WORKSHOP CODING INTROS & DEMOS for Play Station 1
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- Interested PSXDEV User
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- PlayStation Model: scph1001
- Location: América
How can I unlock Slus_007.08 without compress?
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inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
Yes it is possible. Easy. But remember: Soul Reaver is libcrypt 2 protected.
The psx exe must be cracked too.
Lct.exe gives you the correct LC addresses. See patchdata.txt
The psx exe must be cracked too.
Lct.exe gives you the correct LC addresses. See patchdata.txt
Last edited by inc^lightforce on January 27th, 2023, 10:13 am, edited 1 time in total.
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- Interested PSXDEV User
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- PlayStation Model: scph1001
- Location: América
=============================
Magic PSX Patching Tool v0.1
-----------------------------
(c) 2000 - AVH of PARADOX
=============================
Load address...........: 0x80010000
Decrunch to............: 0x8000f800
Exec address...........: 0x800b6e98
Patch GetVideoMode() at: 0x800c2854 (0x24020001 for PAL, 0x24020000 for NTSC)
0x800c2858 (NOP out)
Patch X-Delta at.......: 0x800bb108 (0x24900030 for PAL, 0x24900010 for NTSC)
0x800bb10c (0x24900030 for PAL, 0x24900010 for NTSC)
>>> I managed to do the compression, but it didn't break the lock.
I could not understand the tutorial step to do that removes the lock. That is what to do and where is the Slus lock.
Can you help me with this unlock?
link for down in the Slus_007.08 https://we.tl/t-lpR19D6hUu
Magic PSX Patching Tool v0.1
-----------------------------
(c) 2000 - AVH of PARADOX
=============================
Load address...........: 0x80010000
Decrunch to............: 0x8000f800
Exec address...........: 0x800b6e98
Patch GetVideoMode() at: 0x800c2854 (0x24020001 for PAL, 0x24020000 for NTSC)
0x800c2858 (NOP out)
Patch X-Delta at.......: 0x800bb108 (0x24900030 for PAL, 0x24900010 for NTSC)
0x800bb10c (0x24900030 for PAL, 0x24900010 for NTSC)
>>> I managed to do the compression, but it didn't break the lock.
I could not understand the tutorial step to do that removes the lock. That is what to do and where is the Slus lock.
Can you help me with this unlock?
link for down in the Slus_007.08 https://we.tl/t-lpR19D6hUu
-
- Interested PSXDEV User
- Posts: 6
- Joined: May 17, 2022
- PlayStation Model: scph1001
- Location: América
I managed to do the compression, but it didn't break the lock.inc^lightforce wrote: ↑March 1st, 2022, 2:19 am Ok,
I need your game.bin ( untouched ) that you want to change. I write a Main.c for you, but i must test my compilation with your game. All the further communication via PM please. I want to keep this workshop clean as possible.
Best
Inc
I could not understand the tutorial step to do that removes the lock. That is what to do and where is the Slus lock.
Can you help me with this unlock?
link for down in the Slus_007.08 https://we.tl/t-lpR19D6hUu
- scorpion2k81
- Active PSXDEV User
- Posts: 57
- Joined: Feb 24, 2022
- I am a: Programmer
- PlayStation Model: SCPH-5502
- Location: Italy
try my tool, you can find it on this page:globodepre wrote: ↑May 17th, 2022, 4:55 pm Friends, two doubts, my project is with Slus_007.08 - Legacy of Kain Soul Reaver. First doubt, with this step by step will the slus be unlocked? Second doubt, is there a way to make the initialization automatic without having to press "X" or "O" to enter the Eidos video?
viewtopic.php?f=75&t=3938
the american version of soul reader has no libcrypt / modchip protection
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- Interested PSXDEV User
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- PlayStation Model: scph1001
- Location: América
>>> scorpion2k81: american version of soul reader has no libcrypt / modchip protection <<<
Actually to make copies there is no lock, but... if the contents of the .ISO specifically the BIGFILE file is edited, the game crashes. The limit will be the two videos of Eidos and Cristal dinamics.
There is a way to just remove the lock without having to compress the SLUS_007.08
If anyone can help me, thanks in advance.
Actually to make copies there is no lock, but... if the contents of the .ISO specifically the BIGFILE file is edited, the game crashes. The limit will be the two videos of Eidos and Cristal dinamics.
There is a way to just remove the lock without having to compress the SLUS_007.08
If anyone can help me, thanks in advance.
- scorpion2k81
- Active PSXDEV User
- Posts: 57
- Joined: Feb 24, 2022
- I am a: Programmer
- PlayStation Model: SCPH-5502
- Location: Italy
I sent you a PMglobodepre wrote: ↑May 24th, 2022, 5:00 pm >>> scorpion2k81: american version of soul reader has no libcrypt / modchip protection <<<
Actually to make copies there is no lock, but... if the contents of the .ISO specifically the BIGFILE file is edited, the game crashes. The limit will be the two videos of Eidos and Cristal dinamics.
There is a way to just remove the lock without having to compress the SLUS_007.08
If anyone can help me, thanks in advance.
-
- Interested PSXDEV User
- Posts: 6
- Joined: May 17, 2022
- PlayStation Model: scph1001
- Location: América
Friend thanks for your attention. I will look for the programs and continue the project. Thanks for all the help.
Can you make a video tutorial on how to inject the codes directly to the ps1 gaùe please ?? because I didn't get it all since I have no knowledge about C language and stuff like that
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inc^lightforce Verified
- Psy-Q Enthusiast
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- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
first of all: you need knowledge about C Programming. If not, learn it. Sorry that it sounds harsh but you need to know what are you doing.
i bring light at the darkness very soon. i open a workshop that handle Trainer Coding. but it will take a while until x mas
- masterg0r0
- Active PSXDEV User
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- Motto: They see me rollin'
- PlayStation Model: 1002+7502
- Location: UK
Plenty of information is readily available on both the net and in books.
PSX Dev. Console: SCPH-7502 (PAL), MM3, Xplorer with Caetla 0.38.
Computer: Compaq Armada 1750, Windows 98SE, Pentium II 333MHz, 256MB RAM, 40GB IDE HDD, ESS AudioDrive, CD Drive, 3.5" Floppy (broken).
Computer: Compaq Armada 1750, Windows 98SE, Pentium II 333MHz, 256MB RAM, 40GB IDE HDD, ESS AudioDrive, CD Drive, 3.5" Floppy (broken).
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inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
To all who have questions:
I'm back online.
contact me via Skype!
Do not spam the "WORKSHOP" !!!
thanks
I'm using Windows 7 - x86 now and it should be fine
Contact me at: Skype: a5recordings
shouts
I'm back online.
contact me via Skype!
Do not spam the "WORKSHOP" !!!
thanks
I'm using Windows 7 - x86 now and it should be fine
Contact me at: Skype: a5recordings
shouts
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
i have rewritten a windows app that handle the rnc work. download is in the entry post.MrBengali wrote: ↑May 24th, 2020, 6:35 am Hello Inc,
Nice post. Bring back old memory. Regarding Rob Northern Packer (PPIBM/RNC), I was wondering if there is aversion running on a modern pc somewhere ? I am trying to compile some old intro of mine but I am still missing a couple
of items, incl. this good old packer
Thanks.
cheeeeerrs
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
another day another tutorial for the Workshop
the last Day to uncover and revealing another Sourcecode for my Workshop in 2022.
This Demo i wrote and used in 2000 for:
- SPIDERMAN - SPIN AND CATCH DA EVIL
- NHL 2001 german
- Kingsley's Adventure (Multi)
Today:
- a moving Logo from left to right and back
- an image that act to a predefined Sinus Code - made with SinusLab by Hitmen
- a nice Sinus Scroller for the Info-Text
- Music
- Falling leaves that are rotating
Plain Code:
The Code is the same that i used for this Cracktro:
[youtube]https://youtu.be/RQp4BZMgtlI[/youtube]
You download the altered Sourcecode by this Patch:
[youtube]https://youtu.be/RRRLPuAYPdU[/youtube]
The Folder contain all Files. Make sure that you correct your Paths to your local Emulator.
See Batch file:
DRAWER LIST:
Compile and test it with ePSXe EMU
QUESTIONS? ASK
have fun
the last Day to uncover and revealing another Sourcecode for my Workshop in 2022.
This Demo i wrote and used in 2000 for:
- SPIDERMAN - SPIN AND CATCH DA EVIL
- NHL 2001 german
- Kingsley's Adventure (Multi)
Today:
- a moving Logo from left to right and back
- an image that act to a predefined Sinus Code - made with SinusLab by Hitmen
- a nice Sinus Scroller for the Info-Text
- Music
- Falling leaves that are rotating
Plain Code:
Code: Select all
//==========================================================================
// |
// NEW DATE: DECEMBER 30th 2022 |
// CODER: Inc of Lightforce 2000 |
// SDK: PSYQ |
// EMULATOR: EPSXE 1.6.0 |
// EDITOR: NOTEPAD++ V8.4.7 |
// |
// PROGRAM: SPIDERMAN / ALSO THE LIGHTFORCE LOADER CODE |
// SAME SOURCE Code: https://youtu.be/RQp4BZMgtlI |
// |
//==========================================================================
//--------------------------------------------------------------------------
// I N C L U D E S
//--------------------------------------------------------------------------
#include <sys/types.h>
#include <stdlib.h>
#include <libetc.h>
#include <libgte.h>
#include <libgpu.h>
#include <libgs.h>
#include <libsnd.h>
#include <libmath.h>
#include <libspu.h>
#include "hitmod.h"
#include "pad.h"
#include "sinstuff.h"
//---------------------------------------------------------------------
#define NOP 0x00000000
//---------------------------------------------------------------------
#define ORDERING_TABLE_LENGTH (12)
#define MAX_NO_PACKETS (4000)
//---------------------------------------------------------------------
//
// SINUS INCLUDE
//
//---------------------------------------------------------------------
#include "sinuss.h"
// includes short SinusS1[] //256 Values, min -15, max 15 , spd +2
// short SinusS2[] // 256 Values, min -10, max 10, spd -1
//---------------------------------------------------------------------
//
// SCROLLERR DEFINITION
//
//---------------------------------------------------------------------
#define SCRSPEED 2 // Scrollspeed Text
#define YPOS 207 // Y-Position Text
//--------------------------------------------------------------------------
//
// G L O B A L S
//
//--------------------------------------------------------------------------
GsOT othWorld[2];
GsOT_TAG otWorld[2][1<<ORDERING_TABLE_LENGTH];
PACKET out_packet[2][(MAX_NO_PACKETS * 24)];
int currentBuffer; // actual Buffer for "double buffering"
u_long PADstatus=0; // Var to save PAD-Status
int v_countGFX=0, v_countCODE=0; // HSync Counter
u_char HZMode=MODE_NTSC;
//---------------------------------------------------------------------
//
// READ NAME BY USED PICTURES and or OBJECTS , SOUND etc.
