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|version=2007 | |version=2007 | ||
|license=Mixed | |license=Mixed | ||
|download=https://dlhb.gamebrew.org/psphomebrew/ | |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 | ||
}} | }} | ||
A 3D Mario game tech demo. | A 3D Mario game tech demo. |
Latest revision as of 02:34, 21 Haziran 2024
SANiK's Mario Demo | |
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General | |
Author | SANiK |
Type | Demos |
Version | 2007 |
License | Mixed |
Last Updated | 2007/02/11 |
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
Known issues
It lags at certain points.