[![Contributors][contributors-shield]][contributors-url]
[![MIT License][license-shield]][license-url]
PS2-Scene [](https://discord.gg/7dCr6ThSN5)
Open source renderer and game engine for PS2 (PlayStation 2™).
View Demo (soon) »
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### Samples
* [Floors](https://github.com/h4570/tyra/tree/master/src/samples/floors)
* [Ari (WIP)](https://github.com/h4570/tyra/tree/master/src/samples/ari)
### Contributors wanted
#### I will be grateful for any help, Discord: h4570#3402
### About project
Goal of Tyra project is to provide simple API for PS2 (PlayStation 2™) game creation. So you can just run PS2 emulator, grab your .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.
YouTube tutorials soon!
**Why PS2 game dev is so different?** 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.
### 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
* VU1 rendering (PATH 1), double-buffered
* GIF rendering (PATH 3), double-buffered
* Frustum culling, backface culling
* OpenGL adaptions: Perspective projection, lookAt camera
* Texture support (.bmp loader)
* Mesh loaders: ".obj", ".dff" (RenderWare, GTA:SA) and ".md2" (Quake II)
* Threading support
* Lighting support (now PATH3 only)
* Animation support
* Audio support
* Pad support
* TODO: physics, ADPCM and many more!
### Built With
* [PS2SDK](https://github.com/ps2dev/ps2sdk)
## Getting Started
To get a local copy up and running follow these simple steps.
YouTube tutorials soon!
### Prerequisites
This is an example of how to list things you need to use the software and how to install them.
* PS2 DEV environment - [PS2DEV](https://github.com/ps2dev/ps2dev)
* At least #674b6f4 PS2SDK (01.12.2020) - [PS2SDK](https://github.com/ps2dev/ps2sdk)
* PS2 Emulator. For example [PCSX2](https://pcsx2.net/)
### Installation
1. Clone the repo
```sh
git clone https://github.com/ps2-tyra/tyra.git
```
2. Get into src folder and compile it!
```sh
make
```
## Extra info
* Textures can be saved using GIMP. Just replace red with green color, and when exporting select .bmp, 24bit: RGB888, without saving 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 trinagle primitive type.
## Roadmap
### Roadmap moved to github kanban:
[https://github.com/h4570/tyra/projects/1](https://github.com/ps2-tyra/tyra/projects/1)
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**.
1. Fork the Project
2. Create your Feature Branch (`git checkout -b feature/amazing-feature`)
3. Commit your Changes (`git commit -m 'Add some amazing-feature'`)
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.
## Contact
Sandro Sobczyński - sandro.sobczynski@gmail.com
[![LinkedIn][linkedin-shield]][linkedin-url]
## Thanks
Without these guys, everything would be harder:
* Dr Henry Fortuna - Abertay University (code sources)
* Lukasz D.K. (huge archive of PS2 stuff)
* Guilherme Lampert - PlayStation London (code sources)
* Jesper Svennevid, Daniel Collin - Microcode (openvcl, code samples)
* Whole PS2SDK/PS2Scene team
* And so many other guys. Thanks!
Project Link: [https://github.com/h4570/tyra](https://github.com/h4570/tyra)
[contributors-shield]: https://img.shields.io/github/contributors/ps2-tyra/tyra.svg?style=flat-square
[contributors-url]: https://github.com/ps2-tyra/tyra/graphs/contributors
[linkedin-shield]: https://img.shields.io/badge/-LinkedIn-black.svg?style=flat-square&logo=linkedin&colorB=555
[linkedin-url]: https://linkedin.com/in/sandro-sobczyński-28820b15a/
[license-shield]: https://img.shields.io/github/license/ps2-tyra/tyra.svg?style=flat-square
[license-url]: https://github.com/ps2-tyra/tyra/blob/master/LICENSE