New Demo/Sample code (GuileSmash)
New Demo/Sample code (GuileSmash)
I decided to create a simple game demo to wake people up.
i created it using the new lib in ps2sdk called "libgs" and "libpad". because 'libgs' is a 2d GS lib i decide to create a 2d demo.
it demonstrates: transparency, semi transparency, double buffering. ...
DEMO & SOURCE & SCREENSHOT
http://ps2dev.org/kb.x?T=1373
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i created it using the new lib in ps2sdk called "libgs" and "libpad". because 'libgs' is a 2d GS lib i decide to create a 2d demo.
it demonstrates: transparency, semi transparency, double buffering. ...
DEMO & SOURCE & SCREENSHOT
http://ps2dev.org/kb.x?T=1373
.
It works well, nice work. Although I noticed some flickering at the alpha channel of Guille. It seems to happen only you press and release the cross pad button. If you keep it pushed, the animation goes OK.
About the libgs, is it available? Are you the authour?
I took a glimpse at this demo sources and by the usage, it seems a low level lib. Any plans for a high level wrapper for it?
About the libgs, is it available? Are you the authour?
I took a glimpse at this demo sources and by the usage, it seems a low level lib. Any plans for a high level wrapper for it?
yes i know. the reason why that happen is because im using the same frame counter to play all the animation. so if you release x while the animation is at about frame 6, it then try to play anther animation that have less than 6 frames which cause the glitch.
it can be fixed by adding somthing like:
libgs is available on svn/ps2sdk/,and yes i know its low level(that gives flexibility). even tho its low level its not too complex, the name of the functions are very straight foreword. im planing to release a vu(3d math lib) that goes with it. and after that i will be releasing a high level wrapper for 'libgs' & 'libvu'
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it can be fixed by adding somthing like:
Code: Select all
if(pad != oldpad) frame_id=0;
libgs is available on svn/ps2sdk/,and yes i know its low level(that gives flexibility). even tho its low level its not too complex, the name of the functions are very straight foreword. im planing to release a vu(3d math lib) that goes with it. and after that i will be releasing a high level wrapper for 'libgs' & 'libvu'
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I notice there is a struct in libgs eats too many .bss section memory,much more than gskit.
Can I set GS_PACKET_DATA_QWORD_MAX a smaller value?
Can I set GS_PACKET_DATA_QWORD_MAX a smaller value?
Code: Select all
#define GS_PACKET_DATA_QWORD_MAX 32000
typedef struct
{
GS_GIF_DMACHAIN_TAG tag;
QWORD data[GS_PACKET_DATA_QWORD_MAX];
}GS_GIF_PACKET __attribute__ ((aligned(16)));/*aligne 128bits*/