7 Commits

Author SHA1 Message Date
Sandro Sobczyński 1e396fb1a3 Update README.MD 2024-02-12 00:55:51 +01:00
Sandro Sobczyński 2b5839a4a8 Merge pull request #185 from h4570/178-vcl-problem-link
Dockerfile fix
2024-02-12 00:46:45 +01:00
h4570 0810f12949 Dockerfile fix 2024-02-12 00:45:59 +01:00
Sandro Sobczyński 04d105ca0e Merge pull request #183 from h4570/182-glitched-texture-on-skybox
Fix glitched textures
2024-02-12 00:21:22 +01:00
h4570 93e7aa5e19 Remove debug code 2024-02-12 00:14:33 +01:00
h4570 3c2ad09870 Docs changes 2024-02-12 00:10:59 +01:00
h4570 1dbd2d6a5a Fix glitched texture 2024-02-12 00:10:40 +01:00
7 changed files with 26 additions and 15 deletions
+1 -2
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@@ -31,8 +31,7 @@ RUN make
# Download VCL # Download VCL
RUN mkdir -p /temp/vcl RUN mkdir -p /temp/vcl
WORKDIR "/temp/vcl" WORKDIR "/temp/vcl"
RUN wget http://apgcglz.cluster028.hosting.ovh.net/tyra/vcl.zip RUN wget https://github.com/h4570/tyra/raw/master/assets/vcl
RUN unzip vcl.zip
# ------------------------------------------------------------------------------ # ------------------------------------------------------------------------------
+3 -1
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@@ -68,6 +68,8 @@ Decision was simple - I need to create an engine which will handle 3D file loadi
* 07 - [Code](https://github.com/h4570/tyra/tree/master/tutorials/07-lighting) - Static lightmap and dynamic directional lights * 07 - [Code](https://github.com/h4570/tyra/tree/master/tutorials/07-lighting) - Static lightmap and dynamic directional lights
* 08 - [Code](https://github.com/h4570/tyra/tree/master/tutorials/08-skybox-debug) - Skybox and debug rendering * 08 - [Code](https://github.com/h4570/tyra/tree/master/tutorials/08-skybox-debug) - Skybox and debug rendering
* 09 - [Code](https://github.com/h4570/tyra/tree/master/tutorials/09-manual-mode) - Manual rendering (a'la OpenGL) * 09 - [Code](https://github.com/h4570/tyra/tree/master/tutorials/09-manual-mode) - Manual rendering (a'la OpenGL)
* 10 - [Code](https://github.com/h4570/tyra/tree/master/tutorials/10-sprite-sheet) - Sprite sheet (font)
* 11 - [Code](https://github.com/h4570/tyra/tree/master/tutorials/11-texture-region-repeat) - Texture repeating
* Demo game - [Code](https://github.com/h4570/tyra/tree/master/demo) * Demo game - [Code](https://github.com/h4570/tyra/tree/master/demo)
--- ---
@@ -141,7 +143,7 @@ Distributed under the Apache License 2.0 License. See `LICENSE` for more informa
Without these guys, Tyra would not happen: Without these guys, Tyra would not happen:
* [Dr Henry Fortuna](http://ps2-edu.tensioncore.com/index.html) - for code sources, PS2 academy tutorials * [Dr Henry Fortuna](http://ps2-edu.tensioncore.com/index.html) - for code sources, PS2 academy tutorials
* Whole [PS2DEV](https://github.com/ps2dev) team, and specially to [Rick Gaiser](https://github.com/rickgaiser), [fjtrujy](https://github.com/fjtrujy) - for a lot of good tips! * Whole [PS2DEV](https://github.com/ps2dev) team, and specially to [Rick Gaiser](https://github.com/rickgaiser), [fjtrujy](https://github.com/fjtrujy) - for a lot of good tips!
* [Wellington Carvalho](https://github.com/Wellinator), [André Guilheme](https://github.com/Wolf3s), [Matías Israelson](https://github.com/israpps) - for testing, contributing to Tyra and sharing cool ideas! * [Wellington Carvalho](https://github.com/Wellinator), [André Guilheme](https://github.com/Wolf3s), [Matías Israelson](https://github.com/israpps), [Guido Diego Quispe Robles](https://github.com/israpps) - for testing, contributing to Tyra and sharing cool ideas!
* [Leonardo Ono](https://github.com/leonardo-ono) - for software renderer example (with clipping!) * [Leonardo Ono](https://github.com/leonardo-ono) - for software renderer example (with clipping!)
