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n00bDEMO - Demo made using my own SDK

Posted: March 21st, 2019, 1:08 am
by LameGuy64

n00bDEMO

Username: Lameguy64
Project Title: n00bDEMO
Time to Complete: 5 months
SDK: PSn00bSDK
Genre: Demo
Latest Release: SDK Release
In Development: May receive occasional updates
Initial Release Date: 20-MARCH-2019
Last Date Updated: 06-APRIL-2019 (in Github repo)
Controller: none
Players: none
Memory Card: none
Languages: Eng
Region: Auto (uses video standard of last video mode)
Burn and Play: Yes
Executable Included: Yes
Source Included: In PSn00bSDK examples

Here's a new PlayStation demo from me for the first time in years! Man its been such a long time since the last demo I released called Meido-Demo back in 2013. This demo pretty much shows how much I've improved since my early days in PS1 and C programming around the time my last demo was released.

This demo is not only significantly more advanced than my last demo but is also made using an SDK of my own called PSn00bSDK. Yes, I've actually conjured up my own SDK with libraries written mostly in MIPS assembly that can actually do 3D graphics with full GTE support making it up to the level of the official SDK in terms of graphics capabilities. Though its pretty bare bones as of the release of this demo as it mostly supports the GPU and GTE and not so much on anything else as this is mostly an experimental project. But this is proof of concept that with enough effort, a homebrewn SDK that is on-par to the official SDK is possible and should be possible considering the PlayStation hardware has been extensively documented by now.

I recommend just watching the video of this demo or running it in an emulator or loading it to your console via serial cable or Xplorer as it would be wasteful to burn a disc containing just this demo as there's no CD or MOD based music in this demo at all. I never got CD stuff working in my SDK and all the existing mod players for the PS1 are either incompatible or unfit for this project.

Image

Image
(screenshots are taken off an emulator, psxfin to be precise)
https://www.youtube.com/watch?v=_-yig5ujw0o
(video is captured from real hardware)

PS-EXE, and ISO: http://lameguy64.tk/download/n00bdemo.zip
Github repo of PSn00bSDK including n00bDemo source: https://github.com/Lameguy64/PSn00bSDK
If my self-hosted mirror turned out to be unreliable I'll create a mirror on Mediafire when necessary.


Re: n00bDEMO - Demo made using my own SDK

Posted: March 21st, 2019, 1:53 am
by NITROYUASH
Jesus Christ i am sleeping or what? This is so amazing! I can't wait to work with this SDK :>

Now, the questions.
1. PSn00bSDK is a full software development kit or it's working under the Psy-Q?
2. It will be an open source SDK?
3. What software included in this SDK?

Re: n00bDEMO - Demo made using my own SDK

Posted: March 21st, 2019, 1:27 pm
by RootLM
This is really good and i'm certainly going to mess around with the SDK when its released, but a few questions: does it support C99, and does it have floating point emulation like Psy-Q?

Re: n00bDEMO - Demo made using my own SDK

Posted: March 21st, 2019, 5:20 pm
by LameGuy64
NITROYUASH wrote:
March 21st, 2019, 1:53 am
1. PSn00bSDK is a full software development kit or it's working under the Psy-Q?
Yes, PSn00bSDK is entirely its own SDK that works with recent versions of the GNU GCC toolchain. It does not depend on any existing PS1 SDK.
NITROYUASH wrote:
March 21st, 2019, 1:53 am
2. It will be an open source SDK?
Yes.
NITROYUASH wrote:
March 21st, 2019, 1:53 am
3. What software included in this SDK?
Likely going to include an elf2x executable converter, an lzpack file compression/packing utility with accompanying libraries for the PS1 application side and probably a copy of mkpsxiso in pre-compiled binary releases. I'm not sure if I'll include Scarlet SMD tools as its too premature for production use I feel.
RootLM wrote:
March 21st, 2019, 1:27 pm
does it support C99, and does it have floating point emulation like Psy-Q
PSn00bSDK was made to work with GCC 7.2.0 which may still have C99 support if you really want to, I haven't checked if C99 support is still good in newer versions of GCC however.

As for floating point emulation, GCC does have floating point emulation using the --soft-float command line option when compiling code and the libraries are compiled with that option set by default. For performance reasons I generally don't recommend doing extensive arithmetic operations with floats (ie. handling character position and collision detection).

Re: n00bDEMO - Demo made using my own SDK

Posted: March 23rd, 2019, 10:25 pm
by Misscelan
Very impressive, keep up the excellent work!
I'm now very busy right now but at some point I would like to port what I have done to your SDK.

Re: n00bDEMO - Demo made using my own SDK

Posted: March 31st, 2019, 2:44 am
by Tom_tomson
Hey how’s the release coming along?
I’m really interested in seeing how everything works.

