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SANiKs Mario Demo PSP: Difference between revisions

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|version=2007
|version=2007
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/psphomebrew/smariodemo.7z
|download=https://dlhb.gamebrew.org/psphomebrew/smario_demo.zip
|website=https://www.dcemu.co.uk/vbulletin/threads/52685-SANiK-s-Mario-Demo
|website=https://www.dcemu.co.uk/vbulletin/threads/52685-SANiK-s-Mario-Demo
|source=
}}
}}
A 3D Mario game tech demo.
A 3D Mario game tech demo.
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==External links==
==External links==
* DCEmu - https://www.dcemu.co.uk/vbulletin/threads/52685-SANiK-s-Mario-Demo
* DCEmu - https://www.dcemu.co.uk/vbulletin/threads/52685-SANiK-s-Mario-Demo
[[Category:PSP homebrew games]]
[[Category:Homebrew platform games on PSP]]

Latest revision as of 02:34, 21 Haziran 2024

SANiK's Mario Demo
Smariodemo2.png
General
AuthorSANiK
TypeDemos
Version2007
LicenseMixed
Last Updated2007/02/11
Links
Download
Website

A 3D Mario game tech demo.

User guide

If one is to continue the project/start from scratch, take a look at poly.c and math.c.

The only snippet of code that's really needed is:

void reflex(float *a_matrix, float a_x, float a_y, float a_z)
{
//Apply the matrix rotation to the point
//Requires a custom matrix library
vector_matrix_mul(a_x, a_y, a_z, a_matrix);

//Apply the reflex lens formula
a_z=a_z - ((((a_x) * (a_x)) + ((a_y)*(a_y)))*0.05f);
//The 0.05f = Lens curvature

//PSP screen stretch/skew
a_x*=1.25f;
a_y*=1.05f;

//Draw the vertex
glVertex3f(a_x, a_y, a_z);
}

Controls

Cross - Jump

D-Pad - Move

Start - Quit

Screenshots

smariodemo3.png

smariodemo4.png

Known issues

It lags at certain points.

External links

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