Wow, almost a year passed and my server went down! I just came here to tell you that I reuploaded everything (screenshots and version) and I will continue working on this project.
In fact, I had a longer break from the PSX development after my initial attempts, but I am back. In the past few days I set everything back up, and started improving my PSX dev environment drastically.
I also started refactoring the code a lot and will continue to do so. I also started thinking about how I can improve the game from here on so that it will make fun playing it, and I actually have some plans in my mind which I just don't want to share yet here, as I need to think about how to realize all the cool stuff I am thinking about (or if I can realize it at all!

)
I also started replacing some stuff I used to get started more quickly. The recent replacement was LameGuy64's pcklib and mpack tool. While the tool is really great and does what it says it does, I wanted to optimize the file archive to my needs a bit.
For example, I saw no use of having a virtual file system (which is what pcklib offers). I don't need to reference my files in code via filename strings actually. Instead, I wrote my own pack tool for now, which at the moment doesn't do that much stuff differently, but I plan to add a few more features later on.
Instead of writing a sector with file information on the disc per PCK file, I just have a large, sector-aligned resource file with "unlimited" (CD ROM file size limit applies) resources inside instead of the 85 file limit. I no longer store actual file information in the initial sectors itself, as I treat the archive as an read only game archive. So my tool creates a header file with defines for my files and file names instead, which then looks like this:
Code: Select all
/**
* Auto generated header file by PCKBUILD tool. Please do not change anything in here manually!
* This file contains addresses relative to the generated archive file as the file does not support an index.
*/
/* DATA\FONT.TIM */
#define DATA_FONT_TIM 0x00000000
#define DATA_FONT_TIM_SIZE 0x00003800
/* DATA\Sound\SND01.VAG */
#define DATA_SOUND_SND01_VAG 0x00003800
#define DATA_SOUND_SND01_VAG_SIZE 0x00000800
/* DATA\Sound\SND02.VAG */
#define DATA_SOUND_SND02_VAG 0x00004000
#define DATA_SOUND_SND02_VAG_SIZE 0x00001800
...
Anyway, I feel like loading mutliple files one after another is still slow, so I will keep optimizing it. Especially at game start, loading all kind of sound effect files takes some time right now. I also read that the PS1 supports some compression algorithms and also saw some samples from sony, so I will look into this at the end as well.
That's it for today, hopefully I can post more stuff in this thread in the near future.
