Path: chuka.playstation.co.uk!news From: Scott Cartier Newsgroups: scee.yaroze.freetalk.english Subject: Re: Sorry I'm late to the party Date: Wed, 17 Mar 2004 10:05:24 -0800 Organization: PlayStation Net Yaroze (SCEE) Lines: 50 Message-ID: References: NNTP-Posting-Host: z06.nvidia.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit User-Agent: Mozilla/5.0 (Windows; U; Windows NT 5.0; en-US; rv:1.5) Gecko/20031013 Thunderbird/0.3 X-Accept-Language: en-us, en In-Reply-To: The best NUON info can be had at http://www.nuon-dome.com The forum there is where everyone chats about NUON related stuff. There's only a few regulars, but we're a tight knit group so it's fun. The 4MB limit is for the size of the executable that can be loaded at boot time. There is a CD library that lets you read files off the disc after the game is loaded. It's a bit flaky - doesn't always work, but that would let you get past the 4MB limit. Also, I'm working on a boot loader for the thing that would eventually let you load files as large as you like. Really though, 4MB is enough since you need to leave room for the stack and heap. How easy it is to program for depends on what you want to do. There's a sprite library that works pretty well. It's very similar to the Yaroze lib. I'm working on a wrapper that will translate Yaroze lib function calls to use the NUON sprite library. This is how I'm porting Decaying Orbit. When it's done it should be possible to take the source for a Yaroze 2D game and recompile it to work on NUON. For 3D stuff there's a port of OpenGL, which I've never used. I think it's in a rather dodgy state. There's two other 3D libraries called M3DL and MML3D. I think they're related, but don't know their exact relationship. M3DL was created by Miracle Design's for their game Merlin Racing. It was designed to be very similar to the Playstation since we were trying to make it easy to port games over. There's no hardware assist for accelerating polygons - everything is done in software. Naturally this means that 3D performance suffers. It also means you can write your own renderer, like what Jeff Minter did for Tempest 3000. I plan to do this once Decaying Orbit is done. To get decent performance you'd have to code in assembler. Long winded, me? Scott Shawn wrote: > I've used the free dev kit they NUON provides and info is getting harder and > harder these days to come by for NUON but there is a concrete limit of 4MB > for the game. I suppose, many of the games I've seen probly can fit easily > but, having not actually been able to get the NUON emulator to work or > having a NUON enabled DVD (which are quite expensive on EBay) I was > wondering, how easy is it to develop a NUON game? > > > Thanks, > Shawn