//
//---------------------------------------------------------------------
extern char intro[]; // sound file
extern char kali[]; // LEAF 1
extern char kali2[]; // LEAF 2
extern char kali3[]; // LEAF 3
extern char kali4[]; // LEAF 4
extern char font[]; // Sinus Font
extern char laub[]; // The Logos Left side because it is too large
extern char laub1[]; // The Logos Right side because it is too large
extern char right[];
//---------------------------------------------------------------------
//
// Include SINUS to Scroll Text
//
//---------------------------------------------------------------------
static int iSinOff1=0;
//static int iSinOff2=0; // each have 256 Values... create your own with Sinuslab.exe
#define MAXSINVALUE 256 // height of Sinus Curve
static char scrtxt[] = " ==== EVERYBODY WATCH OUT====" " LONG TIME NO SEE EACH LONG TIME NO SEE====" " UNDERCOVER < AGENTS BRINGS YOU: SPIDERMAN" " GERMAN BY ACTIVISION (C) 2000= SPIN AND CATCH DA EVIL:)" "====== PRESS ( START ) FOR PLAYING OR READ THAT NICE SCROLLER AND LISTEN TO A FINE TUNE :)" " === INTRO CREDITZ:===== CODING: INC= < SOUND: INC=" " < GFX: INC==== GREEZ" " WE LIKE TO SEND AT: PARADOX < B=A=D= < COXS <" " LIGHTFORCE < MUPS < KALISTO < UTOPIA < HYDROGEN <" " TRSI < TDD < FUZZION < CRACKTRO=DE" " < CRAZY < LOWANG < SDC < AVH < MR=PS2 < PHANTOM < TURSI < FERRY" " < ZERO G====== UCA GROUP: INC < GANDHI < OBI WAHN" " < CRAZY < LOWANG < DAISY < JOE < DAYWALKER=====WE ARE LOOKING FOR MOTIVATED CODERS AND GFX ARTISTS LIKE YOU" "==FEEL FREE TO CONTACT US ON EFNET PSX2GERMAN OR AT HQ DA UNDERCOVER HP FOR JOIN OUR PARTY=========== ";
//-----------------------------------------------------------------------------
//
// MAKE SPRITES + DEFINITION
//
//-----------------------------------------------------------------------------
GsSPRITE sprKali[10];
GsSPRITE sprKali2[10];
GsSPRITE sprKali3[10];
GsSPRITE sprKali4[10];
GsSPRITE sprLetter;
GsSPRITE sprLaub;
GsSPRITE sprLaub1;
GsSPRITE sprRight[250];
GsLINE line; // horizontal line
GsGLINE line2; // horizontal line
char *pBaseText = scrtxt;
int iScrollOffset=0;
//--------------------------------------------------------------------------
//
// P R O T O T Y P E S
//
//--------------------------------------------------------------------------
void InitialiseGraphics(int,int,int); // Width, Height, MODE
void UpdateWorld();
void RenderWorld(char cClear);
void LoadTIMData (u_long *tMemAddress); // RAM -> VRam
void SetSpriteInfo(GsSPRITE *tSprite, u_long tMemAddress, long tX, long tY, int tCut);
void init_LogoSprites(void);
void DrawScroller(void);
int logosinoff=0;
int logosin1off=360;
int logosin2off=0;
int logosin3off=0;
int savedlogosin=0;
int savedlogosin1=0;
int savedlogosin2=0;
int savedlogosin3=0;
//--------------------------------------------------------------------------
//
// Function: main() MAIN PROGRAM
// Description: --
// Parameters: --
// Returns: int
// Notes: N/A
//
//--------------------------------------------------------------------------
int main()
{
u_long lTmp1;
//-------------------- INIT OF THE SLIDINGS -----------------------------------
int iLogoPos=0,iLogoSpd=1,iTmp1;
int iKaliPos2=-200,iKaliSpd2=1;
int iKaliPos3=-100,iKaliSpd3=2;
int iKaliPos4=-70,iKaliSpd4=2;
// int iKaliPos5=-70,iKaliSpd5=1;
// int iKaliPos6=0,iKaliSpd6=2;
// int iKaliPos7=-50,iKaliSpd7=1;
int iLaubPos=100,iLaubSpd=1;
int iLaubPos1=347,iLaubSpd1=1;
int i,j;
int temp,temp1;
int Move=1;//0;
//-------------------------------------------------------------------------
PadInit(0); // Joypad Init
init_LogoSprites();
InitialiseGraphics(320,240,MODE_NTSC); // GFX Init, incl. Init active Buffer...
FntLoad(960,256);
FntOpen(0, 85, 320, 220, 0, 512);
FntPrint(" X --> PAL O --> NTSC\n");
RenderWorld(1);RenderWorld(1); // 2x bcause DoubleBuffering...
/* // CHOOSE FREQUENCY
while (1)
{
PADstatus=PadRead(4);
if (PADstatus & Pad1crc)
break; // HZMode Initvalue == MODE_NTSC
if (PADstatus & Pad1x)
{HZMode=MODE_PAL;break;
}
} */
InitialiseGraphics(320,240,HZMode); // GFX Init, incl. Init act. Buffer...
//--------------------------------------------------------------------------
//
// LOAD MUSIC AND PLAY
//
//--------------------------------------------------------------------------
MOD_Init();
MOD_Load((u_char *)intro); // the Music File
MOD_Start();
//--------------------------------------------------------------------------
//
// READ EXTERNAL INFO FROM USED PICTURES
//
//--------------------------------------------------------------------------
LoadTIMData((u_long*)kali);
LoadTIMData((u_long*)kali4);
LoadTIMData((u_long*)kali2);
LoadTIMData((u_long*)kali3);
LoadTIMData((u_long*)font);
LoadTIMData((u_long*)laub);
LoadTIMData((u_long*)laub1);
LoadTIMData((u_long*)right);
// --------------------------- INIT LOGO -----------------------------------
SetSpriteInfo(&sprKali[0],(u_long)kali,100,120,1);
sprKali[0].v+=0;sprKali[0].h-=3;
SetSpriteInfo(&sprKali4[0],(u_long)kali4,170,120,1);
SetSpriteInfo(&sprKali2[0],(u_long)kali2,50,120,1);
SetSpriteInfo(&sprKali3[0],(u_long)kali3,290,120,1);
//SetSpriteInfo(&sprKali4[0],(u_long)kali,20,120,1);
//SetSpriteInfo(&sprKali4[0],(u_long)kali4,290,120,1);
SetSpriteInfo(&sprLaub,(u_long)laub,100,22,3);//x,y
SetSpriteInfo(&sprLaub1,(u_long)laub1,347,20,3);//x,y
//--------------------------------------------------------------------------
//
// INIT LETTERS FOR SINUS SCROLLER
//
//--------------------------------------------------------------------------
SetSpriteInfo(&sprLetter,(u_long)font,0,0,1);
sprLetter.w=sprLetter.h=16; // height of one used Letter
sprLetter.mx=sprLetter.my=0;
sprLetter.v=sprLetter.u=0;
{
GsSortSprite(&sprLetter,&othWorld[currentBuffer],2);
RenderWorld(1);
}
// -------------------------------------------------------------------------
//
//
// START MAIN LOOP
//
//
// -------------------------------------------------------------------------
while(1)
{
int iTmp1,iTmp2,iTmp3,iTmp4,iTmp5;
PADstatus=PadRead(4);
if ((PADstatus&Pad1Start)) break;
//--------------------------------------------------------------------------
//
// SLIDINGS
//
//--------------------------------------------------------------------------
// LOGO sliding from left to right and back
//
if (iLogoPos<-40) iLogoSpd=2;
if (iLogoPos>240) iLogoSpd=-502;
iLogoPos+=iLogoSpd;
if (iLaubPos<-17) iLaubSpd=1;
if (iLaubPos>100) iLaubSpd=-1;
iLaubPos+=iLaubSpd;
if (iLaubPos1<230) iLaubSpd1=1;
if (iLaubPos1>347) iLaubSpd1=-1;
iLaubPos1+=iLaubSpd1;
//--------------------------------------------------------------------
//
// SLIDING: the fallen leaves
// replace them with other images like a Star from my Lightforce Demo
//
//--------------------------------------------------------------------
if (iKaliPos2<-30) iKaliSpd2=1;
if (iKaliPos2>260) iKaliSpd2=-500;
iKaliPos2+=iKaliSpd2;
if (iKaliPos3<-10) iKaliSpd3=1;
if (iKaliPos3>260) iKaliSpd3=-600;
iKaliPos3+=iKaliSpd3;
if (iKaliPos4<-100) iKaliSpd4=2;
if (iKaliPos4>260) iKaliSpd4=-600;
iKaliPos4+=iKaliSpd4;
// if (iKaliPos5<0) iKaliSpd5=1;
// if (iKaliPos5>250) iKaliSpd5=-600;
// iKaliPos5+=iKaliSpd5;
// if (iKaliPos6<0) iKaliSpd6=1;
// if (iKaliPos6>250) iKaliSpd6=-500;
// iKaliPos6+=iKaliSpd6;
// if (iKaliPos7<0) iKaliSpd7=1;
// if (iKaliPos7>250) iKaliSpd7=-500;
// iKaliPos7+=iKaliSpd7;
//--------------------------------------------------
//
// FREE SLIDER FUNCION
//
//--------------------------------------------------
sprKali[0].y=iLogoPos;
sprKali4[0].y=iKaliPos4;
sprKali2[0].y=iKaliPos2;
sprKali3[0].y=iKaliPos3;
sprLaub.x=iLaubPos;
sprLaub1.x=iLaubPos1;
// sprInc.y=iIncPos2;
// sprUa1.x=iUa1Pos2;
//--------------------------------------------------
//
// Images ROTATION
//
//--------------------------------------------------
sprKali[0].rotate=ONE*iLogoPos;
GsSortSprite(&sprKali[0],&othWorld[currentBuffer],1);
sprKali2[0].rotate=ONE*iKaliPos2;
GsSortSprite(&sprKali2[0],&othWorld[currentBuffer],3);
sprKali3[0].rotate=ONE*iKaliPos3;
GsSortSprite(&sprKali3[0],&othWorld[currentBuffer],3);
sprKali4[0].rotate=ONE*iKaliPos4;
GsSortSprite(&sprKali4[0],&othWorld[currentBuffer],1);
//----------------------------------------------------
//
// Z PLANE DEFINITONS
//
//----------------------------------------------------
GsSortSprite(&sprLaub,&othWorld[currentBuffer],1);
GsSortSprite(&sprLaub1,&othWorld[currentBuffer],1);
//----------------------------------------------------
//
// MoveStars(); // no stars uses here
//
// wave the Tree trunk
logosinoff=savedlogosin;
logosin1off=savedlogosin1;
logosin2off=savedlogosin2;
logosin3off=savedlogosin3;
for(i=0;i<250;i++) //height of an image
{
sprRight[i].x=logosin1[logosinoff]+100;/*64 -32 70 +32*/
{
int iLogoPos=0,iLogoSpd=1,iTmp1;
if (iLogoPos<-40) iLogoSpd=1;
if (iLogoPos>40) iLogoSpd=-1;
iLogoPos+=iLogoSpd;
// sprLeft[60].rotate=ONE*iLogoPos;
}
// sprLeft.y=0+i;
// sprLeft.mx=0;
// sprLeft.my=0;
sprRight[i].y=0+i;
sprRight[i].mx=0;
sprRight[i].my=-10;
GsSortFastSprite(&sprRight[i], &othWorld[currentBuffer], 2);
logosinoff++;
if (logosinoff==400) logosinoff=0;
logosin1off++;
if (logosin1off==400) logosin1off=0;
logosin2off++;
if (logosin2off==400) logosin2off=0;
logosin3off++;
if (logosin3off==400) logosin3off=0;
}
savedlogosin++;
if (savedlogosin==400) savedlogosin=0;
savedlogosin1++;
if (savedlogosin1==400) savedlogosin1=0;
savedlogosin2++;
if (savedlogosin2==400) savedlogosin2=0;
savedlogosin3++;
if (savedlogosin3==400) savedlogosin3=0;
//--------------------------------------------------------
//
// DRAW 3 LINES
//
//--------------------------------------------------------
// line2.r0=238;line2.g0=226;line2.b0=240;
line2.r1=238;line2.g1=226;line2.b1=240;
// line2.x0=0;
// line2.y0=0;
// line2.y1=0;
line2.x1=319;
// line3.r0=238;line3.g0=226;line3.b0=240;
// line3.r1=238;line3.g1=226;line3.b1=240;
// line3.x0=116;line3.x1=276;
// line3.y0=97,line3.y1=97;
GsSortGLine(&line2,&othWorld[currentBuffer],1);
line2.y0=line2.y1=239;
GsSortGLine(&line2,&othWorld[currentBuffer],1);
// GsSortGLine(&line3,&othWorld[currentBuffer],1);
// line3.y0=0,line3.y1=120;
// GsSortGLine(&line3,&othWorld[currentBuffer],1);
//-------------------------------------------------------------
DrawScroller();
RenderWorld(1);
}
MOD_Stop();MOD_Free();VSync(3);
PadStop();
ResetGraph(0);
StopCallback();
//-------------------------------------------------------------
//
//
// PATCH: DECRUNCH THE GAME
//
//
//-------------------------------------------------------------
EnterCriticalSection();
depack1();
start1();
ExitCriticalSection();
//-------------------------------------------------------------
//
// START THE ORIGINAL GAME
//
//-------------------------------------------------------------
asm("nop");
asm("j 0x8008119c"); // ExecAdresse to extract the Game to play
asm("nop");
//_96_init();//printf("_96_Init\n");
//LoadExec("cdrom:\\SCES_000.10;1",0x801fff00,0); Load an extra exe File from the demo
return 0;
}
void DrawScroller(void)
{
int iTmp1,iTmp2,iTmp3;
char *pText;
iSinOff1+=4;iSinOff1%=MAXSINVALUE;
// iSinOff2+=254;iSinOff2%=MAXSINVALUE;// + 254 equal to -2
if (iScrollOffset<=-32) {pBaseText++;iScrollOffset+=16;}
// expand to -32, because we have a horizontal sinus...
