Yeti3D demo with PVR rendering.

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Re: Yeti3D demo with PVR rendering.

Post by Chilly Willy » Tue Dec 13, 2011 4:46 pm

Well, if OneThirty8 isn't going to any time soon, I might try my hand at making a version of Yeti3D Pro or ++ (need to check if they made any changes to the Yeti code for ++).
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Re: Yeti3D demo with PVR rendering.

Post by OneThirty8 » Sat Dec 17, 2011 4:54 pm

Go for it. I'd love to say I would do it, but I have no idea when anything usable would come from it.
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Re: Yeti3D demo with PVR rendering.

Post by Chilly Willy » Sun Dec 18, 2011 12:14 pm

Cool. I'll try to get something out by New Years. At least demos like this are fairly easy.
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Re: Yeti3D demo with PVR rendering.

Post by Anthony817 » Mon Dec 19, 2011 1:11 am

Just a heads up, Bennugd for Dreamcast is getting it included.

Image

http://forum.bennugd.org/index.php?topic=2811.30

It also has support for PVR textures.
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Re: Yeti3D demo with PVR rendering.

Post by Basil » Mon Dec 19, 2011 1:53 am

Cool. I'll try to get something out by New Years. At least demos like this are fairly easy.
Wow! Thank you. I think i do some more mapping. :)
I've been trying to make a 32X version of that for a while now. The 32X suffers from the same problem as the GBA - lack of ram.
Have you got any luck?
Bennugd for Dreamcast is getting it included.
It's very slow but this one runs full speed. Take a look viewtopic.php?p=1029627#p1029627
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Re: Yeti3D demo with PVR rendering.

Post by Chilly Willy » Mon Dec 19, 2011 12:58 pm

Basil wrote:
I've been trying to make a 32X version of that for a while now. The 32X suffers from the same problem as the GBA - lack of ram.
Have you got any luck?
Not yet. It needs certain structures broken up more... mainly the map. The parts that don't change need to be left in the rom cell structure in rom, with only the variable parts actually put into ram, then I need to change the game code to refer to either the rom map or the ram map depending on what they're accessing. At least when I'm done it should work on the GBA again as well as the 32X. The rendering is a bit more advanced, so lesser systems will need that assembly optimization like the GBA version uses.
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