MGE it's been ported to PSP from my original Windows(DirectX) 2D gaming library.
Its has changed a lot from original code, so I've re-write the windows version.
Windows version try (no really accurately) to match the real PSP speed.
PSP Screen mode 565 its simulated on Windows.
Input control its simulate with Windows Keyboard, hardcode keys assigns.
Even its cross platform and could run under Windows(DirectX), MGE still focus on PSP.
Windows version could bean debugging, and trace it.
All features are supported in Windows and PSP version.
At the moment the features of MGE are:
- 16 bits rendering.
- Manipulation virtual screens or VRAM screens areas, clipping areas, etc.
- Defining working screen (aka render target)
- Sprite Drawing, with different mode, alfa blend, aditive blend, alfa mask, inked, etc.
- Sprite Banks, for sprites grouping and easily manipulation.
- Sprite Animations , ping pong, loop, oneshot
- Animations Banks
- Multiscroll / Parallax tile engine, whith Tiled custom exporter, and hardeness map.
- Clipping, Zoomed, Alfa blend copy of screens.
- Basic input / Response control.
- XML Configuration file.
- Data logging, with indentation and log levels.
- TGA files reading (32 or 24 bits), include uncompress from gzip files.
- Multi Sample Audio Mixing with low CPU usage
- Ogg Music Streaming
- Audio Sample Banks
- Gamming Logic Control
- Custom Game Data Packs archives, with compresion
- Snap shoots generator
- FLI / FLC Rendering with OGG sound, to make FMV game Intro/Presentations
MGE code follow:
C++ Object Initialization And Finalization Protocol By Javier Arevalo
MGE uses zlib for uncompress gzip format:
Zlib is a general purpose data compression library.
MGE uses TinyXml for XML reading:
TinyXml is a simple, small, C++ XML parser.
MGE uses OGG Vorbis for music streaming:
Ogg Vorbis is a completely open, patent-free, professional audio encoding and streaming technology with all the benefits of Open Source.