iScrollOffset-=SCRSPEED;
if (*pBaseText==NULL) // End Scrolltext
pBaseText=scrtxt;
pText=pBaseText; // temp Text Pointer
for (iTmp1=0;iTmp1<30;iTmp1++) // show max 11 signs
{
iTmp2=*pText;
if (iTmp2) // if Signs >0
{
if (iTmp2>'Z') iTmp2=' ';
iTmp2-=' ';
// // target Coordinates
sprLetter.x=iScrollOffset+16*iTmp1;
iTmp3=SinusS1[(iSinOff1+sprLetter.x)%MAXSINVALUE];
// -SinusS2[iSinOff2];
sprLetter.y=YPOS+iTmp3; // source Coordinates
sprLetter.x+= SinusS1[(iSinOff1+sprLetter.x)%MAXSINVALUE]/2;
sprLetter.u=(iTmp2%8)*16;
sprLetter.v=(iTmp2/8)*16;
GsSortSprite(&sprLetter,&othWorld[currentBuffer],1); //"2" Scroller Layer
pText++;
}
}
}
//------------------------------------------------------------------------------
//
//
// F U N K T I O N S D E F I N I T I O N E N
//
//
//------------------------------------------------------------------------------
// Function: InitialiseGraphics()
// Description: ini GFX System
// Parameters: MODE_USED -> PAL, NTSC
// Returns: void
// Notes: Attention: Ini also for 3d! (Coord absolute middle!!)
//------------------------------------------------------------------------------
void InitialiseGraphics(int SCRWidth,int SCRHeight,int HZMode)
{
SetVideoMode(HZMode);
if ((HZMode == MODE_NTSC) && (SCRHeight==256)) SCRHeight=240;
// Init VRAM (Resolution X, Resolution Y,
// Interlace 0/1 off/on | Offset 0/1 GTE/GPU,
// Ditherflag 0/1 off/on,
// VRAM Modus 0/1 16/24 Bit)
GsInitGraph(SCRWidth, SCRHeight, GsNONINTER|GsOFSGPU, 0, 0);
// Definition 2 "Double Buffer" to draw
// (X-Coordinate , Y-Coordinate -> Buffer 0 (0,0)
// X-Coordinate , Y-Coordinate -> Buffer 1 (0,YRes) )
GsDefDispBuff(0, 0, 0, SCRHeight);
// Correct errors in the Libraries
if (SCRHeight == 256) GsDISPENV.screen.h=256;
// Init 3D GFX, ! REMEMBER: Coordniate"middle" set to Center!!!
// GsInit3D();
othWorld[0].length = ORDERING_TABLE_LENGTH;
othWorld[1].length = ORDERING_TABLE_LENGTH;
othWorld[0].org = otWorld[0];
othWorld[1].org = otWorld[1];
GsClearOt(0,0,&othWorld[0]);
GsClearOt(0,0,&othWorld[1]);
// grab current Buffer
currentBuffer=GsGetActiveBuff();
// set Adress for "Packet"-Building
GsSetWorkBase((PACKET*)out_packet[currentBuffer]);
}
//------------------------------------------------------------------------------
//
// Function: RenderWorld(char cClear)
// Description: This Function handle the DoubleBuffer...
// (ordering tables etc)
// Parameters: char cClear: if True set "CLS" for OT
// Returns: void
// Notes: --
//
//------------------------------------------------------------------------------
void RenderWorld(char cClear)
{
// ------------------------------------ "old List"
v_countCODE=VSync(1);
DrawSync(0);
v_countGFX = VSync(1);
VSync(0); // wait until GPU is reade with the "old List"
// switch both Buffers (Display / Drawing)
GsSwapDispBuff();
// ------------------------------------ "current List"
// "register" a "ClearScreen"-command in OT R, G, B
if (cClear==1) GsSortClear( 35, 45, 0,&othWorld[currentBuffer]); // background color
if (cClear==155) GsSortClear( 0, 0, 0,&othWorld[currentBuffer]);
// start draw modus ( GPU is drawinging the OT in the background )
GsDrawOt(&othWorld[currentBuffer]);
FntFlush(-1);
// ------------------------------------ "new List"
// initialisiere next OT !!!
// get current Buffer
currentBuffer=GsGetActiveBuff();
// set Adress for "Packet" creation
GsSetWorkBase((PACKET*)out_packet[currentBuffer]);
// delete content of the OT
GsClearOt(0, 0, &othWorld[currentBuffer]);
// OT is now reade to receive GsSort... Commands
}
//------------------------------------------------------------------------------
//
// Function: LoadTIMData (u_long tMemAddress)
// Description: transfer a .TIM File from Main Mem into VideoRam
// Parameters: u_long tMemAddress - Adress by TIMs in the main MEM
// Returns: void
// Notes: --
//
//------------------------------------------------------------------------------
void LoadTIMData(u_long *tMemAddress)
{
RECT tRect;
GsIMAGE tTim;
DrawSync(0);
//tMemAddress += 4; // set pointer to File start
tMemAddress++;
GsGetTimInfo(tMemAddress, &tTim); // save TIM-Informations in Tim
tRect.x = tTim.px;
tRect.y = tTim.py;
tRect.w = tTim.pw;
tRect.h = tTim.ph;
LoadImage(&tRect, tTim.pixel); // Load TIM-Files in VideoRam
DrawSync(0);
if ((tTim.pmode >> 3) & 0x01)
{
tRect.x = tTim.cx;
tRect.y = tTim.cy;
tRect.w = tTim.cw;
tRect.h = tTim.ch;
LoadImage(&tRect, tTim.clut); // load CLUT in VideoRam
};
DrawSync(0); // wait until GPU has finished its work
}
//------------------------------------------------------------------------------
//
// Function: SetSpriteInfo(...)
// Description: Init an amount of Input for Sprites
// Parameters: - set Pointer to Sprite structure
// - Adress (RAM) by the connected TIMs
// - Position of a Sprite X and Y
// - CutParameter: correct the Clut Error, shrink a sprite to
// avoid ugly stripes in the graphic the image
// Returns: void
// Notes: Set "reference point" by a Sprite in the middle
// Attentione: this have no effect to GsSortFastSprite !!!!
//------------------------------------------------------------------------------
void SetSpriteInfo(GsSPRITE *tSprite, u_long tMemAddress, long tX, long tY, int tCut)
{
GsIMAGE tTim; // TIM image Information
tMemAddress += 4; // Pointer to Files
GsGetTimInfo((u_long *) tMemAddress, &tTim); // get TIM Info from tTim
tSprite->x = tX; // set Coordinates for
tSprite->y = tY; // definition on call
switch (tTim.pmode & 3) // X-Value depending on its BitDepth
{
case 0: tSprite->w = tTim.pw << 2;
tSprite->u = (tTim.px & 0x3f) * 4;
break;
case 1: tSprite->w = tTim.pw << 1;
tSprite->u = (tTim.px & 0x3f) * 2;
break;
default: tSprite->w = tTim.pw;
tSprite->u = tTim.px & 0x3f;
};
tSprite->h = tTim.ph;
tSprite->v = tTim.py & 0xff;
// tSprite->tpage = (tTim.px / 64) + 16* (tTim.py / 256);
tSprite->tpage = GetTPage((tTim.pmode & 3),0,tTim.px,tTim.py);
tSprite->attribute = (tTim.pmode & 3) << 24;
tSprite->cx = tTim.cx; // CLUT Sprite setting
tSprite->cy = tTim.cy;
tSprite->r = tSprite->g = tSprite->b = 128; // normal intensity ( by its colors)
// set to Standard
tSprite->mx = tSprite->w/2; // Referencing point for a sprite of its middle point
tSprite->my = tSprite->h/2; // set it ( not necessary )
tSprite->scalex = tSprite->scaley = ONE; // Skale to 1 (normal Size)
tSprite->rotate = 0; // Rotate Degree to 0
if (tCut) // Sprite "shrink" if a Tim
tSprite->w -= tCut; // have an illegal width
};
void init_LogoSprites()
{
int i=0,j=0,k=0;
SetSpriteInfo(&sprRight[250],(u_long)right,0,0,3);//x,y
sprRight[250].w=160;
sprRight[250].h=1;
sprRight[250].u=0;
sprRight[250].v-=30;
sprLetter.w=16;
sprLetter.h=1;
sprLetter.u=0;
sprLetter.v-=30;
for(i=1;i<250;i++) // 68 the height of the picture
//for(i=1;i<240;i++) // 68 the height of the picture
{
sprRight[i]=sprRight[250];
sprRight[i].u=0;
sprRight[i].v=i;
}
}
The Code is the same that i used for this Cracktro:
[youtube]https://youtu.be/RQp4BZMgtlI[/youtube]
You download the altered Sourcecode by this Patch:
[youtube]https://youtu.be/RRRLPuAYPdU[/youtube]
The Folder contain all Files. Make sure that you correct your Paths to your local Emulator.
See Batch file:
Code: Select all
@echo off
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
::================================
:: some colors for different lines
::================================
call color 0e
echo DELETING OLD OBJ FILES
@echo.
@echo.
::================================
:: a short pause
::================================
@ping -n 3 localhost> nul
@rem del *.obj
@rem del *.bin
@echo.
::================================
:: clear screen
::================================
@cls
@echo.
@rem spasm -b tob0ins.asm tob0ins.bin
@rem asmpsx /l icarus.asm,icarus.obj
@rem asmpsx /l copyroutine.asm,copy.obj
@ping -n 2 localhost> nul
call color 0e
asmpsx.exe /l/oat- depack.src, depack.obj
@echo.
@echo.
call color 0a
@ccpsx -O3 -Xo$80100000 main.c data/*.obj copy.obj icarus.obj depack.obj -omain.cpe, main.sym, mem.map
@echo.
@echo.
@echo.
@echo.
@cpe2x main.cpe
@echo.
@echo off
@del mem.map main.cpe mem.map
@echo.
@echo.
@echo.
echo.renaming main.exe to SPIDERMAN.exe
@ren main.exe SPIDERMAN.exe
@echo.
