![]() ![]() This effectively bridges the (previously untapped) complex (rom controlled) 3D scene data with the (previously useless) simple (hardware/emulator controlled) 2D GPU data and gives us all the necessary information for 3D model export: connectivity (triangles), color/texture data as well as vertices in their original 3D world-space positions. ![]() Later on at the GPU stage I intercept all the 2D vertices of the frame and reassociate their screenspace position with their original 3D counterparts (world space verts) by selecting from the previously intercepted world/screen space position pair (for the GTE) based on them having identical screen space (2D) values, (this is implemented using a simple vec2i to vec3i hashmap ). On each game render frame I store each world-space-transformed vertex position that passes thru the RTPS function (still in 3D) as well as the final functions resulting output position (now in 2D screen space). So in order to allow for model export I simply do the following: I did this by modifying the Open Source C++ Avocado PSX Emulator, I intercept the GTE (graphics transform engine) calls to the specific operation 'RTPS' (which performs rotate, translate and perspective transformations) all 3D game vertices in all games inevitably pass thru this function, however at this point the vertices are not paired with their connectivity information (triangle connection order) nor their render information (colors, textures etc) TLDR: I can now save the current 3D render of any scene in any PS1 game to OBJ along with any active colors and textures (much like the 3D model dumping functionality in N64 emulators like 1964). However I spent the last day or two pushing against that idea and - TODAY I CRACKED IT - (perhaps I'm the first person to do so in almost 30 years - since the PS1 release date). His branch is not popular BUT IT SHOULD BE!īe sure to checkout the amazing avocado emulator and especially the 3D screenshot by RIKOMAX!: įorums often talk about how the PS1 has a 2D GPU and how it is not possible to simply grab the current 3D scene in the same way as a Nintendo64 emulator can (since it would all just be flat / 2D!) Ricardo Reis (rickomax) actually discovered this technique previously! and has made a wonderful exporter! u/Newbornfromhell's 20 in 1 Theme Pack for Autobleem, rehosted by /u/jmwilkes76! Step-by-step guide for AutoBleem, BleemSync, & RetroBoot r/GameGearMicro Useful Links & Resources Before asking if a USB device is compatible, please check the spreadsheets below (under 'Useful Links' in the sidebar). ![]()
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