Maze Generator v1.2 PS3 source code

October 23, 2011

EDIT: A more recent upload of the source code + PSL1GHT can be found here.

As requested here is the source code for the recently released build of Maze generator.

Download it here

On a side note I just realized that Maze generator unnecessarily includes the levels from the last release of SwingBall 2. The files where accidental left in a copied folder. They are small so it doesn’t really matter but obviously I’ll remove them in the event that I update the game again.

Source code and everything needed for compiling

October 14, 2011

EDIT: A more recent upload of the source code + PSL1GHT can be found here.

I don’t remember by whom but I’m reasonably certain I’ve been asked for this before and I suspect there is probably a handful of people that would find this useful. So here it is.

I’ve uploaded a compressed file that contains the (admittedly outdated) compiled copy of PSL1GHT that I’ve been using (and continue to use) for all of my recent PS3 homebrew. The archive also includes the source code for They Do Not Die 2, We Are Nowhere, The Unmapped Forest, Slime Roll, Sketch Fight, Goodbye World, Don’t Get Crushed, Cascade Beneath and Avoidance. Along with the source code is all of the related media.

You can download it here.

How to use it (well running Ubuntu 32bit):

Just add the following text at the bottom of your bashrc file.

## Setup ps3toolchain environment
export PS3DEV=/usr/local/ps3dev
export PATH=$PATH:$PS3DEV/bin
export PATH=$PATH:$PS3DEV/host/ppu/bin
export PATH=$PATH:$PS3DEV/host/spu/bin
## Setup PSL1GHT Environment
export PSL1GHT=$PS3DEV/psl1ght
export PATH=$PATH:$PSL1GHT/host/bin

Then open up the terminal and install the following libraries (some of these probably aren’t really necessary but some definitely are).

sudo apt-get install autoconf automake bison flex texinfo libncurses5-dev gcc g++ make wget libelf-dev
sudo apt-get install python2.6-dev python-dev zlib1g-dev libtool git-core libgmp3-dev libssl-dev pkg-config
sudo apt-get install libcloog-ppl-dev

Extract the contents of the above ps3dev.tgz archive to the /usr/local/ folder.

Then in the terminal just open the directory for one of the projects (such as They Do Not Die 2).

cd $PS3DEV/MyProjects/projects/TheyDoNotDie2

Finally enter this to compile it (Doing make clean first would probably also be a good idea).

make pkg

What I would like you to do:

Make something. There is an appalling lack of original games being made in the homebrew community and I implore you to take part in changing this.

Give credit when credit is due. Don’t just reskin one of the games or change a couple things and pretend that you have made something new.

EDIT: I’ve re uploaded it (the file was taken down). I’d also like to also take this moment to point out that if you go here you can get the source code for more recent builds of my PS3 stuff along with a bunch of games that aren’t even included here.

source code

March 17, 2011

Here is the source code for the recently posted GP2X versions of Dont Get Crushed and Cascade Beneath.

Download the Dont Get Crushed GP2X source code
Alternate links

Download the Cascade Beneath GP2X source code
Alternate links

The Untitled Project v0.2 and source – Wii

March 3, 2011

Screenshots provided by Cid2Mizard from NintendoMax.

I couldn’t get lighting working 😦 I’ll try again later. But anyways here is a very small update to the Wii version of everyone favorite massively incomplete open world cyberpunk game.

moving elevators have been added
added trashcans
the spinning collectible things have also been added but you cant actually pick them up yet
I switched it to a first person view
now you use the wiimote pointer to aim and turn
instead of being treated by the collision system as though you where as tall as you where wide you now have actual height
I fixed some other flaws with the collision system
the world is slightly larger

This time around I included the source code. I would love to see any changes that anybody makes to it or anything made with it.

Download the Wii version + source
Alternate links

OBJtoH and source – Windows

February 10, 2011

This is something that is really only useful to developers. It converts 3D OBJ files to c++ headers.

Since I’m somewhat rage inducingly stuck getting stuff working on PS3 CFW I’ve began to shift my focus towards another game (Which I probably wont be publicly revealing for a few months so don’t hold your breath hitting F5 waiting for it to be posted) on another platform and I ran into some small trouble getting it to load external files in emulation. I’m sure it would have been easy to correct but instead I decided to just write a small (it compiles to only 16KB) program to load 3d meshes from a Wavefront Object format files and export them as ready to be included headers.

There is no UI. Just drag and drop the Obj files (you can do it with multiple files at once) onto the executable.

The filename and the name of the variables that it contains all reflect the filename of the OBJ file that they where generated from.

If for example you converted a file named person.obj the filename of the header it outputs would then be person.h.
It would contain an integer named personvertexcount which would store the number of vertices in the mesh.
It would also contain a float array named personvertexarray which would store the position of each vertex (3 entries for each vertex so for example the x position of the 2nd vertex would be found at personvertexarray[3] and its y position would be at personvertexarray[4] and its z position would be at personvertexarray[5]).
It would also contain a float array named persontexturearray which would store the texture coordinates for each vertex (2 entries for each vertex).
Last but not least it would contain a float array named personnormalarray which would store the normals of each vertex (3 entries for each vertex).

One limitation though is that my Obj file loader currently assumes that you are only using triangular polygons. Quads aren’t yet supported.

Along with the pre compiled windows executable the RAR file also includes the source code. Since it doesn’t really have any abnormal dependencies it should be incredibly easy to compile it on any platform.

Alternate links