@echo.
@echo.
echo.the Compiled Patch will now copied to the PSX EMU FOLDER and RUN automatically
@echo.
@echo off
@move SPIDERMAN.exe C:\__ANAKIN\PS1_EMU
@cd C:\__ANAKIN\PS1_EMU
@ePSXe.exe SPIDERMAN.exe -nogui
rem @ping -n 1 localhost> nul
rem exit
Compile and test it with ePSXe EMU
QUESTIONS? ASK
have fun
You do not have the required permissions to view the files attached to this post.
Last edited by inc^lightforce on February 16th, 2023, 7:57 am, edited 1 time in total.
- masterg0r0
- Active PSXDEV User
- Posts: 65
- Joined: Jul 18, 2021
- I am a: Programmer
- Motto: They see me rollin'
- PlayStation Model: 1002+7502
- Location: UK
Thanks for the tutorial, Lightforce.
PSX Dev. Console: SCPH-7502 (PAL), MM3, Xplorer with Caetla 0.38.
Computer: Compaq Armada 1750, Windows 98SE, Pentium II 333MHz, 256MB RAM, 40GB IDE HDD, ESS AudioDrive, CD Drive, 3.5" Floppy (broken).
Computer: Compaq Armada 1750, Windows 98SE, Pentium II 333MHz, 256MB RAM, 40GB IDE HDD, ESS AudioDrive, CD Drive, 3.5" Floppy (broken).
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
Sorry but i noticed that some one here try to be a God of programming.
TROLLS WILL BE BANNED PERMANENTLY !
Why all of you, who are Newbe's do not accept and honor the Workshop to learn how to code something on an PS1 and be lucky that i share my knowledge and Source Codes????
This is really ridiculous what i get in my inBox these Days.
IF it does not change immediately i close this WORKSHOP and delete all my files.
regards
Inc
TROLLS WILL BE BANNED PERMANENTLY !
Why all of you, who are Newbe's do not accept and honor the Workshop to learn how to code something on an PS1 and be lucky that i share my knowledge and Source Codes????
This is really ridiculous what i get in my inBox these Days.
IF it does not change immediately i close this WORKSHOP and delete all my files.
regards
Inc
Last edited by inc^lightforce on January 20th, 2023, 6:21 pm, edited 1 time in total.
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
I have programmed a new Tool for these days. old DOS MOD Converter rewritten for modern Windows Versions:
get all information from here:
viewtopic.php?f=75&t=4037
happy Coding
inc.
get all information from here:
viewtopic.php?f=75&t=4037
happy Coding
inc.
Last edited by inc^lightforce on February 19th, 2023, 6:55 pm, edited 1 time in total.
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
another day another tutorial for the first Workshop in 2023
today you can have a look into Sprite usage like Bubbles in a Demo with 2 scroll text lines.
I have programmed this patch in 2002 for:
The_Baseball_2_Jap_Psx-ORGASM
Get all information from the attached Files.
It include the original Images, Tim Files and the Map.psx that you can load into TimTool.
Also the commented SourceCode and a compiled PS1 Exe File that you can run and view in epsxe 1.6.0
The Folder contain all Files. Make sure that you correct your Paths to your local Emulator.
See Batch file:
Folder Structure:
Compile and test it with ePSXe EMU
QUESTIONS? ASK
have fun
today you can have a look into Sprite usage like Bubbles in a Demo with 2 scroll text lines.
I have programmed this patch in 2002 for:
The_Baseball_2_Jap_Psx-ORGASM
Get all information from the attached Files.
It include the original Images, Tim Files and the Map.psx that you can load into TimTool.
Also the commented SourceCode and a compiled PS1 Exe File that you can run and view in epsxe 1.6.0
The Folder contain all Files. Make sure that you correct your Paths to your local Emulator.
See Batch file:
Code: Select all
@echo off
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
::================================
:: some colors for different lines
::================================
call color 0e
echo DELETING OLD OBJ FILES
@echo.
@echo.
::================================
:: a short pause
::================================
@ping -n 3 localhost> nul
@del depack.obj
@rem del *.bin
@echo.
::================================
:: clear screen
::================================
@cls
@echo.
@ping -n 2 localhost> nul
call color 0e
asmpsx.exe /l/oat- depack.src,depack.obj
@echo.
@echo.
call color 0a
@ccpsx -O3 -Xo$80090000 main.c DATA/*.obj DATA/Include_H/*.h depack1.obj -omain.cpe
@echo.
@echo.
@echo.
@echo.
@cpe2x main.cpe
@echo.
@echo off
@del main.cpe
@echo.
@echo.
@echo.
echo.renaming main.exe to BubblesDemo.exe
@ren main.exe BubblesDemo.exe
@echo.
@echo.
@echo.
echo.the Compiled Patch will now copied to the PSX EMU FOLDER and RUN automatically
@echo.
@echo off
@move BubblesDemo.exe C:\__ANAKIN\PS1_EMU
@cd C:\__ANAKIN\PS1_EMU
@ePSXe.exe BubblesDemo.exe -nogui
rem @ping -n 1 localhost> nul
rem exit
Code: Select all
//***************************************************************
//
// LOADER code by Inc. - UCA - Lightforce
//
//
// proggy-type: ---- PAL to NTSC PATCH ----
//
// original code and program: 07.08.2002
//
// now for your pleasure rewritten in February 2023
//
// CODE, GFX: INC. Lightforce !!
//
// recoded with Notepad
// tested with epsxe 1.60
//
//
//***************************************************************
//
// I N C L U D E S
//
//***************************************************************
#include <sys/types.h>
#include <stdlib.h>
#include <libetc.h>
#include <libgte.h>
#include <libgpu.h>
#include <libgs.h>
#include <libsnd.h>
#include <libmath.h>
#include <libspu.h>
#include "DATA\Include_H\PAD.H"
#include "DATA\Include_H\SINUSS.H"
#include "DATA\Include_H\COLORSIN.H"
#include "Data\Include_H\Hitmod.H"
//***************************************************************
//
// A S M ADDRESS DEFINITION
//
//***************************************************************
#define NOP 0x00000000
#define PAL 0x24020001
#define NTSC 0x24020000
int Video_MODE=0;
//---------------------------------------------------------------
#define DEVELOPEMENT
#define ORDERING_TABLE_LENGTH (12)
#define MAX_NO_PACKETS (3000)
#define rnd(max) ((rand()*(max))/(32768)+1)
#define OBJECTMAX 100 /* Max Objects defines maximum number of logical objects a 3D model can be divided into*/
#define SCRSPEED 1 // Scrollspeed der Laufschrift
#define YPOS 225 // Y-Position der Laufschrift
#define XPOS 317 // Y-Position der Laufschrift
//***************************************************************
//
// Bubbles Definition
#define MAXBLASEN (30)
// Bubbles End
//
//***************************************************************
extern char re[]; //right site of the background image
extern char li[]; //left site of the background image
extern char ka[]; //represent the quater in the right corner
extern char music[]; //HITMOD-Modul
extern char font[]; // draw font scroller 1
extern char font1[]; // draw font scroller 2
extern char blg[]; // Bubble big
extern char blm[]; // Bubble medium
extern char blk[]; // Bubble small
//***************************************************************
//
// values for our used scrolltest
//
//***************************************************************
static int iSinOff1=0;
static int iSinOff2=0;
//***************************************************************
//
// type your text here ( i used two languages back in the days)
//
//***************************************************************
#define MAXSINVALUE 256
char scrtxt[] = ">>>>>>>>>>>HI>ALL===>TODAY>PRESENTED>A>GAME>CALLED"
"D>THE>BASEBALL>2>BY>D3>PUBLISHER>NTSC>JAP>=>IT S>BEE"
"N>A>LONG>TIME>AGO>THAT>YOU>HAD>SEEN>A>COOL>NTSC>TO>PAL"
">SELECTOR=>CODING>GFX>AND>THIS>LITTLE>RMX>OF>DE"
">LA>SOUL>WAS>COMPLETE>DONE>BY>INC=>OF>UNDERCO"
"VER>AGENTS=>YES>WE>ARE>ALIFE>=>TODAY>WE>GOT>THE>0"
"8=08=2002=>NOBODY>OF>US>KNOW>HOW>LONG>WE>WILL>CO"
"DE>SOME>NICE>TROS>FOR>THIS>CONSOLE=>CAUSE>PS1>WIL"
"L>DIE>VERY>SOON=>BUT>NO>PROBLEM>WITH>THAT=>I>WILL"
">CHANGE>TO>PS2>AND>GO>AHEAD>WITH>NICE>CODINGS===="
">SOME>GREETS>I>WILL>SEND>OUT>TO>ANY>FRIENDS>AND>I"
">HOPE>ALL>YOU>READ>THIS>=>GANDHI>=>OBI>WAHN>=>GOO"
"SE>=>ZWEIFELD>=>ALIEN>=>TURSI>=>PHANTOM>=>TRASHER"
">=>ZERO>G=>=>SJAAK>=>AUMATT>=>LOWANG>=>CRAZY>=>RK"
"R>=>HUDSON>=>MP>=>CRACKTRO=DE>=====>WHERE>HAS>OUR"
">UNITY>GONE>TODAY?>IF>YOU>ARE>A>SKILLED>CODER>OR>MUSICI"
"AN>OR>YOU>ARE>A>NICE>GFX>ARTIST>AND>NEED>A>JOB>SO>FEEL>FREE>TO>C"
"ONTACT>US>AT>IRC>USING>EFNET>IN>CHANNEL:>LIGHTFOR"
"CE>OR>CHANNEL>UCA===YOU>ALSO>CAN>LEAVE>ME>A>E<MA"
"IL:>MAILGATE_A5R <AT>GMY=DE=>WE>GOT>A>LOT>OF>WORK>"
"TO>DO>FOR>SPEED>UP>OUR>BUSINESS>OF>SUPPORTING>THE"
">NEWEST>GAMES>ON>EVERY>CONSOLE>THAT>EXIST=>MAYBE>"
"YOU>CAN>GET>GAMES>FASTER>THAN>THE>OFFICIAL>RELEASE="
"DATES>IN>SHOPS>SO>DONT>HESITATE>TO>CONTACT>US=>>"
">>BYE>BYE=>I>WILL>GO>SLEEP>NOW=>IT>S>LATE>AND>THE>"
"INTRO>IS>FINISHED=>PRESS>(X)>FOR>PAL>OR>(O)>FOR>NTSC>"
"FUN=>>>>>>>>>>>>>>>>>RELOAD>>>>>>>>>>>>>>>>>>>>>>"
">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>";
char scrtxt1[] = ">>>>>>>>>>>>>>>>HALLO>IHR===>HEUTE>PRESENTIEREN>W"
"IR>EUCH>EIN>FEINES>GAME>THE>BASEBALL>2>BY>D3>PUBL"
"ISHER>JAP>NTSC=>ES>IST>NUN>SCHON>NE>WEILE>HER;>D"
"ASS>ICH>MAL>WIEDER>EIN>>HMMMM;>UNGLAUBLICH>COOLES"
