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5 Commits

Author SHA1 Message Date
a825d5a707 Modified .gitattributes 2025-06-17 14:07:03 +02:00
69d366aaa1 Fix LFS tracking for image files 2025-06-17 14:06:05 +02:00
Bandwidth
7b040f7a3c Merge pull request #15 from SamuliJaaskelainen/patch-1
Add tips for Scene creation link.
2025-05-03 21:27:18 +02:00
Samuli Jääskeläinen
81310d3ac1 Add tips for Scene creation link. 2025-05-01 22:02:11 +03:00
b65b6ca150 Added texture warning 2025-04-13 00:57:44 +02:00
27 changed files with 54 additions and 1081 deletions

6
.gitattributes vendored
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@@ -1,7 +1,6 @@
#
# Auto Generated
#
# Other
*.pdf filter=lfs diff=lfs merge=lfs -text
# Unity Binary Assets
@@ -70,18 +69,15 @@
*.wmv filter=lfs diff=lfs merge=lfs -text
# Unity-Specific
* text=auto
# Some assets such as lighting data, nav meshes, etc will always be binary,
# as will anything with [PreferBinarySerialization]
# (Even if you force it to text mode serialization)
# Meaning autoCRLF on git will fuck up your project.
*.asset auto
TimeManager.asset -text
#
# The following should be text to allow git merges
#
*.anim text
*.controller text
*.mat text
@@ -92,5 +88,3 @@ TimeManager.asset -text
*.unity text
*.preset text
*.lfs_test filter=lfs diff=lfs merge=lfs -text

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@@ -1,15 +0,0 @@
using Splashedit.RuntimeCode;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(LuaFile))]
public class LuaScriptAssetEditor : Editor
{
private TextAsset asset;
public override void OnInspectorGUI()
{
LuaFile luaScriptAsset = (LuaFile)target;
EditorGUILayout.TextArea(luaScriptAsset.LuaScript);
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 32c0501d523345500be12e6e4214ec9d

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@@ -1,25 +0,0 @@
using UnityEngine;
using System.IO;
using UnityEditor;
using UnityEditor.AssetImporters;
using Splashedit.RuntimeCode;
namespace SplashEdit.EditorCode
{
[ScriptedImporter(1, "lua")]
class LuaImporter : ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
{
var asset = ScriptableObject.CreateInstance<LuaFile>();
var luaCode = File.ReadAllText(ctx.assetPath);
asset.Init(luaCode);
asset.name = Path.GetFileName(ctx.assetPath);
var text = new TextAsset(asset.LuaScript);
ctx.AddObjectToAsset("Text", text);
ctx.AddObjectToAsset("Script", asset);
ctx.SetMainObject(text);
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: d364a1392e3bccd77aca824ac471f89c

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@@ -42,6 +42,8 @@ Both Nicolas and Bandwidth have videos on setting up the PSX Dev Extension in Vi
[Setting up a Scene in Unity 6 for SplashEdit.](https://youtu.be/1JJFYptDTk0)
[Tips for Scene creation.](https://zhamul.itch.io/sauna/devlog/936240/using-psxsplashedit-to-craft-a-scene-for-playstation)
## PSX Components:
There are currently four custom Unity components for exporting your scenes to the PS1. These include:

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@@ -1,15 +0,0 @@
using UnityEngine;
namespace Splashedit.RuntimeCode
{
public class LuaFile : ScriptableObject
{
[SerializeField] private string luaScript;
public string LuaScript => luaScript;
public void Init(string luaCode)
{
luaScript = luaCode;
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: e3b07239f3beb7a87ad987c3fedae9c1