* [Lukasz D.K.](https://github.com/lukaszdk) - for huge archive of PS2 stuff * [Lukasz D.K.](https://github.com/lukaszdk) - for huge archive of PS2 stuff
* [Guilherme Lampert](https://github.com/glampert) - for code sources * [Guilherme Lampert](https://github.com/glampert) - for code sources
+1 -1
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@@ -6,7 +6,7 @@
1. Git 1. Git
2. VSCode 2. VSCode
3. Docker with PowerShell as a default terminal 3. Docker with PowerShell as a default terminal
4. [PCSX2](https://github.com/h4570/tyra/blob/master/docs/install/pcsx2.md#) 4. [Configured PCSX2](https://github.com/h4570/tyra/blob/master/docs/install/pcsx2.md#)
--- ---
+15 -11
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@@ -1,15 +1,9 @@
## Install & configure PCSX2 ## PCSX2 preparation
- Download & install PCSX2 (1.6+ version) from https://pcsx2.net/ - Download PCSX2 from https://pcsx2.net/
- Install
- Extract bios files from https://romsmania.cc/bios/pcsx2-playstation-2-bios-3 to `%UserProfile%\Documents\PCSX2\bios` - Extract bios files from https://romsmania.cc/bios/pcsx2-playstation-2-bios-3 to `%UserProfile%\Documents\PCSX2\bios`
- Close `PCSX2` if you have opened! - Map pad to your keyboard, for example:
- Open `%UserProfile%\Documents\PCSX2\inis\PCSX2_vm.ini` in notepad
```
HostFs=enabled
```
- Open PCSX2 and map pad to your keyboard, for example:
``` ```
WASD = Left joy WASD = Left joy
@@ -18,4 +12,14 @@ Space = X
Circle = C Circle = C
``` ```
- Enable **"EE timing hack"** in PCSX2 hacks! ### For PCSX2 1.6.X
- Close `PCSX2` if you have opened!
- Open `%UserProfile%\Documents\PCSX2\inis\PCSX2_vm.ini` in notepad and change HostFs option:
```
HostFs=enabled
```
### For PCSX2 1.7.X
- Open `PCSX2`
- Go to Settings -> Emulation -> Enable `Host file system`
@@ -189,6 +189,8 @@ void DynPipRenderer::addBufferDataToPacket(DynPipBag** bags, const u32& count) {
void DynPipRenderer::sendPacket() { void DynPipRenderer::sendPacket() {
dma_channel_wait(DMA_CHANNEL_VIF1, 0); dma_channel_wait(DMA_CHANNEL_VIF1, 0);
dma_channel_wait(DMA_CHANNEL_GIF, 0); // Wait for texture. Issue #182.
// dma_wait_fast(); // This have no impact on performance // dma_wait_fast(); // This have no impact on performance
dma_channel_send_packet2(currentPacket, DMA_CHANNEL_VIF1, true); dma_channel_send_packet2(currentPacket, DMA_CHANNEL_VIF1, true);
@@ -168,6 +168,8 @@ void BlockizerProgramsManager::sendPacket(McpipProgram* program) {
packet2_utils_vu_add_end_tag(currentPacket); packet2_utils_vu_add_end_tag(currentPacket);
dma_channel_wait(DMA_CHANNEL_VIF1, 0); dma_channel_wait(DMA_CHANNEL_VIF1, 0);
dma_channel_wait(DMA_CHANNEL_GIF, 0); // Wait for texture. Issue #182.
// dma_wait_fast(); // This have no impact on performance // dma_wait_fast(); // This have no impact on performance
dma_channel_send_packet2(currentPacket, DMA_CHANNEL_VIF1, true); dma_channel_send_packet2(currentPacket, DMA_CHANNEL_VIF1, true);
@@ -365,6 +365,8 @@ void StaPipQBufferRenderer::sendPacket() {
"Packet is too big. Internal error"); "Packet is too big. Internal error");
dma_channel_wait(DMA_CHANNEL_VIF1, 0); dma_channel_wait(DMA_CHANNEL_VIF1, 0);
dma_channel_wait(DMA_CHANNEL_GIF, 0); // Wait for texture. Issue #182.
// dma_wait_fast(); // This have no impact on performance // dma_wait_fast(); // This have no impact on performance
dma_channel_send_packet2(currentPacket, DMA_CHANNEL_VIF1, true); dma_channel_send_packet2(currentPacket, DMA_CHANNEL_VIF1, true);