">INTRO>AUF>DER>PSX>GECODET>HAB=>PROGRAMMIERT;>GRA"
"FIK>UND>DER>SOUND>WURDEN>VON>INC=>OF>UCA>IN>EINER"
">NACHT>ZUSAMMENGWUERFELT=>JO>UNDERCOVER>AGENTS>GI"
"BTS>NOCH>HE>HE=>HEUTE>HABEN>WIR>NUN>SCHON>DEN>08="
"08=2002=>HAPPY>BIRTHDAY>DJ>CAIN=>===>MAL>SEHEN>WI"
"E>LANGE>WIR>NOCH>AUF>DER>PS1>FEINE>INTROS>CODEN>W"
"ERDEN;>DA>JA>IMMER>WENIGER>SPIELE>KOMMEN>UND>BALD"
">WIRD>DAS>TEIL>GANZ>TOD>SEIN=>ABER>DAS>SOLL>UNS>M"
"AL>NICHT>STOEREN>DENN>DANN>HABEN>WIR>EINEN>GRUND>"
"AUF>DER>PS2>WEITERZUMACHEN====>NUN>NOCH>GRUESSE>A"
"N>DIE>LEUTZ>DIE>ICH>UND>WIR>SO>KENNEN>UND>ICH>HOF"
"FE;>DASS>DIE>AUCH>ANKOMMEN=>=>GANDHI>=>OBI>WAHN>="
">GOOSE>=>ZWEIFELD>=>ALIEN>=>TURSI>=>PHANTOM>=>TRA"
"SHER>=>ZERO>G=>=>SJAAK>=>AUMATT>=>LOWANG>=>CRAZY>"
"=>RKR>=>HUDSON>=>MP>=>DIE>FETTESTE>CRACKTRO=DE>SE"
"ITE>IM>NETZ>=>UND>ALL>DIE;>DIE>GEGRUESST>WERDEN>W"
"OLLEN;>ICH>ABER>VERGESSEN>HABE>SORRY>=>WAS>IST>AU"
"S>DER>PS1>SZENE>GEWURDEN?>===>NUN>ISSES>06=UHR>ZE"
"IT>ZUM>PENNEN>UND>NOCH>NEN>KAFFEE>ZU>SCHLUERFEN=="
"=>WER>MOTIVATION>BESITZT>UND>AUCH>CODED>ODER>SOUN"
"D>ODER>GRAFIKER>MACHT;>IST>DANN>MELDE>ER>SIE>SICH"
">BEI>MIR=>HAB>IMMER>ARBEIT>FUER>EUCH>HE>HE>HE>==="
">DJ<INC>AT>Q<BASE=CO=UK=>ODER>IM>IRC>EFNET;>USE>M"
"IRC>CHANNEL:>UCA>>>>>>>>RELOAD";
//***************************************************************
//
// FONT & Sprite Textures
//
//***************************************************************
GsSPRITE sprLi; //Background image left
GsSPRITE sprRe; //Background image right
GsSPRITE sprLetter; // Font 1
GsSPRITE sprLetter1; // FONT 2
GsSPRITE sprKa; // Quater
GsSPRITE Sprites[300]; //Gandhi-Sprites
GsBOXF myBox[4];
GsSPRITE sprBlG[100]; // Bubbles Big
GsSPRITE sprBlM[100]; // Bubbles Medium
GsSPRITE sprBlK[100]; // Bubbles Small
char *pBaseText = scrtxt;
char *pBaseText1 = scrtxt1;
int sin1=0;
int sin2=0;
int logosinoff=0;
int iScrollOffset=0;
int iScrollOffset1=0;
int iScrollOffset2=0;
int delay=0;
int test,test1;
//***************************************************************
//
// G L O B A L S
//
//***************************************************************
GsOT othWorld[2];
GsOT_TAG otWorld[2][1<<ORDERING_TABLE_LENGTH];
PACKET out_packet[2][(MAX_NO_PACKETS * 24)];
int currentBuffer; // current Buffer for "double buffering"
u_long PADstatus=0; // Value to save PAD-Status
int v_countGFX=0, v_countCODE=0; // HSync Counter
u_char HZMode=MODE_NTSC;
//***************************************************************
//
// END G L O B A L S
//
//
//***************************************************************
//
// P R O T O T Y P E S
//
//***************************************************************
void InitialiseGraphics(int,int,int); // Width, Height, MODE
void UpdateWorld();
void RenderWorld(char cClear);
void LoadTIMData (u_long *tMemAddress); // RAM -> VRam
void SetSpriteInfo(GsSPRITE *tSprite, u_long tMemAddress, long tX, long tY, int tCut);
void InitBackGroundTiles(void);
void DrawScroller(void);
void init_Typer(void);
void do_Typer(void);
void init_Page(int);
void do_Vorhang(void); // it`s the fade in effect
void MoveBlasen(void); // Move Bubbles
void initBlasen(void); // init Bubbles
//***************************************************************
//
// Function: main()
// Description: --
// Parameters: --
// Returns: int
// Notes: N/A
//
//***************************************************************
int main()
{
u_long *ficken;
u_long lTmp1;
int i,j;
int temp,temp1;
PadInit(0); // Joypad Init
//***************************************************************
//
// AUTO PSX MODE SELECT if the original game is NTSC
//
//***************************************************************
if (*(char *)0xbfc7ff52=='E') // E(urope) --> PAL; A(merica) and J(apan) both use NTSC
{
HZMode=MODE_PAL;
}
else
{
HZMode=MODE_NTSC;
}
InitialiseGraphics(320,240,HZMode); // GFX Init, incl. Init act. Buffer...
//***************************************************************
MOD_Init();
MOD_Load((u_char *) music);
MOD_Start();
//***************************************************************
LoadTIMData((u_long*)li); // left background
LoadTIMData((u_long*)re); // right background
LoadTIMData((u_long*)ka); // Quater
LoadTIMData((u_long*)font); // font 1
LoadTIMData((u_long*)font1); // font 2
LoadTIMData((u_long*)blg); // Bbbles big
LoadTIMData((u_long*)blm); // Bbbles medioun
LoadTIMData((u_long*)blk); // Bbbles small
//***************************************************************
//
// INIT SPRITES
//
//***************************************************************
SetSpriteInfo(&sprRe,(u_long)re,0,0,0); // right background
SetSpriteInfo(&sprLi,(u_long)li,0,0,0); // left background
SetSpriteInfo(&sprKa,(u_long)ka,0,0,0); // the quater
SetSpriteInfo(&sprBlG[0],(u_long)blg,0,0,0); // Bubble-Big
SetSpriteInfo(&sprBlM[0],(u_long)blm,0,0,0); // Bubble-medium
SetSpriteInfo(&sprBlK[0],(u_long)blk,0,0,0); // Bubble-small
//***************************************************************
//
// devs and sprite for scroll text//
//
//***************************************************************
SetSpriteInfo(&sprLetter,(u_long)font,0,0,0);
sprLetter.w=sprLetter.h=32;
sprLetter.mx=sprLetter.my=32;
SetSpriteInfo(&sprLetter1,(u_long)font1,0,0,0);
sprLetter1.w=sprLetter1.h=32;
sprLetter1.mx=sprLetter1.my=32;
//***************************************************************
//
// some devinition for our Bubbles//
//
//***************************************************************
for (i=0;i<MAXBLASEN;i++)
{
sprBlG[i]=sprBlG[0];
sprBlG[i].mx=8;
sprBlG[i].my=8;
sprBlM[i]=sprBlM[0];
sprBlK[i]=sprBlK[0];
}
initBlasen();
//***************************************************************
//
//
// M A I N
//
//
//***************************************************************
while(1)
{
int iTmp1,iTmp2,iTmp4,iTmp5;
int i,k;
PADstatus=PadRead(4);
MoveBlasen();
if(PADstatus&Pad1x){Video_MODE=1; break; } // JOYPAD Input
if(PADstatus&Pad1crc){Video_MODE=2; break; } // JOYPAD Input
GsSortSprite(&sprLi, &othWorld[currentBuffer], 4);
GsSortSprite(&sprRe, &othWorld[currentBuffer], 4);
GsSortSprite(&sprKa, &othWorld[currentBuffer], 2);
sprRe.x=245; // Position right Background
sprRe.y=120; // Position right Background
sprLi.x=85; // Position left Background
sprLi.y=120; // Position left Background
sprKa.x=293; // Position quater
sprKa.y=213; // Position quater
do_Vorhang(); // the Demo Fading
delay++;//printf("DELAY %D\n",delay);
if(delay>70)
{ delay=70;
DrawScroller();
}
RenderWorld(60);
}
SpuInit();
SpuQuit();
MOD_Stop();
MOD_Free();
PadStop();
ResetGraph(0);
StopCallback();
//***************************************************************
// defintition PATCH FUNKTION - Game decrunch
//***************************************************************
EnterCriticalSection();
depack1();
ExitCriticalSection();
//***************************************************************
//
// define patching Video_MODE==1 (PAL)
// Video_MODE==2 (NTSC)
//
//***************************************************************
if(Video_MODE==1)
{
ficken = (u_long *)0x800955ec; *ficken = 0x24020001; // Get Video
ficken = (u_long *)0x800955f0; *ficken = NOP; // Get Video
ficken = (u_long *)0x800934e8; *ficken = 0x24900030; // X-Delta
ficken = (u_long *)0x800934ec; *ficken = 0x24900030; // X-Delta
}
//***************************************************************
//
// if game pad button hit...
//
// start game
//
//***************************************************************
asm("nop");
asm("j 0x8009dcf8"); // ExecAddress to load the Game
asm("nop");
}
//
// END MAIN
//***************************************************************
//
// D E F I N I T I O N S
//
// Function: InitialiseGraphics()
// Description: initialisiert das Grafik-System
// Parameters: MODE_USED -> PAL, NTSC
// Returns: void
// Notes: NOTE: Init also for 3D! (Coordinates centering)
//
//***************************************************************
void InitialiseGraphics(int SCRWidth,int SCRHeight,int HZMode)
{
SetVideoMode(HZMode);
if ((HZMode == MODE_NTSC) && (SCRHeight==256)) SCRHeight=240;
// Init VRAM (Resolution Y,
// interlace 0/1 off/ on Offset 0/1 GTE/GPU,
// Ditherflag 0/1 off/ on,
// VRAM Mode 0/1 16/24 Bit)
GsInitGraph(SCRWidth, SCRHeight, GsNONINTER|GsOFSGPU, 0, 0);
// Define "Double Buffer"
// X-Koordinate , Y-Koordinate -> Buffer 0 (0,0)
// X-Koordinate , Y-Koordinate -> Buffer 1 (0,YRes) )
GsDefDispBuff(0, 0, 0, SCRHeight);
// correct errors occurs by libs
if (SCRHeight == 256) GsDISPENV.screen.h=256;
othWorld[0].length = ORDERING_TABLE_LENGTH;
othWorld[1].length = ORDERING_TABLE_LENGTH;
othWorld[0].org = otWorld[0];
othWorld[1].org = otWorld[1];
GsClearOt(0,0,&othWorld[0]);
GsClearOt(0,0,&othWorld[1]);
// get actual Buffer
currentBuffer=GsGetActiveBuff();
// set Address for "Packet"-Builing
GsSetWorkBase((PACKET*)out_packet[currentBuffer]);
}
//***************************************************************
//
// Function: RenderWorld(char cClear)
// Description: this Function handle DoubleBuffer...
