [Roadmap](#roadmap) * [Roadmap](#roadmap)
* [Tyra team](#tyra-team)
* [Contributing](#contributing) * [Contributing](#contributing)
* [License](#license) * [License](#license)
* [Tyra team](#tyra-team) * [Built With](#built-with)
* [Acronyms](#acronyms)
* [Thanks](#thanks) * [Thanks](#thanks)
## About The Project ## About The Project
<img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/1.29.1/tyra.gif" alt="sample" width="600" height="auto"> <img src="http://apgcglz.cluster028.hosting.ovh.net/tyra/1.29.1/tyra.gif" alt="sample" width="600" height="auto">
### Contributors wanted ### Contributors wanted [![Discord](https://img.shields.io/badge/discord-Tyra-brightgreen?logo=discord)](https://discord.gg/NhhTmg3Gm5)
I will be grateful for any help [![Discord](https://img.shields.io/badge/discord-Tyra-brightgreen?logo=discord)](https://discord.gg/NhhTmg3Gm5) We will be grateful for any help. If you dont know PS2.. don't worry, we are open to explain how things work.
### Samples ### Samples
* [Dolphin](https://github.com/h4570/tyra/tree/master/src/samples/dolphin) * [Dolphin](https://github.com/h4570/tyra/tree/master/src/samples/dolphin)
* [Floors](https://github.com/h4570/tyra/tree/master/src/samples/floors) * [Floors](https://github.com/h4570/tyra/tree/master/src/samples/floors)
### Branches
* Master - monthly releases - tested on PS2 & PCSX2.
* Develop - daily builds - can be unstable.
### About project ### About 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 early stage, so a lot of stuff is changing from release to release. 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.
YouTube tutorials soon! YouTube tutorials soon!
**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 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 and many more low-level stuff is already done. Tyra takes care for you, and rendering, coprocessors communication, synchronization and many more low-level stuff is already done.
### 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
### Tyra features ### Tyra features
* 3D support - VU1 "Path 1 rendering" * 3D support - VU1 "Path 1 rendering"
@@ -83,13 +74,13 @@ Tyra takes care for you, and rendering, coprocessors communication and many more
* Audio support - .wav and .adpcm * Audio support - .wav and .adpcm
* Pad support * Pad support
### Built With ### Branches
* Master - monthly releases - tested on PS2 & PCSX2.
* [PS2SDK](https://github.com/ps2dev/ps2sdk) * Develop - daily builds - can be unstable.
## Getting Started ## Getting Started
[![Discord](https://img.shields.io/badge/discord-Tyra-brightgreen?logo=discord)](https://discord.gg/NhhTmg3Gm5) ### Installation [![Discord](https://img.shields.io/badge/discord-Tyra-brightgreen?logo=discord)](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. 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.
### Prerequisites ### Prerequisites
@@ -99,19 +90,6 @@ This is an example of how to list things you need to use the software.
* At least #674b6f4 PS2SDK (01.12.2020) - [PS2SDK](https://github.com/ps2dev/ps2sdk) * At least #674b6f4 PS2SDK (01.12.2020) - [PS2SDK](https://github.com/ps2dev/ps2sdk)
* PS2 Emulator. For example [PCSX2](https://pcsx2.net/) * PS2 Emulator. For example [PCSX2](https://pcsx2.net/)
### Installation
1. Clone the repo
```sh
git clone https://github.com/h4570/tyra.git
```
2. Get into src folder and compile it!
```sh
cd src/samples/floors
make rebuild-engine
make
```
## Extra info ## Extra info
* BMP loader needs some polishing so be sure that you exporting BMP with 24bit: RGB888 and without information about colors. * 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 run .elf in PCSX2, be sure that you have version >=1.6 and **Host access** enabled in PCSX2 configuration file.
@@ -122,6 +100,12 @@ make
### Roadmap for next master release: ### Roadmap for next master release:
[January 2021 Roadmap](https://github.com/h4570/tyra/projects/4) [January 2021 Roadmap](https://github.com/h4570/tyra/projects/4)
## Tyra team
Sandro Sobczyński - sandro.sobczynski@gmail.com
[![LinkedIn][linkedin-shield]](https://linkedin.com/in/sandro-sobczyński-28820b15a)
Michał Mostowik - mostek3pl@gmail.com
[![LinkedIn][linkedin-shield]](https://www.linkedin.com/in/notfoxar)
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).
@@ -139,12 +123,16 @@ Contributions are what make the open source community such an amazing place to b
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.
## Tyra team ## Built With
Sandro Sobczyński - sandro.sobczynski@gmail.com * [PS2SDK](https://github.com/ps2dev/ps2sdk)
[![LinkedIn][linkedin-shield]](https://linkedin.com/in/sandro-sobczyński-28820b15a)
Michał Mostowik - mostek3pl@gmail.com ### Acronyms
[![LinkedIn][linkedin-shield]](https://www.linkedin.com/in/notfoxar) * 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 ## Thanks