Project Scarlet - My very own 3D engine for the PSX

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NITROYUASH
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Re: Project Scarlet - My very own 3D engine for the PSX

Post by NITROYUASH » May 8th, 2018, 11:58 pm

i'm still waiting release :)

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ViLXDRYAD
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Re: Project Scarlet - My very own 3D engine for the PSX

Post by ViLXDRYAD » May 10th, 2018, 8:21 am

i'm just commenting here to give huge props to you, for all your effort on making other have a easier time creating homebrew, this is amazing! :D also looking forward for it too! x3

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LameGuy64
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Re: Project Scarlet - My very own 3D engine for the PSX

Post by LameGuy64 » May 24th, 2019, 12:05 pm

This project has been in a bit of a hiatus as of late as my focus as switched to the PSn00b Debugger and PSn00bSDK projects. I'm still considering continuing development of this project but I'm most likely going to migrate it over to using PSn00bSDK instead of the official Programmers Tool/PsyQ SDK as I feel it would be more practical in the long run I believe as it would be a lot less problematic to distribute a homebrew game made with an open source SDK over a commercial SDK.

I may still release code of the older Programmers Tool/PsyQ version of Scarlet mainly for historical and educational purposes. I will do my best to make the PSn00bSDK version of the engine on-par to if it were made with the official SDK nonetheless and it would also benefit that project as well.
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Re: Project Scarlet - My very own 3D engine for the PSX

Post by Orion_ » May 27th, 2019, 3:10 am

did you do some speed benchmark between your SDK and the one from PsyQ ?
is there a speed improvement using the newer mips gcc rather than the old ccpsx from PsyQ ?
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Re: Project Scarlet - My very own 3D engine for the PSX

Post by LameGuy64 » May 27th, 2019, 2:55 pm

I haven't done benchmarks between current GCC and the old GCC from PsyQ yet. Though its possible the better optimized library functions in PSn00bSDK might offset the lower performance of current GCC if its slower than old GCC.
Please don't forget to include my name if you share my work around. Credit where it is due.

Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.

DTL-H2000 PC: Dell Optiplex GX110, Windows 98SE & Windows XP, Pentium III 933MHz, 384MB SDRAM, ATI Radeon 7000 VE 64MB, Soundblaster Audigy, 40GB Seagate HDD, Hitachi Lite-on CD-RW Drive, ZIP 250 and 3.5" Floppy.

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