// (ordering tables etc)
// Parameters: char cClear: on True do and add "CLS" at OT
// Returns: void
// Notes: --
//
//***************************************************************
void RenderWorld(char cClear)
{
// old list
v_countCODE=VSync(1);
DrawSync(0);
v_countGFX = VSync(1);
VSync(0); // waite unti GPU is ready with "old List"
// switchBuffer (Display / Drawing)
GsSwapDispBuff();
// ------------------------------------ "current List"
// "register a "ClearScreen"- command in OT
// R, G, B
if (cClear==1) GsSortClear(0,0,0,&othWorld[currentBuffer]);
if (cClear==60) GsSortClear(207,156,79,&othWorld[currentBuffer]);
if (cClear==255) GsSortClear(0,0,0,&othWorld[currentBuffer]);
// start drawing (GPU draw the OT in the background)
GsDrawOt(&othWorld[currentBuffer]);
FntFlush(-1);
// ------------------------------------ "NEW List"
// init next OT
// grab current Buffer
currentBuffer=GsGetActiveBuff();
// create address for packet building
GsSetWorkBase((PACKET*)out_packet[currentBuffer]);
// delete content of OT
GsClearOt(0, 0, &othWorld[currentBuffer]);
// OT is now rerady to receive GsSort... Commands
}
//***************************************************************
//
// Function: LoadTIMData (u_long tMemAddress)
// Description: transfer a .TIM File from Main Mem into VidMem
// Parameters: u_long tMemAddress - Adress by a TIM in MAin Mem
// Returns: void
// Notes: --
//
//***************************************************************
void LoadTIMData(u_long *tMemAddress)
{
RECT tRect;
GsIMAGE tTim;
DrawSync(0);
tMemAddress++;
GsGetTimInfo(tMemAddress, &tTim); // save TIM-Information in tTim
tRect.x = tTim.px;
tRect.y = tTim.py;
tRect.w = tTim.pw;
tRect.h = tTim.ph;
LoadImage(&tRect, tTim.pixel); // Lade TIM-Daten ins VideoRam
DrawSync(0);
if ((tTim.pmode >> 3) & 0x01)
{
tRect.x = tTim.cx;
tRect.y = tTim.cy;
tRect.w = tTim.cw;
tRect.h = tTim.ch;
LoadImage(&tRect, tTim.clut); // load CLUT into VideoRam
};
DrawSync(0); // waite until GPU is done
}
//***************************************************************
//
// Function: SetSpriteInfo(...)
// Description: Init# something for Sprites
// Parameters: - Pointer to structuro of a Sprite
// - Address (RAM) for TIMs
// - Position X und Y
// - CutParameter: correct Sprite if we need it smaller
// if we face ugly stripes next to our images by the TIM files
// Returns: void
// Notes: Sett rev point in the absolute middle
// Watch out: this has no effect to GsSortFastSprite
//
//***************************************************************
void SetSpriteInfo(GsSPRITE *tSprite, u_long tMemAddress, long tX, long tY, int tCut)
{
GsIMAGE tTim; // TIM image Information
tMemAddress += 4; // Pointer to File
GsGetTimInfo((u_long *) tMemAddress, &tTim); // get TIM Info in tTim
tSprite->x = tX; // set Coordinates
tSprite->y = tY;
switch (tTim.pmode & 3) // X-Values depending by the Bit Depth
{
case 0: tSprite->w = tTim.pw << 2;
tSprite->u = (tTim.px & 0x3f) * 4;
break;
case 1: tSprite->w = tTim.pw << 1;
tSprite->u = (tTim.px & 0x3f) * 2;
break;
default: tSprite->w = tTim.pw;
tSprite->u = tTim.px & 0x3f;
};
tSprite->h = tTim.ph;
tSprite->v = tTim.py & 0xff;
tSprite->tpage = GetTPage((tTim.pmode & 3),0,tTim.px,tTim.py);
tSprite->attribute = (tTim.pmode & 3) << 24;
tSprite->cx = tTim.cx; // set CLUT from Sprite
tSprite->cy = tTim.cy;
tSprite->r = tSprite->g = tSprite->b = 128; // normal Intensity (Colors)
// set to Standard
tSprite->mx = tSprite->w/2; // Ref-Point of Sprites to the middle
tSprite->my = tSprite->h/2;
tSprite->scalex = tSprite->scaley = ONE; // Scale to 1 (original Size)
tSprite->rotate = 0; // Rotation to 0
if (tCut) // cut Sprite if our TIM have
tSprite->w -= tCut; // an "illegal" width
};
//***************************************************************
//
// Bubbles Code
//
//
//***************************************************************
void initBlasen()
{
int l,zi,zi2,zi3;
srand(1);
for(l=0;l<MAXBLASEN;l++)
{
zi=rand()%420;
sprBlG[l].x=zi;
zi=rand()%340;
sprBlG[l].y=zi;
zi2=rand()%410;
sprBlM[l].x=zi;
zi2=rand()%340;
sprBlM[l].y=zi2;
}
}
void MoveBlasen()
{
int i=0,j=0,k=0;
if(test<1) test1+=1;
if(test>20) test1-=1;
test+=test1;
iSinOff1+=1;iSinOff1%=MAXSINVALUE;
iSinOff2+=255;iSinOff2%=MAXSINVALUE;// + 254 = -2
for (i=0;i<MAXBLASEN;i++)
{
sprBlG[i].y-=2;
if (sprBlG[i].y==-10) sprBlG[i].y=250;
sprBlG[i].mx=(SinusS1[iSinOff1]-(SinusS2[iSinOff2]));
sprBlG[i].mx=sprBlG[i*2].mx+(SinusS1[iSinOff1]);
sprBlG[i].mx=sprBlG[i*3].mx-(SinusS1[iSinOff2]);
sprBlG[i].mx=sprBlG[i*2].mx+(SinusS2[iSinOff1]);
sprBlM[i].y-=2;
if (sprBlM[i].y==-10) sprBlM[i].y=250;
sprBlM[i].mx=(SinusS1[iSinOff1]-(SinusS2[iSinOff2]));
sprBlM[i].mx=sprBlM[i*2].mx+(SinusS1[iSinOff1]);
sprBlM[i].mx=sprBlM[i*3].mx-(SinusS1[iSinOff2]);
sprBlM[i].mx=sprBlM[i*2].mx+(SinusS2[iSinOff1]);
GsSortSprite(&sprBlG[i], &othWorld[currentBuffer], 1);
GsSortSprite(&sprBlM[i], &othWorld[currentBuffer], 1);
}
}
//***************************************************************
//
// DRAW SCROLL TExT
//
//***************************************************************
void DrawScroller(void)
{
int iTmp1,iTmp2,iTmp3,iTmp4,iTmp5;
char *pText;
char *pText1;
iSinOff1+=4;iSinOff1%=MAXSINVALUE;
if (iScrollOffset<=-32) {pBaseText++;iScrollOffset+=32;}
iScrollOffset-=SCRSPEED;
if (*pBaseText==NULL) // end of Scroll text...
pBaseText=scrtxt;
if (iScrollOffset1<=-32) {pBaseText1++;iScrollOffset1+=32;}
iScrollOffset1-=SCRSPEED;
if (*pBaseText1==NULL) // end of scroll text
pBaseText1=scrtxt1;
pText=pBaseText; // pointer for Txt
pText1=pBaseText1; // temp Text pointe
for (iTmp1=0;iTmp1<32;iTmp1++) // show max 11 Signs
// for (iTmp5=0;iTmp5<32;iTmp5++) // show max 11 Signs
{
iTmp2=*pText;
if (iTmp2) // if Signs >0
iTmp4=*pText1;
if (iTmp4) // if Signs >0
{
if (iTmp2>'Z') iTmp2=' ';
iTmp2-=' '; // target Coordinates
if (iTmp4>'Z') iTmp4=' ';
iTmp4-=' '; // target Coordinates
//***************************************************************
//
// SINUS IMPLEMENT
//
//***************************************************************
iTmp3=SinusS1[(iSinOff1+sprLetter.x)%MAXSINVALUE];
sprLetter.x+= SinusS1[(iSinOff2+sprLetter.x)%MAXSINVALUE]/2;
sprLetter.x=iScrollOffset+32*iTmp1;
sprLetter.y=YPOS+iTmp3; // source coordinates
sprLetter.u=(iTmp2%8)*32;
sprLetter.v=(iTmp2/8)*32;
GsSortSprite(&sprLetter,&othWorld[currentBuffer],3);
pText++;
sprLetter1.y=iScrollOffset1+32*iTmp1;
sprLetter1.x=XPOS;//+iTmp3; // source coordinates iTmp3 = sinus
sprLetter1.u=(iTmp4%8)*32;
sprLetter1.v=(iTmp4/8)*32;
GsSortSprite(&sprLetter1,&othWorld[currentBuffer],3);
pText1++;
}
}
}
//***************************************************************
//
// START UP FADE IN
//
//***************************************************************
void do_Vorhang()
{
static char fade;
myBox[0].w=myBox[1].w=320;
myBox[0].h=myBox[1].h=120;
myBox[0].x=myBox[1].x=0;
myBox[0].y=0-fade;
myBox[1].y=120+fade;
GsSortBoxFill(&myBox[0],&othWorld[currentBuffer],0);
GsSortBoxFill(&myBox[1],&othWorld[currentBuffer],0);
if(fade<128)
fade++;
}
Compile and test it with ePSXe EMU
QUESTIONS? ASK
have fun
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Last edited by inc^lightforce on February 16th, 2023, 7:55 am, edited 3 times in total.
-
inc^lightforce Verified
- Psy-Q Enthusiast
- Posts: 249
- Joined: Mar 07, 2013
- I am a: Programmer Windows+PS1, GFX Artist
- PlayStation Model: Black
- Location: Germany
another day another tutorial in 2023
today you can check, how to use a Sprite Sheet that contain a animated Character.
thats it:
- 2 Lines on Top and the Bottom of the screen
- Typer
I have programmed this patch in 2001 for:
Saiyuki: Journey West (C) Koei
Get all information from the attached Files.
It include the original Images, Tim Files, *.bmp and the source gfx by the sprite sheet. use coreldraws
Photopaint to load it properly.
Also the commented SourceCode and a compiled PS1 Exe File that you can run and view in epsxe 1.6.0
The Folder contain all Files. Make sure that you correct your Paths to your local Emulator.
See Batch file:
Folder Structure:
Compile and test it with ePSXe EMU
QUESTIONS? ASK
have fun
today you can check, how to use a Sprite Sheet that contain a animated Character.
thats it:
- 2 Lines on Top and the Bottom of the screen
- Typer
I have programmed this patch in 2001 for:
Saiyuki: Journey West (C) Koei
Get all information from the attached Files.
It include the original Images, Tim Files, *.bmp and the source gfx by the sprite sheet. use coreldraws
Photopaint to load it properly.
Also the commented SourceCode and a compiled PS1 Exe File that you can run and view in epsxe 1.6.0
The Folder contain all Files. Make sure that you correct your Paths to your local Emulator.
See Batch file:
Code: Select all
@echo off
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
@echo.
::================================
:: some colors for different lines
::================================
call color 0e
echo DELETING OLD OBJ FILES
@echo.
@echo.
::================================
:: a short pause
::================================
@ping -n 2 localhost> nul
@del depack.obj
@rem del *.bin
@echo.
::================================
:: clear screen
::================================
@cls
@echo.
@ping -n 2 localhost> nul
call color 0e
asmpsx.exe /l/oat- depack.src,depack.obj
@echo.
@echo.
call color 0a
@ccpsx -O3 -Xo$80090000 main.c DATA\*.obj DATA\Include_H\*.h depack.obj -omain.cpe
@echo.
@echo.
@echo.
@echo.
@cpe2x main.cpe
@echo.
@echo off
@del main.cpe
@echo.
@echo.
@echo.
echo.renaming main.exe to CharacterDemo.exe
@ren main.exe CharacterDemo.exe
@echo.
@echo.
@echo.
echo.the Compiled Patch will now copied to the PSX EMU FOLDER and RUN automatically
@echo.
@echo off
@move CharacterDemo.exe C:\__ANAKIN\PS1_EMU
@cd C:\__ANAKIN\PS1_EMU
@ePSXe.exe CharacterDemo.exe -nogui
rem @ping -n 1 localhost> nul
rem exit
Code: Select all
//--------------------------------------------------------------------------
//
//
// LOADER code by Inc. - UCA - Lightforce
//
//
// Saiyuki: Journey West (C) Koei
// ==============================
//
// proggy-type: NTSC to PAL PATCH
//
// original code and program: 20/08/2001
//
// out now for your pleasure and education, rewritten in February 2023
//
// CODE, GFX: INC. Lightforce !!
