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Thread: KohKae Engine

                  
   
  1. #31
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    Quote Originally Posted by AnonymousTipster
    That's good that it's working, as it'll mean music playback takes no CPU time (it is run on the ME, right?).
    It would be good if you allowed the engine to either force the user to insert the UMD, or allow the user to deactivate the music if the game wants to allow that functionality.
    That is exactly how I am planning to do it.

    On boot the game checks the drive. If no UMD. Give a message saying "music playback requires a umd in the drive that uses 1.0 or 1.5 firmware". Give the user the option to retry or to disable music.

    If the user has a disc already in or selects try, the engine will search the umd and try to auto find the prx files. if it does, it will load them and continue. If it does not find them it will notify the user.

    The over all great thing about this. It means I ensure at3 playback on all psp and not just 1.0/1.5 units.

  2. #32
    DCEmu Newbie Evab3vA's Avatar
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    Hmm..

    Tried it and I get nothing! The 'Home' button works but crashes the PSP. :/

    Not sure if I'm doing anything wrong. What are the .tga files in the 'Art' directory for?

  3. #33
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    Yay. Sucks my battery was empty ealier today so sadly had to wait till now to test things.

    Anyways, I now have auto detecting in the audio lib. I will post a demo later tonight / tomorrow so people can test on a few umd to see if generaly it works well. I do know that 2.5 UMD dont work well (exit caused the psp to crash).

    So engine wise;
    .) At3 Playback is functional but not final (have issues in stoping audio, as well as adding stuff for looping & maybe streaming).
    .) Bsp suport is there but still need clipping, texture & lightmaps loaded.
    .) Textures are partial atm. I am in the middle of adding a texture manager (wont be advance, just more a common class to plug in obj classes).
    .) There is an improved camera & view frustum class now. Camera part needs to be made more advanced but works for now. Also I desided to make the camera class not do any surface clipping. This is up to the obj class themselfs, yet camera will always have the latest frustum for testing surfaces against.

    anyway will post more info later tonight.


    Quote Originally Posted by Evab3vA
    Hmm..

    Tried it and I get nothing! The 'Home' button works but crashes the PSP. :/

    Not sure if I'm doing anything wrong. What are the .tga files in the 'Art' directory for?
    .TGA is a image format. Its quite commonly used in Quake2 & Quake3. Personaly the format stuck on me since it's so straight forward, not complicated and no need for external librarys.

  4. #34
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    small note. Basic Ini suport.

    While not complex you can have an ini like so

    "
    KOHKAI_TEST

    AUDIO_FILE = Song.at3;
    "

    Then just do the following in code
    FileFormatINI myIni;
    char szSong[200] = "";

    if( !myIni.LoadFile( "./Audio.ini", "KOHKAI_TEST" ) )
    return;

    if( myIni.SeekTag( "AUDIO_FILE", SEEK_CUR ) )
    {
    sscanf( myIni.GetResults(), "%s;", szSong );
    szSong [ strlen( szSong ) - 1] = '\0';
    }
    you can drop the whole scanf part. I just like to use it for say if I want to parse fror example "BLOCK_LOC = 0, 1, 2;" I can just do sscanf( myIni.GetResults(), "%d,%d,%d;", &vec.x, &vec.y, &vec.z );

    -- edit --
    If you did not figure it out yet. "KOHKAI_TEST" is just a key so it can validate that the file is what you need.

    if you call LoadFile and pass null for the second param it will not parse for a key.

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