psxsdk

oden

The lighting calculation: a ball, a cone and a cube under three lights you aim and color.

Controls

The symbol buttons turn the scene, Start brings it nearer and Select pushes it away. Holding L1, L2 or R2 gives the symbol buttons and the d-pad to the first, second or third light: Triangle and Cross change its red, Circle and Square its green, Select and Start its blue, and the d-pad aims it. Holding R1 with Triangle and Cross raises and lowers the ambient light. The d-pad alone swaps each model for the textured version the TMD also carries, Left the ball, Right the cube and Up the cone, and Down puts the plain versions back. Start and Select together quit.

A port of Sony's Net Yaroze demo "oden" (Sony, 1993 to 1996): a demonstration of the lighting calculation. A ball, a cone and a cube, each scaled by its own matrix, stand under three directional lights at 640 by 480 interlaced, and every light can be aimed and recolored while the scene turns. The d-pad also swaps each model for the textured version the TMD carries beside it.

Differences from the original:

  • The model and texture are read off the disc into the program's own memory. The original's batch script sent them to fixed addresses.

Nothing allocates after startup.

Source on GitHub