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zig-psp's Issues

Release Roadmap

  • PSP PRX Generation
  • All PSP Userland Library Symbols
  • Full build.zig build script
  • Remove all dependencies on PSPSDK headers & Newlib
  • Basic PSP Debug Printing
  • Remove dependency on Rust-PSP installs.
  • Basic PSP Memory & VRAM Allocator
  • Basic Error handling on Main
  • Fixup enums
  • Panic Support
  • Remove C dependencies!
  • Documentation for the custom modules.
  • Benchmarking
  • Include basic examples!
  • Self-hosted packing tools
  • Remove Reliance on Rust libpsp.a
  • Generate function stubs (comptime macros?)
  • Fix ABI issues with >4 arg funcs
  • Add all NIDs
  • New sceGu
  • New sceGum
  • 3D Samples

v1.0

  • Update to latest PSPSDK NIDS
  • Update to latest PSPSDK SDK
  • Update to latest PSPSDK Includes
  • Rewrite Namespace / Modules
  • Generate zig autodocs
  • PRX Generation in Zig
  • Add exports to C for sceGu and sceGum
  • Add steps to generate libzpsp from build script
  • STD Custom OS Support
  • Stack Traces
  • VFPU / Allegrex ASM macro
  • Support building Plugins
  • Add Signing Support

Pre-Release Cleanup

  • Default EBOOT parameters.
  • PSP Module Info Macro
  • Automagic module_start(); without the block.
  • Clear and concise Readme
  • SFOTool Parsing JSON as an option
  • Update final template

Bug with projection matrix when rendering the cube

I'm aware this project isn't maintained now but I figured I'd track this bug in the project anyway incase someone else wanted to resolve it.

Details here:
hrydgard/ppsspp#17981 (comment)

OK, investigated this in RenderDoc.

The entire cube gets clipped away, I guess we're just very slightly off from what the real PSP is doing.

The reason this is happening is that there's a digit missing in the projection matrix, causing it to squish the cube flat against the Z=0 plane, so this cube will not depth test properly against anything else. The perspective projected texturing still works (if you pass the clipping) since the W coordinate is computed correctly.

289694398-f29450a8-7eb6-4f1a-b7d2-b4a3f32bcb86

Note how the third row (actually column, I believe, but viewed transposed) of the matrix is 0.0f. There should be at least one non-zero number in there.

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