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Thread: [AHL] Advance Homebrew Library
  

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  1. #1 Triangle [AHL] Advance Homebrew Library 
    Slynk is offline Member
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    Here's a sneak peak at what xwolfi and I have been working on.

    Notice: This is a very early release of the library. A lot may not work, work correctly, or just plain not exist in the future. If you find any bugs, post them here or PM xwolfi and I.

    I made a very small demo of the 2D library I've been working on. Depending on your controller, the movement code may be a bit fickle (trying to find a good test zone for the sticks still. The sticks are never directly in the center.) Just inch it closer to the center to stop the movement. Left stick controls the image position and the right stick controls the camera... not that you could tell from this perspective but they do accomplish different things.

    I'll see if I can get xwolfi to make a demo for the things he's been working on. There's still so much to do but I need some sleep. Give me some feedback guys. ^^

    EDIT:
    Thought I'd give a breakdown of the library for those wanting to know what it can do:

    GL.h -- Functions for initializing PSGL in a 3D Environment

    2D/GL2D.h --Functions for initializing PSGL, and drawing, in a 2D environment

    2D/Sprite.h -- Class for storing the position of images in a more friendly coordinate system (0,0 is top left of the sprite AND the screen)

    io/console.h --Functions for writing to the console

    io/DebugFont.h -- Functions for simplifying libdbgfont

    io/Pad.h -- Very useful class for testing the controller for input

    network/Socket.h -- Working class to handle simple network interactions

    texture/PNG.h -- Class for initializing, and loading PNGs from the app directory.

    tools/Thread.h -- For multi-threaded functionality.

    tools/dialog.h && tools/InformationDialog.h -- Used to load up dialog menus.

    ////////////Currently Working On/////////////////
    Animation by using multiple png images as frames. Status 90%
    Animation by using sprite sheet (png) and text coords. Status 15%
    JPEG loader. Status 0%
    Multi-threading the Image load Process. Status 0%
    Attached Files
    Last edited by Slynk; 10-21-2010 at 12:51 PM.
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  2. #2  
    Access_Denied is offline Banned
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    Very useful. I've been programming for years, but some of the more complicated stuff on the PS3 is still a little new to me. And with college eating up my life, there isn't very much time to learn. It's nice to be able to have a simple library like this to not only use, but learn from. (The SDK samples aren't really my style.) I've actually been working on a Sokoban clone for a few days now, but I'm now thinking about switching form the shitty spliced together Sony code to this. I assume you don't mind?

    Again, thank you. This will help us noobs out. (6 years of programming and 2 years of college, and I'm still a noob. :/ )
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  3. #3  
    Slynk is offline Member
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    Quote Originally Posted by Access_Denied View Post
    Very useful. I've been programming for years, but some of the more complicated stuff on the PS3 is still a little new to me. And with college eating up my life, there isn't very much time to learn. It's nice to be able to have a simple library like this to not only use, but learn from. (The SDK samples aren't really my style.) I've actually been working on a Sokoban clone for a few days now, but I'm now thinking about switching form the shitty spliced together Sony code to this. I assume you don't mind?

    Again, thank you. This will help us noobs out. (6 years of programming and 2 years of college, and I'm still a noob. :/ )
    Nope, I don't mind. Our library is free to use. A little credit somewhere to Slynk and Xwolf would be nice but it's no big deal.
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  4. #4  
    Access_Denied is offline Banned
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    Quote Originally Posted by Slynk View Post
    Nope, I don't mind. Our library is free to use. A little credit somewhere to Slynk and Xwolf would be nice but it's no big deal.
    Definitely. I'm also a big open-source guy, so you'll see the source along with it.

    One question though, which I'll ask her in case others need to know. Should we use the 1.92 or the 3.41 SDK to compile this?
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  5. #5  
    Slynk is offline Member
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    Quote Originally Posted by Access_Denied View Post
    Definitely. I'm also a big open-source guy, so you'll see the source along with it.