// SOUND: SOBEC (R.i.P. BRO) & INC.
//
//
// recoded with Notepad
// tested with epsxe 1.60
//
//
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
//
//
// I N C L U D E S
//
//
//--------------------------------------------------------------------------
#include <sys/types.h>
#include <stdlib.h>
#include <libetc.h>
#include <libgte.h>
#include <libgpu.h>
#include <libgs.h>
#include <libsnd.h>
#include <libmath.h>
#include <libspu.h>
#include "Data\Include_H\PAD.H"
#include "Data\Include_H\Hitmod.H"
//--------------------------------------------------------------------------
//
//
// ASM ADRESS DEFINITION
//
//
//--------------------------------------------------------------------------
#define NOP 0x00000000
#define PAL 0x24020001
#define NTSC 0x24020000
//--------------------------------------------------------------------------
#define DEVELOPEMENT
#define ORDERING_TABLE_LENGTH (12)
#define MAX_NO_PACKETS (4000)
#define rnd(max) ((rand()*(max))/(32768)+1)
//--------------------------------------------------------------------------
//
//
// DEFINITION FOR THE CHARACTER, our MONSTER
//
//
//--------------------------------------------------------------------------
#define MONSTERSPRITES 4
#define MAXCHAR 4
//--------------------------------------------------------------------------
//
//
// G L O B A L S
//
//
//--------------------------------------------------------------------------
GsOT othWorld[2];
GsOT_TAG otWorld[2][1<<ORDERING_TABLE_LENGTH];
PACKET out_packet[2][(MAX_NO_PACKETS * 24)];
int currentBuffer; // BUFFER for DOUBLE BUFFERING
u_long PADstatus=0; // Var to save PAD-Status
int v_countGFX=0, v_countCODE=0; // HSync Zaehler
u_char HZMode=MODE_NTSC; // auto Vid-Mode on start
int Xangle,Yangle,depth;
int Xangle2,Yangle2;
extern char music[]; // external Soundfile
extern char font1[]; // Image that contain the letters and signs
extern char Monster[]; // the running Monster on our screen
extern char rechts[]; // right background image
extern char links[]; // left background image
extern char logo[]; // Group Logo
extern char baum[]; // Tree image for the Foreground
//--------------------------------------------------------------------------
//
//
// Font-Sprites & Textures for the Typer
//
//
//--------------------------------------------------------------------------
#define PAGEW (27) // Page Width
#define PAGEH (8) // Page Height
#define SIGNS (32) // <--- how many signs in we have in the source Image?
#define ROWS (3) // <--- how much Rows? see the image in the Image Folder
#define MAX_CHAR (PAGEH*PAGEW)
GsSPRITE fontspr[SIGNS * ROWS];
GsSPRITE page[MAX_CHAR];
//--------------------------------------------------------------------------
//
//
// some more Definition for our Monster
//
//
//--------------------------------------------------------------------------
GsSPRITE scroll[MAXCHAR];
GsSPRITE sprMonster[MONSTERSPRITES];
//--------------------------------------------------------------------------
//
//
// Create Lines on top and the Bottom of the Demo Screen
//
//
//--------------------------------------------------------------------------
GsGLINE line2;
GsGLINE line5;
GsGLINE line6;
GsGLINE line7;
int Video_MODE=0;
GsSPRITE sprLogo; // Sprite for Group Logo
GsSPRITE sprRechts; // right background
GsSPRITE sprLinks; // left background
GsSPRITE sprBaum[10]; // some trees in the foreground
//--------------------------------------------------------------------------
//
//
// P R O T O T Y P E S
//
//
//--------------------------------------------------------------------------
void InitialiseGraphics(int,int,int); // Width, Height, MODE
void UpdateWorld();
void RenderWorld(char cClear);
void LoadTIMData (u_long *tMemAddress); // RAM -> VRam
void SetSpriteInfo(GsSPRITE *tSprite, u_long tMemAddress, long tX, long tY, int tCut);
void init_LogoSprites(void);
//--------------------------------------------------------------------------
//
//
// Procedure for our Typer and the Pages
//
//
//--------------------------------------------------------------------------
void init_Typer(void);
void do_Typer(void);
void init_Page(int);
//--------------------------------------------------------------------------
//
//
// Procedure for our Monster
//
//
//--------------------------------------------------------------------------
void init_Monster(void);
//--------------------------------------------------------------------------
//
// ABC-Table for our Typer
//
//
//--------------------------------------------------------------------------
#define FONT_W (8) // width of one Letter
#define FONT_H (10) // height of one Letter
int anzfontabc=0;
static int isinit=0;
char fontabc[]="ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789,.-+*#!\"%&/()=?;:ÖÄÜöäüß ";
//--------------------------------------------------------------------------
//
//
// how much pages
//
//
//--------------------------------------------------------------------------
#define PAGES 8 // <------------ how much pages to type
//--------------------------------------------------------------------------
//
//
// the Page
//
//
//--------------------------------------------------------------------------
char texte[PAGEH*PAGES][PAGEW]=
{
// 1 5 10 15 20 25 30 SIGNS max. SIGNS
// | | | | | | |
{" "},// 1
{" "},// 2
{" "},// 3
{" NEVER STOP CoDING "},// 4
{" "},// 5
{" "},// 6
{" a fine Ntsc2Pal Selector "},// 7
{" "},// 8
{" "},// 1
{" "},// 2
{" We "},// 3
{" "},// 4
{"are very proud to bring you"},// 5
{" SAIYUKI JOURNEY WEST US "},// 6
{" (C) KOEI "},// 8
{" "},// 7
{" "},// 1
{" Enjoy "},// 2
{" the nice GFX and Animation"},// 3
{" painted by inc. of - UCA -"},// 4
{" "},// 5
{" Press (X) for PAL "},// 6
{" or do "},// 7
{" (O) for NTSC "},// 8
{" "},// 1
{" We "},// 2
{" "},// 3
{" send big Shouts out to "},// 4
{" Friends + Crews we like "},// 5
{" "},// 6
{" "},// 7
{" "},// 8
{" "},// 1
{" "},// 2
{" -ACCESSION- "},// 3
{" -ECHELON-CAPITAL- "},// 4
{" -EURASIA-OLDSKOOL-KALISTO-"},// 5
{"-HIGH SOCIETY-PARADOX-TRSI-"},// 6
{" -UNDERCOVER AGENTS- "},// 7
{" -DRASTIC- "},// 8
{" "},// 1
{" "},// 2
{" C O D I N G + G F X "},// 3
{" INC. undercover agents "},// 4
{" "},// 5
{" S O U N D "},// 6
{" SbC of LFC + INC. OF UCA "},// 7
{" "},// 8
{" "},// 1
{" "},// 2
{" IRc? "},// 3
{" "},// 4
{" Efnet: "},// 5
{" "},// 6
{" #lightforce "},// 7
{" "},// 8
{" "},// 1
{" "},// 2
{" "},// 3
{" "},// 4
{" R E L O A D "},// 5
{" "},// 6
{" "},// 7
{" "},// 8
};
//--------------------------------------------------------------------------
//
//
// Function: main()
//
//
//--------------------------------------------------------------------------
int main()
{
u_long lTmp1;
u_long *ficken;
int i,j;
int temp,temp1;
//--------------------------------------------------------------------------
//
//
// INIT THE LOOP for our MONSTER
//
//
//--------------------------------------------------------------------------
int Move=0;
int delay=0;
int anzspr=0,sinspeed=2,scrollspeed=0;
int step=0,scrpos=0,sincount=0,sincount2=0;
int speeds[]={0,1,2,4};//,8,16};
int iMonsterPos=-200,iMonsterSpd=1;
char Monsterabc[]="0123@"; // we have 4 animated Sprites of the Monster
scrollspeed=1; // how fast to llop in the Sprite Sheet
Xangle=Yangle=1; // init x angle and y angle
PadInit(0); // Joypad Init
//--------------------------------------------------------------------------
//
//
// AUTO PSX MODE SELECT if the original game is NTSC
//
//
//--------------------------------------------------------------------------
if (*(char *)0xbfc7ff52=='E') // E(urope) --> PAL; A(merica) and J(apan) both use NTSC
{
HZMode=MODE_PAL;
}
else
{
HZMode=MODE_NTSC;
}
InitialiseGraphics(320,240,HZMode); // GFX Init, inkl. Init akt. Buffer...