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@@ -40,6 +40,7 @@ namespace SplashEdit.RuntimeCode
{
public List<Tri> Triangles;
private static Vector3[] RecalculateSmoothNormals(Mesh mesh)
{
Vector3[] normals = new Vector3[mesh.vertexCount];
@@ -89,6 +90,8 @@ namespace SplashEdit.RuntimeCode
// Get materials and mesh.
Material[] materials = renderer.sharedMaterials;
Mesh mesh = renderer.GetComponent<MeshFilter>().sharedMesh;
bool uvWarning = false;
// Iterate over each submesh.
for (int submeshIndex = 0; submeshIndex < materials.Length; submeshIndex++)
@@ -147,11 +150,22 @@ namespace SplashEdit.RuntimeCode
(vid1, vid2) = (vid2, vid1);
}
// Set uvWarning to true if uv cooordinates are outside the range [0, 1].
if (uv[vid0].x < 0 || uv[vid0].y < 0 || uv[vid1].x < 0 || uv[vid1].y < 0 || uv[vid2].x < 0 || uv[vid2].y < 0)
uvWarning = true;
if (uv[vid0].x > 1 || uv[vid0].y > 1 || uv[vid1].x > 1 || uv[vid1].y > 1 || uv[vid2].x > 1 || uv[vid2].y > 1)
uvWarning = true;
// Add the constructed triangle to the mesh.
psxMesh.Triangles.Add(new Tri { v0 = convertData(vid0), v1 = convertData(vid1), v2 = convertData(vid2), Texture = psxTexture });
}
}
if(uvWarning)
{
Debug.LogWarning($"UV coordinates on mesh {mesh.name} are outside the range [0, 1]. Texture repeat DOES NOT WORK right now. You may have broken textures.");
}
return psxMesh;
}
@@ -183,6 +197,9 @@ namespace SplashEdit.RuntimeCode
nz = PSXTrig.ConvertCoordinateToPSX(normal.z),
// Map UV coordinates to a byte range after scaling based on texture dimensions.
u = (byte)Mathf.Clamp(uv.x * (width - 1), 0, 255),
v = (byte)Mathf.Clamp((1.0f - uv.y) * (height - 1), 0, 255),

View File

@@ -1,5 +1,4 @@
using System.Collections.Generic;
using Splashedit.RuntimeCode;
using UnityEngine;
using UnityEngine.Serialization;
@@ -8,14 +7,11 @@ namespace SplashEdit.RuntimeCode
[RequireComponent(typeof(Renderer))]
public class PSXObjectExporter : MonoBehaviour
{
public LuaFile LuaFile => luaFile;
public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
public PSXMesh Mesh { get; protected set; } // Stores the converted PlayStation-style mesh
public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh
[Header("Export Settings")]
[FormerlySerializedAs("BitDepth")]
[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
[SerializeField] private LuaFile luaFile;
[Header("Gizmo Settings")]
[FormerlySerializedAs("PreviewNormals")]
[SerializeField] private bool previewNormals = false;

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@@ -2,8 +2,6 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using Splashedit.RuntimeCode;
using UnityEditor;
using UnityEngine;
@@ -91,10 +89,6 @@ namespace SplashEdit.RuntimeCode
string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
int totalFaces = 0;
// Lists for lua data offsets.
List<long> luaOffsetPlaceholderPositions = new List<long>();
List<long> luaDataOffsets = new List<long>();
// Lists for mesh data offsets.
List<long> meshOffsetPlaceholderPositions = new List<long>();