    One question though, which I'll ask her in case others need to know. Should we use the 1.92 or the 3.41 SDK to compile this?
    1.92

    I'd love to make a 3.41 version eventually (or if the OpenSDK makes some leaps and bounds, that) because I'm big into 2D dev and 3.41 has gif loading support XD
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  6. #6  
    syntex is offline Member
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    is it possible to add png's with transparency? I wasnt able yet to test this. Im currently working on a new bmanager , I want to create a UI thats different then those that are currently going around
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  7. #7  
    Slynk is offline Member
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    Hmm... I'm not sure really. I didn't test a transparent sprite... There's an easy test:

    1)draw an image or set the glClearColor to something like blue.
    2)draw an transparent image over this.

    If the transparent part comes up black or white, transparency doesn't work and I'll need to figure out how to implement it. I'll try to get around to testing it out. If you get around to it first, post your results here. ^^
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  8. #8  
    Access_Denied is offline Banned
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    Quote Originally Posted by Slynk View Post
    Hmm... I'm not sure really. I didn't test a transparent sprite... There's an easy test:

    1)draw an image or set the glClearColor to something like blue.
    2)draw an transparent image over this.

    If the transparent part comes up black or white, transparency doesn't work and I'll need to figure out how to implement it. I'll try to get around to testing it out. If you get around to it first, post your results here. ^^
    From what I can tell, the 'loadFromDisc' function does handle alpha channels. It is possible that the channel is lost somewhere along the line, but I would assume that it would work. But as you said, it's easy to test.

    Also, did you guys have any difficulty using relative paths? I seem to ONLY be able to use absolute paths. Trying to load "flag.png" doesn't work, but the absolute path does work. But I do have a bit more testing to do, so I might be wrong. I do know one thing for sure, however. You ABSOLUTELY MUST have a leading slash when using absolute path. Example.

    "dev_hdd0/game/PLIB00000"

    That will NOT work.

    "/dev_hdd0/game/PLIB00000"

    That WILL work. It's quite odd, but it took me a good 15 minutes to figure out.
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  9. #9  
    Slynk is offline Member
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    Quote Originally Posted by Access_Denied View Post
    From what I can tell, the 'loadFromDisc' function does handle alpha channels. It is possible that the channel is lost somewhere along the line, but I would assume that it would work. But as you said, it's easy to test.

    Also, did you guys have any difficulty using relative paths? I seem to ONLY be able to use absolute paths. Trying to load "flag.png" doesn't work, but the absolute path does work. But I do have a bit more testing to do, so I might be wrong. I do know one thing for sure, however. You ABSOLUTELY MUST have a leading slash when using absolute path. Example.

    "dev_hdd0/game/PLIB00000"

    That will NOT work.

    "/dev_hdd0/game/PLIB00000"

    That WILL work. It's quite odd, but it took me a good 15 minutes to figure out.
    SYS_DEV_HDD0 will take care of that. My demo uses
    SYS_DEV_HDD0"/game/PLIB00000/USRDIR/flag.png"

    to point to the image. I was looking for a way to include the path to the application dynamically but I haven't found anything. It'd be nice if:
    "/dev_hdd0/game/GAME00000" was all in a system variable like SYS_DEV_HDD0. If you know of anything, it's a quick switch in the code but for now, yeah you have to use the full path.
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  10. #10  
    syntex is offline Member
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    I gonna start coding now aswell, im new to console coding but youre libary is easy to understand and the examples given by sdk are good aswell to learn. My experience is based on MMORPGs that I used to hack, find send/recv functions , find their decrypt tables and then use them to write bots or may use exploits cuz of bad packet handling by the server.

    I hope I get something working, I start off with your Hello-World source you posted in "Help to Help others" thread and try that one on my console.

    I saw its possible to build up a menu in OpenGL, I gonna give that a try later.
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