PS3 homebrew source code + PSL1GHT

Here is an archive with the source code for the most recent PS3 versions of the following games.

Cascade Beneath
Cherophobe
Cylinder Dodge
Don’t Get Crushed
Elongated Reptile
Gambol
Goodbye World
Hero City
Maze Generator
Neo Tanks
Neo Trail
Sketch Fight
Slime Roll
Swingball 2
That Other Pong
The Jarred Mind 3
The Unmapped Forest
They Do Not Die 2
UFO Racer
We Are Nowhere
Winter’s End

The archive also contains the extremely outdated pre compiled copy of PSL1GHT that I used to develop those games.

Download it from PlatonicRobot.com

P.S. You can vote for this in the monthly psx-scene contest!

PS3 updates and source code

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

Here are some very small updates. The projection matrix is being properly calculated now so it takes into account the actual aspect ratio and uses the correct FOV resulting in the games looking more like their Wii and Windows counterparts (though some of them still noticeably fall short in other ways). In addition to that the games that previously instructed you to press the A button to start the game now correctly tell you to press the X button. When playing in Neo Tanks you now only shoot when holding the R1 button. There have been some changes made to the ship in Neo Trail and the symbols have been removed from the sides of blocks.

Cherophobe v1.1
Cylinder Dodge v1.1
Gambol v0.3
Hero City v0.6
Neo Tanks v0.3
Neo Trail v0.2

You can download the source code for all of my publicly released PS3 stuff (since I switched to using PSL1GHT and with the exception of Avoidance) here. The last time I uploaded source for my PS3 stuff was before I made Neo Trail and a few other things and anyways the hosting sites I used at the time (fileserve and mulitupload) have effectively shut down so this is the only place to get it right now.

The largely incomplete Wii source code dump

I’ve uploaded a rar file containing the source code for nearly everything I’ve ever released on Wii (there are still a few things missing from it). It also contains Visual Studio project files and the necessary libraries for compiling Windows versions, Photoshop file and a bunch of other stuff. Some of them may be a little bit different then they were in their last public release (camera rotation and zoom for example in Tick Tock Car Race should be more efficient). Some of them may not compile properly and if they do they may not run correctly on Wii. But all of the games that I’ve released recently (last month or two) should be fine.

You can download it here.

As an added bonus here is the source code for Dance Clone (which isn’t included in the above archive).

Source code and updates

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

Here are freshly compiled copies of everything I’ve ever released for PS3 since I began using PSL1GHT (with the exclusion of Avoidance which I’m just going to pretend I never ported). Many of them have been updated but mostly in fairly trivial ways. The player turns to face the direction they are moving in Gambol, one of the levels in Swingball 2 has been remade, Goodbye World has been largely rewritten but should look and play the same as before, The Unmapped Forest has an added title screen, etc.

Cascade Beneath v1.1
Cherophobe v1.0
Cylinder Dodge v1.0
Dont Get Crushed v1.2
Gambol v0.2
Goodbye World v1.1
Hero City v0.5
Maze Generator v1.3
Neo Tanks v0.2
Sketch Fight v0.3
Slime Roll v0.3
Swingball 2 v0.4
The Unmapped Forest v0.3
They Do Not Die 2 v0.7
We Are Nowhere v0.2
Winters End v1.0

Perhaps more significantly, I have uploaded the up to date source code for all of it. You can download the archive here or here. It’s worth noting that it is just the source code for my projects. If you want the old copy of PSL1GHT that I’ve been using to compile things then you can get that here.

I’ll be taking a short break now from PS3 homebrew. There are some Wii things I want to work on. I’ll probably/possibly/maybe be done in a couple weeks. Let me know what you would like me to give priority to once I am.

Time Frack Reupload

This is something that I actually made and posted ages ago. But the link has since died so I figured I would re upload it. Replaying it now it’s actually a lot less impressive then I remember it being.

I’ve included every version of it along with source code. There is also an early build of a sequel (that I had completely forgotten about) which seems to effectively be the same game in a larger environment and was apparently planned to be titled Time Frack: Paradox. Both where made with DarkGDK.

For a brief instant I was considering adding time controls to that still nameless thing that I have been working on and posting about for the last week and making that into the new Time Frack. That is actually why I dug this up. But I’ve decided against it.

Links:
Download

Maze Generator v1.2 PS3 source code

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

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.

The Untitled Project v0.2 and source – Wii

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

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.

Download
Alternate links