List<long> meshDataOffsets = new List<long>();
@@ -112,7 +106,6 @@ namespace SplashEdit.RuntimeCode
List<long> navmeshDataOffsets = new List<long>();
int clutCount = 0;
List<LuaFile> luaFiles = new List<LuaFile>();
// Cluts
foreach (TextureAtlas atlas in _atlases)
@@ -126,26 +119,12 @@ namespace SplashEdit.RuntimeCode
}
}
// Lua files
foreach (PSXObjectExporter exporter in _exporters)
{
if (exporter.LuaFile != null)
{
//if not contains
if (!luaFiles.Contains(exporter.LuaFile))
{
luaFiles.Add(exporter.LuaFile);
}
}
}
using (BinaryWriter writer = new BinaryWriter(File.Open(path, FileMode.Create)))
{
// Header
writer.Write('S'); // 1 byte // 1
writer.Write('P'); // 1 byte // 2
writer.Write((ushort)1); // 2 bytes - version // 4
writer.Write((ushort)luaFiles.Count); // 2 bytes - padding // 6
writer.Write((ushort)_exporters.Length); // 2 bytes // 6
writer.Write((ushort)_navmeshes.Length); // 8
writer.Write((ushort)_atlases.Length); // 2 bytes // 10
@@ -161,16 +140,6 @@ namespace SplashEdit.RuntimeCode
writer.Write((ushort)PSXTrig.ConvertCoordinateToPSX(_playerHeight, GTEScaling)); // 26
writer.Write((ushort)0);
writer.Write((ushort)0);
// Lua file section
foreach (LuaFile luaFile in luaFiles)
{
// Write placeholder for lua file data offset and record its position.
luaOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
writer.Write((int)0); // 4-byte placeholder for mesh data offset.
writer.Write((uint)luaFile.LuaScript.Length);
}
// GameObject section (exporters)
foreach (PSXObjectExporter exporter in _exporters)
@@ -196,15 +165,7 @@ namespace SplashEdit.RuntimeCode
writer.Write((int)rotationMatrix[2, 2]);
writer.Write((ushort)exporter.Mesh.Triangles.Count);
if (exporter.LuaFile != null)
{
int index = luaFiles.IndexOf(exporter.LuaFile);
writer.Write((short)index);
}
else
{
writer.Write((short)-1);
}
writer.Write((ushort)0);
}
// Navmesh metadata section
@@ -250,17 +211,6 @@ namespace SplashEdit.RuntimeCode
// Start of data section
// Lua data section: Write lua file data for each exporter.
foreach (LuaFile luaFile in luaFiles)
{
AlignToFourBytes(writer);
// Record the current offset for this lua file's data.
long luaDataOffset = writer.BaseStream.Position;
luaDataOffsets.Add(luaDataOffset);
writer.Write(Encoding.UTF8.GetBytes(luaFile.LuaScript));
}
// Mesh data section: Write mesh data for each exporter.
foreach (PSXObjectExporter exporter in _exporters)
{
@@ -393,20 +343,6 @@ namespace SplashEdit.RuntimeCode
}
// Bacfill the lua data offsets into the metadata section.
if (luaOffsetPlaceholderPositions.Count == luaDataOffsets.Count)
{
for (int i = 0; i < luaOffsetPlaceholderPositions.Count; i++)
{
writer.Seek((int)luaOffsetPlaceholderPositions[i], SeekOrigin.Begin);
writer.Write((int)luaDataOffsets[i]);
}
}
else
{
Debug.LogError("Mismatch between metadata lua offset placeholders and lua data blocks!");
}
// Backfill the mesh data offsets into the metadata section.
if (meshOffsetPlaceholderPositions.Count == meshDataOffsets.Count)
{