Thanks for showing off

Re: n00bDEMO - Demo made using my own SDK

Posted: April 6th, 2019, 2:30 pm
by LameGuy64
I'm proud to announce that PSn00bSDK is finally released which includes source code of this demo as an example program! While it is still currently a work in progress I believe it is currently the best starting point for making a 100% free and open source replacement of the official PS1 SDK as it has the best GPU and GTE support out of most other open source PS1 SDK projects I've seen thus far.

Links to the Github repo can be found in the first post of this thread.

Re: n00bDEMO - Demo made using my own SDK

Posted: April 6th, 2019, 6:32 pm
by Orion_
I had a project to code my own sdk for my favorite console, but when I see all the work you have done on this SDK, I simply can't believe I would have succeeded in doing the same thing myself.
This is an awesome achievement you made there, optimized in assembly, with a capable 3D engine, I hope you can add the CD rom part soon, as this is lacking in most open source sdk.
hats off to you sir!

(the admin of this forum should modify your "Psy-Q Enthusiast" status to "low level psx expert" ^^)

Re: n00bDEMO - Demo made using my own SDK

Posted: April 6th, 2019, 8:35 pm
by Xavi92
This is an absolutely impressive work you made here, and I am expecting to see how far you can bring it. I really want this project to grow and become the new standard for PSX programming, so we all finally have a robust open-source SDK built by enthusiasts to enthusiasts and forget about closed-source and deprecated tools once and for all!

Hats off to you, sir!

Re: n00bDEMO - Demo made using my own SDK

Posted: April 6th, 2019, 9:05 pm
by gwald
good work man!

Sent as a PM

Thanks again.
Mike.

Re: n00bDEMO - Demo made using my own SDK

Posted: April 7th, 2019, 7:03 pm
by LameGuy64
I ain't listening to advice from a Unity3D Shader.

Re: n00bDEMO - Demo made using my own SDK

Posted: April 10th, 2019, 12:40 am
by Xavi92
I also sent you a PM a few days ago. Please let me know if it reached your inbox.

Re: n00bDEMO - Demo made using my own SDK

Posted: April 10th, 2019, 1:27 am
by danhans42
Xavi92 wrote:
April 6th, 2019, 8:35 pm
This is an absolutely impressive work you made here, and I am expecting to see how far you can bring it. I really want this project to grow and become the new standard for PSX programming, so we all finally have a robust open-source SDK built by enthusiasts to enthusiasts and forget about closed-source and deprecated tools once and for all!

Hats off to you, sir!
My thoughts exactly! Can't wait to see how this matures and to be able to have a fully open solution that doesn't rely on the old tools.

The demo (in my eyes) is the best I have seen and in such a small filesize!

Thanks

Re: n00bDEMO - Demo made using my own SDK

Posted: April 24th, 2019, 7:53 pm
by Shendo
Excellent work LameGuy64, very impressive :)
I really appreciate that you shared the source for your SDK on GitHub.

Re: n00bDEMO - Demo made using my own SDK

Posted: June 7th, 2019, 8:09 am
by nitrofurano
i wonder how easily would be using it combined with BaCon (for all that people that don’t enjoy coding in C), use simple low-poly models converted from .obj files (exported from Blender, for example), etc. - if people can help sharing tutorials (specially on GNU/Linux, and using software-libre only), please do!!!

Re: n00bDEMO - Demo made using my own SDK

Posted: June 7th, 2019, 8:13 am
by nitrofurano
and besides tutorials and examples, would be great seeing a kind of game development contest (perhaps organized here in this forum, in some thread?), not only for promoting such amazing development tool in the ps1 retro scene, as helping keeping ps1 alive with new stuff created

Re: n00bDEMO - Demo made using my own SDK

Posted: June 11th, 2019, 6:58 am
by paulm
I would like to know more about the compiler issues. I.e are they actually compiler issues or is it just UB in the codebase. Modern GCC has a lot of tools to help detect this kind of thing so its probably worth investigating if its a thing thats likely to make you quit the project.

Re: n00bDEMO - Demo made using my own SDK

Posted: December 25th, 2019, 1:02 pm
by Arnold101
i want to run it in 60 hz, but psx serial boot in pal mode and so the demo, how i can do?

Re: n00bDEMO - Demo made using my own SDK

Posted: February 19th, 2020, 12:59 pm
by sickle
Wow, that's a stunning demo, even completely ignoring the homebrew SDK!

Nice variety of effects btw!
Has there been much in the way of cel shading on the psx btw?
Cool to see it running with normal smoothing, etc.

Re: n00bDEMO - Demo made using my own SDK

Posted: February 20th, 2020, 4:08 am
by Squaresoft74
Arnold101 wrote:
December 25th, 2019, 1:02 pm
i want to run it in 60 hz, but psx serial boot in pal mode and so the demo, how i can do?
I may be a bit late but try with Danhans42's sioloader here.