Fixed some memory things on PSP
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@@ -1,9 +1,9 @@
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{
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"tiles": [
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1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@@ -18,12 +18,12 @@
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@@ -31,11 +31,11 @@ errorret_t rpgInit(void) {
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entityInit(ent, ENTITY_TYPE_PLAYER);
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RPG_CAMERA.mode = RPG_CAMERA_MODE_FOLLOW_ENTITY;
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RPG_CAMERA.followEntity.followEntityId = ent->id;
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ent->position.x = 0, ent->position.y = 0;
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ent->position.x = 2, ent->position.y = 2;
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ent = &ENTITIES[1];
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entityInit(ent, ENTITY_TYPE_NPC);
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ent->position.x = 6, ent->position.y = 4;
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ent->position.x = 4, ent->position.y = 0, ent->position.z = 1;
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// All Good!
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errorOk();
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@@ -10,8 +10,8 @@
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#include "worldpos.h"
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#include "display/mesh/mesh.h"
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#define CHUNK_VERTEX_COUNT_MAX (6 * CHUNK_TILE_COUNT * 3)
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#define CHUNK_MESH_COUNT_MAX 16
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#define CHUNK_VERTEX_COUNT_MAX (6 * CHUNK_TILE_COUNT * 2)
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#define CHUNK_MESH_COUNT_MAX 12
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typedef struct chunk_s {
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chunkpos_t position;
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@@ -10,12 +10,12 @@
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#define CHUNK_WIDTH 16
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#define CHUNK_HEIGHT 16
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#define CHUNK_DEPTH 32
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#define CHUNK_DEPTH 8
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#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
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#define MAP_CHUNK_WIDTH 3
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#define MAP_CHUNK_HEIGHT 3
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#define MAP_CHUNK_DEPTH 1
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#define MAP_CHUNK_DEPTH 3
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#define MAP_CHUNK_COUNT (MAP_CHUNK_WIDTH * MAP_CHUNK_HEIGHT * MAP_CHUNK_DEPTH)
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typedef int16_t worldunit_t;
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@@ -36,6 +36,7 @@ errorret_t sceneMapInit(scenedata_t *data) {
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data->sceneMap.camera.lookatPixelPerfect.up
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);
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data->sceneMap.camera.lookatPixelPerfect.pixelsPerUnit = 1.0f;
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data->sceneMap.camera.perspective.fov = glm_rad(90.0f);
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errorOk();
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}
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@@ -8,7 +8,7 @@ from assethelpers import getAssetRelativePath
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CHUNK_WIDTH = 16
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CHUNK_HEIGHT = 16
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CHUNK_DEPTH = 32
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CHUNK_DEPTH = 8
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CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH
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TILE_WIDTH = 16.0
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TILE_HEIGHT = 16.0
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@@ -31,18 +31,22 @@ def processTile(tileIndex, x=0, y=0, z=0):
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# Tile 2, ramp up
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color = (255,0,0)
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vertices = [
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{'position': (px, py, pz), 'color': color, 'uv': (0,0)}, # 0,0
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{'position': (px + TILE_WIDTH, py, pz), 'color': color, 'uv': (1,0)}, # 1,0
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{'position': (px + TILE_WIDTH, py + TILE_HEIGHT, pz + TILE_DEPTH), 'color': color, 'uv': (1,1)}, # 1,1
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{'position': (px, py, pz), 'color': color, 'uv': (0,0)}, # 0,0 (repeat)
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{'position': (px + TILE_WIDTH, py + TILE_HEIGHT, pz + TILE_DEPTH), 'color': color, 'uv': (1,1)}, # 1,1 (repeat)
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{'position': (px, py + TILE_HEIGHT, pz + TILE_DEPTH), 'color': color, 'uv': (0,1)} # 0,1
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{'position': (px, py, pz + TILE_DEPTH), 'color': color, 'uv': (0,0)}, # 0,0
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{'position': (px + TILE_WIDTH, py, pz + TILE_DEPTH), 'color': color, 'uv': (1,0)}, # 1,0
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{'position': (px + TILE_WIDTH, py + TILE_HEIGHT, pz), 'color': color, 'uv': (1,1)}, # 1,1
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{'position': (px, py, pz + TILE_DEPTH), 'color': color, 'uv': (0,0)}, # 0,0 (repeat)
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{'position': (px + TILE_WIDTH, py + TILE_HEIGHT, pz), 'color': color, 'uv': (1,1)}, # 1,1 (repeat)
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{'position': (px, py + TILE_HEIGHT, pz), 'color': color, 'uv': (0,1)} # 0,1
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]
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indices = [0, 1, 2, 3, 4, 5]
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else:
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# Determine color for checkerboard pattern
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color = (255,255,255) if (x + y) % 2 == 0 else (0,0,0)
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if tileIndex == 1:
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color = (0, 255, 0)
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else:
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color = (0, 0, 255)
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vertices = [
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{'position': (px, py, pz), 'color': color, 'uv': (0,0)}, # 0,0
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{'position': (px + TILE_WIDTH, py, pz), 'color': color, 'uv': (1,0)}, # 1,0
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