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@@ -1,21 +0,0 @@
local dir = true
local minY = -300
local maxY = -25
function doSomething(first, other)
local pos = first.position
if dir then
pos.y = pos.y + 10
if pos.y >= maxY then
dir = false
end
else
pos.y = pos.y - 10
if pos.y <= minY then
dir = true
end
end
first.position = pos
end

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@@ -10,32 +10,24 @@ All numeric values are stored in littleendian format. All offsets are counted
| ------ | ---- | ------ | ----------------------------------- |
| 0x00 | 2 | char | `'SP'` File magic |
| 0x02 | 2 | uint16 | Version number |
| 0x04 | 2 | uint16 | Number of Lua Files |
| 0x06 | 2 | uint16 | Number of GameObjects |
| 0x08 | 2 | uint16 | Number of Navmeshes |
| 0x0A | 2 | uint16 | Number of Texture Atlases |
| 0x0C | 2 | uint16 | Number of CLUTs |
| 0x0E | 2 | uint16 | Player Start X (Fixed-point) |
| 0x10 | 2 | uint16 | Player Start Y (Fixed-point) |
| 0x12 | 2 | uint16 | Player Start Z (Fixed-point) |
| 0x14 | 2 | uint16 | Player Rotation X (Fixed-point) |
| 0x16 | 2 | uint16 | Player Rotation Y (Fixed-point) |
| 0x18 | 2 | uint16 | Player Rotation Z (Fixed-point) |
| 0x1A | 2 | uint16 | Player Height (Fixed-point) |
| 0x1C | 4 | uint32 | Reserved (always 0) |
| 0x04 | 2 | uint16 | Number of GameObjects |
| 0x06 | 2 | uint16 | Number of Navmeshes |
| 0x08 | 2 | uint16 | Number of Texture Atlases |
| 0x0A | 2 | uint16 | Number of CLUTs |
| 0x0C | 2 | uint16 | Player Start X |
| 0x0E | 2 | uint16 | Player Start Y |
| 0x10 | 2 | uint16 | Player Start Z |
| 0x12 | 2 | uint16 | Player Rotation X |
| 0x14 | 2 | uint16 | Player Rotation Y |
| 0x16 | 2 | uint16 | Player Rotation Z |
| 0x18 | 2 | uint16 | Player Height |
| 0x1A | 2 | uint16 | Reserved (always 0) |
---
## 2. Metadata Section
### 2.1 Lua File Descriptors (8 bytes each)
| Offset (per entry) | Size | Type | Description |
| ------------------ | ---- | ------ | --------------------------------- |
| 0x00 | 4 | uint32 | Lua File Data Offset |
| 0x04 | 4 | uint32 | Lua File Size |
### 2.2 GameObject Descriptors (56 bytes each)
### 2.1 GameObject Descriptors (56 bytes each)
| Offset (per entry) | Size | Type | Description |
| ------------------ | ---- | -------- | --------------------------------- |
@@ -45,17 +37,21 @@ All numeric values are stored in littleendian format. All offsets are counted
| 0x0C | 4 | int32 | Z position (Fixed-point) |
| 0x10 | 36 | int32[9] | 3×3 Rotation Matrix (Fixed-point) |
| 0x34 | 2 | uint16 | Triangle count |
| 0x36 | 2 | int16 | Lua File Index (-1 if none) |
| 0x36 | 2 | int16 | Padding |
### 2.3 Navmesh Descriptors (8 bytes each)
> Mesh data for each GameObject is located at `meshDataOffset`.
### 2.2 Navmesh Descriptors (8 bytes each)
| Offset (per entry) | Size | Type | Description |
| ------------------ | ---- | ------ | --------------------------------- |
| 0x00 | 4 | uint32 | Navmesh Data Offset |
| 0x04 | 2 | uint16 | Triangle count |
| 0x06 | 2 | uint16 | Padding |
| 0x04 | 2 | int16 | Triangle count |
| 0x06 | 2 | int16 | Padding |
### 2.4 Texture Atlas Descriptors (12 bytes each)
> Each triangle in a navmesh is defined by 3 `int16` vertices (6 bytes per vertex).
### 2.3 Texture Atlas Descriptors (12 bytes each)
| Offset (per entry) | Size | Type | Description |
| ------------------ | ---- | ------ | -------------------------------- |
@@ -65,7 +61,9 @@ All numeric values are stored in littleendian format. All offsets are counted
| 0x08 | 2 | uint16 | Atlas Position X (VRAM origin) |
| 0x0A | 2 | uint16 | Atlas Position Y (VRAM origin) |
### 2.5 CLUT Descriptors (12 bytes each)
> Pixel data is stored as `uint16[width * height]`.
### 2.4 CLUT Descriptors (12 bytes each)
| Offset (per entry) | Size | Type | Description |
| ------------------ | ---- | ------ | ----------------------------------------------------- |
@@ -75,24 +73,20 @@ All numeric values are stored in littleendian format. All offsets are counted
| 0x08 | 2 | uint16 | Palette entry count |
| 0x0A | 2 | uint16 | Padding |
> CLUT pixel data is stored as `uint16[length]`.
---
## 3. Data Section
### 3.1 Lua Data Block
Each Lua file is stored as raw bytes. The size of each Lua file is specified in the Lua File Descriptor.
---
### 3.2 Mesh Data Block (per GameObject)
### 3.1 Mesh Data Block (per GameObject)
Each mesh is made of triangles:
**Triangle Layout (52 bytes):**
| Field | Size | Description |
| ------------------- |------|-----------------------------------------------------|
| -------------------|------|-----------------------------------------------------|
| Vertex v0 | 6 | x, y, z (int16) |
| Vertex v1 | 6 | x, y, z (int16) |
| Vertex v2 | 6 | x, y, z (int16) |
@@ -111,27 +105,20 @@ Each mesh is made of triangles:
---
### 3.3 Navmesh Data Block
### 3.2 Navmesh Data Block
Each triangle is 3 vertices (`int16` x/y/z), total 18 bytes per triangle.
---
### 3.4 Texture Atlas Data Block
### 3.3 Texture Atlas Data Block
Pixel data stored as `uint16[width * height]`.
---
### 3.5 CLUT Data Block
### 3.4 CLUT Data Block
Pixel data stored as `uint16[length]`.
---
## Notes
- All offsets are aligned to 4-byte boundaries.
- Fixed-point values are scaled by the `GTEScaling` factor.
- Lua file indices in GameObject descriptors are `-1` if no Lua file is associated with the object.
- Navmesh triangles are stored as raw vertex data without additional attributes.
---

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