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AhoyhoyI haven't done much PSX-related recently, and got the craving for a little assembly.
I kinda wanted to finish off ROMProd's upload/download feature, but don't have a working parallel port, so I've been doing this for a few days. Bliss =)
Not sure I'll get around to finishing it, but it would be nice to get it somewhere close.
[youtube]http://www.youtube.com/watch?v=X40fuRnmQwU[/youtube]
I ended up using Hitmen's Greentro as a base, 'cause let's face it; 15+ years later, those libraries still get the job done. It's admirable how complete those 'libraries' actually are The code is littered with (slightly bloated) X86 style push/pop macros, and hundreds of extraneous nops that aren't required for delay slots, but it runs quite nicely. I guess the difference between full speed an noticable lag is the difference between applying the sine wave to all of the 8x8 characters (1200 of them) or just applying it to the visible ones. Honestly, I thought a quad in the background, the little ghost, 320 lines and 1200 alpha tested characters with loads of separate draw calls would be waaay laggier though.
Either way, coming from an x86 background, having like 30 registers on the PSX is pretty amazing.
(Even if the code is a horrendous mess )
Oh yeah, can the GPU do semitransparent lines? I'm alternating the depth value of every 2nd line right now for rough'n'ready transparency.
Stuff I'd like to do with it:
-Some kinda logo that isn't Taylor Swift. Or maybe actually.
-A more readable font.
-Tidy up that .mod file a little for use on the PSX
-Find the time to add some more interesting effects.
-Burn it to disc and cry trying to debug whatever bug is almost guaranteed to arise.
-Use registers more consistently? Mebbe not use a0 for stack macros >.<?
-Document it.
Enjoy =)