MOD_Init(); // for the hitmod player
MOD_Load((u_char *) music); // the music for the Patch
MOD_Start(); // play music
// Load external TIM identifiers
LoadTIMData((u_long*)rechts); // right background
LoadTIMData((u_long*)links); // left background
LoadTIMData((u_long*)font1); // font for the typer
LoadTIMData((u_long*)logo); // Group Logo [ LIGHTFORCE ]
LoadTIMData((u_long*)Monster); // animated Monster
LoadTIMData((u_long*)baum); // foreground trees
// position in relation to size of: right background
SetSpriteInfo(&sprRechts,(u_long)rechts,240,120,1);
// position in relation to size of: left background
SetSpriteInfo(&sprLinks,(u_long)links,80,120,1);
// position in relation to size of: LIGHTFORCE LOGO
SetSpriteInfo(&sprLogo,(u_long)logo,160,40,1);
// position in relation to size of: foreground trees
SetSpriteInfo(&sprBaum[0],(u_long)baum,270,165,1); //breite,h”he
SetSpriteInfo(&sprBaum[1],(u_long)baum,10,180,1); //breite,h”he
SetSpriteInfo(&sprBaum[2],(u_long)baum,25,175,1); //breite,h”he
// fixing tree position
sprBaum[0].v+=2;sprBaum[0].h-=2;
sprBaum[1].v+=2;sprBaum[1].h-=2;
sprBaum[2].v+=2;sprBaum[2].h-=2;
// define Monster Sprite
SetSpriteInfo(&sprMonster[0],(u_long)Monster,0,0,3);
sprMonster[0].y=182;
sprMonster[0].mx=20;
sprMonster[0].my=27;
init_Typer();
init_Monster();
//------------------------------------------------------------------------------------------------
//
//
//
// M A I N
//
//
//
//------------------------------------------------------------------------------------------------
while(1)
{
int iTmp1,iTmp2,iTmp3,iTmp4,iTmp5;
PADstatus=PadRead(4);
// WAIT until the gamer push X to start in PAL MODE
if(PADstatus&Pad1x){Video_MODE=1; break; }
// WAIT until the gamer push X to start in NTSC MODE
if(PADstatus&Pad1crc){Video_MODE=2; break; }
//--------------------------------------------------------------------------------------------
//
// SETUP Character animation
//
//--------------------------------------------------------------------------------------------
for(i=0;i<1;i++)
for(j=0;j<4;j++) // play sprite animation from 0-4
if(Monsterabc[scrpos+i]!='@')
{
if(Monsterabc[scrpos+i]==Monsterabc[j])
scroll[i]=sprMonster[j];
}
else
scrpos=0;
step+=speeds[scrollspeed];
if(step==4)
{scrpos++;step=0;}
for(i=0;i<MAXCHAR;i++)
{
if(iMonsterPos >540)Move-=1; // the Monster start to run outside of the screen
if(iMonsterPos ==-200)Move+=1; // the Monster comes back outside of the screen
iMonsterPos+=Move;
scroll[i].x=iMonsterPos;
scroll[i].scalex=ONE*Move;//*(-1);
GsSortSprite(&scroll[i],&othWorld[currentBuffer],3); // 3 = Z-Index
}
do_Typer();
//--------------------------------------------------------------------------------------------
//
//
// DRAW 4 LINES TO FRAME THE SCREEN onTop and Bottom
//
//
//--------------------------------------------------------------------------------------------
// TOP LEFT
line2.r0=200;line2.g0=200;line2.b0=200;
line2.x1=0;line2.x0=160;
line2.y0=line2.y1=0;
// TOP RIGHT
line7.r0=200;line7.g0=200;line7.b0=200;
line7.x0=160;line7.x1=320;
line7.y0=line7.y1=0;
// BOTTOM LEFT
line5.r0=200;line5.g0=200;line5.b0=200;
line5.x1=0;line5.x0=160;
line5.y0=line5.y1=238;
// BOTTOM RIGHT
line6.r0=200;line6.g0=200;line6.b0=200;
line6.x0=160;line6.x1=320;
line6.y0=line6.y1=238;
GsSortGLine(&line2,&othWorld[currentBuffer],1);
GsSortGLine(&line5,&othWorld[currentBuffer],1);
GsSortGLine(&line6,&othWorld[currentBuffer],1);
GsSortGLine(&line7,&othWorld[currentBuffer],1);
// LOGO in the FOREGROUND - Z-Index 1
GsSortSprite(&sprLogo,&othWorld[currentBuffer],1);
// BACKGROUND RIGHT - Z-Index 4
GsSortSprite(&sprRechts,&othWorld[currentBuffer],4);
// BACKGROUND LEFT - Z-Index 4
GsSortSprite(&sprLinks,&othWorld[currentBuffer],4);
// TREE 1 in the FOREGROUND - Z-Index 2
GsSortSprite(&sprBaum[0],&othWorld[currentBuffer],2);
// TREE 2 in the FOREGROUND - Z-Index 2
GsSortSprite(&sprBaum[1],&othWorld[currentBuffer],2);
// TREE 3 in the FOREGROUND - Z-Index 2
GsSortSprite(&sprBaum[2],&othWorld[currentBuffer],2);
RenderWorld(60);
}
// if a button was pressed on the gamepad
SpuInit();
SpuQuit();
MOD_Stop();
MOD_Free();
PadStop();
ResetGraph(0);
StopCallback();
//------------------------------------------------------------------------------------------------
//
//
//
// PATCH FUNCTION- DECRUNCH THE GAME
//
//
//
//------------------------------------------------------------------------------------------------
EnterCriticalSection();
depack1();
ExitCriticalSection();
//------------------------------------------------------------------------------------------------
//
//
// add Video Norm values:
// Video_MODE==1 (PAL) // if we have a original NTSC Game and want to patch to PAL
// Video_MODE==2 (NTSC) // if we have a original PAL Game and want to patch to NTSC
//
//
//------------------------------------------------------------------------------------------------
if(Video_MODE==1) // 1 for PAL
{
// VALUES from the LCT Tool
ficken = (u_long *)0x800a049c; *ficken = 0x24020001;// Get Video
ficken = (u_long *)0x800a04a0; *ficken = NOP; // Get Video
ficken = (u_long *)0x800aa978; *ficken = 0x24900030; // X-Delta
ficken = (u_long *)0x800aa97c; *ficken = 0x24900030; // X-Delta
}
//------------------------------------------------------------------------------------------------
//
// START THE GAME NOW
//
//------------------------------------------------------------------------------------------------
asm("nop");
asm("j 0x8009f684"); // ExecAdress to load the original Game
asm("nop");
}
void InitialiseGraphics(int SCRWidth,int SCRHeight,int HZMode)
{
SetVideoMode(HZMode);
if ((HZMode == MODE_NTSC) && (SCRHeight==256)) SCRHeight=240;
GsInitGraph(SCRWidth, SCRHeight, GsNONINTER|GsOFSGPU, 0, 0);
// definition "Double Buffer"
// (X-Coordinate , Y-Coordinate -> Buffer 0 (0,0)
// X-Coordinate , Y-Coordinate -> Buffer 1 (0,YRes) )
GsDefDispBuff(0, 0, 0, SCRHeight);
// fixing library
if (SCRHeight == 256) GsDISPENV.screen.h=256;
othWorld[0].length = ORDERING_TABLE_LENGTH;
othWorld[1].length = ORDERING_TABLE_LENGTH;
othWorld[0].org = otWorld[0];
othWorld[1].org = otWorld[1];
GsClearOt(0,0,&othWorld[0]);
GsClearOt(0,0,&othWorld[1]);
// get current Buffer
currentBuffer=GsGetActiveBuff();
// Address for packet sizing
GsSetWorkBase((PACKET*)out_packet[currentBuffer]);
}
void RenderWorld(char cClear)
{
// Old List
v_countCODE=VSync(1);
DrawSync(0);
v_countGFX = VSync(1);
VSync(0); // wait until the GPU has done the OLD LIST
// flip Buffer (Display / Drawing)
GsSwapDispBuff();
// NEW/ CURRENT LIST
// register a ClearScreen-Command in OT
// R, G, B
if (cClear==1) GsSortClear(0, 0, 0,&othWorld[currentBuffer]);
if (cClear==60) GsSortClear(0, 0, 0,&othWorld[currentBuffer]);
if (cClear==255) GsSortClear(0, 0, 0,&othWorld[currentBuffer]);
// startDrawing ( GPU draw the OT in the background
GsDrawOt(&othWorld[currentBuffer]);
FntFlush(-1);
// NEW LIST
// init next OT !!!
// get current Buffer
currentBuffer=GsGetActiveBuff();
// set Address for "Packet"-Building
GsSetWorkBase((PACKET*)out_packet[currentBuffer]);
// delete old content in the OT
GsClearOt(0, 0, &othWorld[currentBuffer]);
// OT is now ready to receive GsSort... Commands ...
}
void LoadTIMData(u_long *tMemAddress)
{
RECT tRect;
GsIMAGE tTim;
DrawSync(0);
tMemAddress++;
GsGetTimInfo(tMemAddress, &tTim); // save TIM-Information in tTim
tRect.x = tTim.px;
tRect.y = tTim.py;
tRect.w = tTim.pw;
tRect.h = tTim.ph;
LoadImage(&tRect, tTim.pixel); // load TIM-Infos into VideoRam
DrawSync(0);
if ((tTim.pmode >> 3) & 0x01)
{
tRect.x = tTim.cx;
tRect.y = tTim.cy;
tRect.w = tTim.cw;
tRect.h = tTim.ch;
LoadImage(&tRect, tTim.clut); // load CLUT into VideoRam
};
DrawSync(0); // wait until GPU is done with its task
}
void SetSpriteInfo(GsSPRITE *tSprite, u_long tMemAddress, long tX, long tY, int tCut)
{
GsIMAGE tTim; // TIM image Information
tMemAddress += 4; // Pointer to the Files
GsGetTimInfo((u_long *) tMemAddress, &tTim); // get TIM Infos from tTim
tSprite->x = tX; // set Coordinates x
tSprite->y = tY; // set Coordinates y
switch (tTim.pmode & 3) // X-Values depending from its Bit Depth!
{
case 0: tSprite->w = tTim.pw << 2;
tSprite->u = (tTim.px & 0x3f) * 4;
break;
case 1: tSprite->w = tTim.pw << 1;
tSprite->u = (tTim.px & 0x3f) * 2;
break;
default: tSprite->w = tTim.pw;
tSprite->u = tTim.px & 0x3f;
};
tSprite->h = tTim.ph;
tSprite->v = tTim.py & 0xff;
tSprite->tpage = GetTPage((tTim.pmode & 3),0,tTim.px,tTim.py);
tSprite->attribute = (tTim.pmode & 3) << 24;
tSprite->cx = tTim.cx; // set CLUT from Sprite
tSprite->cy = tTim.cy;
tSprite->r = tSprite->g = tSprite->b = 128; // normal Intensity (Colors)
// set to Standard
tSprite->mx = tSprite->w/2; // set Ref. Point to the center of a sprite
tSprite->my = tSprite->h/2; // now not necessary
tSprite->scalex = tSprite->scaley = ONE; // skale to normal size ---> 1
tSprite->rotate = 0; // rotate in degree? set to zero ---> 0
if (tCut) // cut Sprite if TIM have
tSprite->w -= tCut; // a illegal width
};
//------------------------------------------------------------------------------------------------
//
//
// DEFINITION of the 4 pictures of the Monsters Position in the Sprite sheet
//
//
//------------------------------------------------------------------------------------------------
void init_Monster()
{
int i=0,j=0;
unsigned char Monsterxy[]={0,0,60,0,0,55,60,55}; // cut the correct position to its dimensions
sprMonster[0].w=60;
sprMonster[0].h=55;
sprMonster[0].u=Monsterxy[j++];
sprMonster[0].v=Monsterxy[j++];
for(i=1;i<4;i++)
{
sprMonster[i]=sprMonster[0];
sprMonster[i].u=Monsterxy[j++];
sprMonster[i].v=Monsterxy[j++];
}
}
//------------------------------------------------------------------------------------------------
//
//
// INIT Typer Font
//
//
//------------------------------------------------------------------------------------------------
void init_Typer()
{
GsIMAGE fontimg;
int i=0,j=0,k=0;
unsigned char fontxy[SIGNS*ROWS*2];
anzfontabc=strlen(fontabc);
// X+Y Offsets in the Texture
for(i=0;i<ROWS;i++)
{
for(j=0;j<SIGNS;j++)
{
fontxy[k++]=(j*FONT_W); // X Offset
fontxy[k++]=(i*FONT_H); // Y Offset
}
}
// Texture and all Sprite init
SetSpriteInfo(&fontspr[0],(u_long)font1,0,0,1);
j=0;
fontspr[0].w=FONT_W;
fontspr[0].h=FONT_H;
fontspr[0].u=fontxy[j++];
fontspr[0].v=fontxy[j++];
for(i=1;i<anzfontabc;i++)
{
fontspr[i]=fontspr[0];
fontspr[i].u=fontxy[j++];
fontspr[i].v=fontxy[j++];
}
}
// do Typer
void do_Typer()
{
static int act_x=0,act_y=0,act_p=0;
static int charcnt=0,delaycnt=50*10,
clrcount=122;
int i=0,subit=-2;
// charcnt=MAX_CHAR;
// delete the current Text Page now?
if(clrcount==122)
{
// if init is not done, do it now
if(isinit==0)
{
init_Page(act_p);
isinit++;
}
// start typing now
for(i=0;i<charcnt;i++)
{
page[i].r=22; page[i].g=75; page[i].b=93;
GsSortFastSprite(&page[i],&othWorld[currentBuffer],1);
}
// if a Sign or Letter is missing, go on
if(charcnt<MAX_CHAR)
{
charcnt++;
}
// ok, now we have all content of the text page... wait and erase then
else
{
if(--delaycnt==0)
{
delaycnt=50*10;
clrcount--;
}
}
}
// ok, bring next text page
else
{
if(++act_p==PAGES) act_p=0;
charcnt=0;
isinit=0;
clrcount=122;
}
}
// fill Sprite-Array for the Typer
void init_Page(int pagenum)
{
int h,i,j,k=0;
// do some math for the sprites
for(h=0;h<PAGEH;h++)
{
for(i=0;i<PAGEW;i++)
{
for(j=0;j<anzfontabc;j++)
{
// if SPACE in text, do not show a Sprite
if(texte[h+(PAGEH*pagenum)][i]==' ')
{
page[k++].w=0;
break;
}
// set the correct Letter as the correct Sprite
if(texte[h+(PAGEH*pagenum)][i]==fontabc[j])
{
page[k ]=fontspr[j];
page[k ].x=55+(i*FONT_W); // set position of the Typer on the Demoscreen X Axis
page[k++].y=60+(h*FONT_H); // set position of the Typer on the Demoscreen Y Axis
break;
}
}
}
}
}
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