#maug can now read files off of the CD-ROM and (very crudely) blit bitmaps onto the screen on #PlayStation. At a reasonable speed, even! Even when I tested on real hardware! 😌

Now I just gotta figure out transparency and work out some of these glitches... The AI plane isn't moving (but it is trying to turn?) so maybe the lisp interpreter is ballsed up...

But reading the CD and allocating VRAM is not trivially simple on the PSX! So... So far, so good!

You're telling me if I wanna use sprites then texture RAM is divided into PAGES?! And I gotta align my spritesheets?!

*throws all my notes into the air and crawls into bed*

One thing I really like about maug is that it's a comfortable (for me) little C framework to quickly throw up little doohickeys to visualize how something (in this case, PSX VRAM pages and Skyline fitting therein) could work... and then those doohickies run anywhere maug does...

https://ifdydemos.nfshost.com/mfit/mfit.html

Emscripten-Generated Code

It's been a while since I recorded a video, and Peek was being kinda ornery... Anyway, the scrolling glitches are still there and the shadow sprite seems to corrupt as time goes on... and the AI is still dorking around w/out actually moving...

But I think this was good progress! As demonstrated in the little fit toy above, I ended up using 2x2 pages in VRAM for the big static tileset and the rest for sprites, each w/ their own skyline allo.

Thanks to everyone for the encouragement today! 😌

I found the issue with the AI... the lisp built-in "move" was being silently replaced with the lambda name "moveit" because strncmp on the PSX was more permissive than it is elsewhere...

I implemented my own trivial version to avoid this. 😌

I'm not sure, but this may have also fixed an issue I was having with numoon in Windows 3.x that caused me to take a multi-month hiatus on this in the first place... 
@indigoparadox sickos dot jpg...........