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SPR32 for psp?

 
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Mon Jun 21, 2010 1:11 am    Post subject: SPR32 for psp? Reply with quote

Is adding Darkplaces sprite format as easy as adding a value

SPRITE_VERSION 32

And then replacing the spritegen.c code? Or do I have to hardcode it all? If I do have to Hard code, Where would I start Rolling Eyes
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Jun 21, 2010 1:31 am    Post subject: Reply with quote

Since you are dealing with an 8-bit alpha channel, you'd also have to have to manage sorting, and make sure you don't excess the poor PSP's stupid fillrate, and since it's a 32-bit texture, you could easily get carried away at thrashing the crappy PSP vram.
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Mon Jun 21, 2010 8:26 am    Post subject: Reply with quote

Once you have the loader replaced almost everything else is the same, but keep the points about alpha in mind. Wink

But if you're considering this - the world doesn't need yet another domain-specific custom binary format to become popular. Far better would be a plain text file describing the frames (in a COM_Parse-able format, for crying out loud!) and a group of TGAs (or whatever your image format of preference is).
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Jun 21, 2010 10:59 pm    Post subject: Reply with quote

mh wrote:
But if you're considering this - the world doesn't need yet another domain-specific custom binary format to become popular.


.spr32 has been around for 10 years now, and FIMG can make them.
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Tue Jun 22, 2010 12:27 am    Post subject: Reply with quote

MSPaint and Notepad support what I suggested! Twisted Evil Laughing

(But yeah, fair point.)
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