SDK crate

psx-asset

Reading cooked meshes, textures and audio

On this page

Use psx-asset to parse assets already converted into PSoXide's runtime formats. The editor and host tools produce those formats; game code reads them on the console.

How the crate is organized

The root contains mesh, texture, audio and world-related views and topology helpers. hmd8 covers the corresponding skeletal model format, and hma1 handles animation data. Shared binary layout definitions come from psxed-format outside the SDK workspace.

Integration notes

Parsers borrow their input bytes, so keep the underlying storage alive for as long as a view is used. Handle parse failures before rendering or playback. Reading an asset and uploading it to GPU or SPU memory are separate steps; the parsed view does not reserve those hardware resources. Pin the producer and consumer revisions together when format compatibility matters.

Read the complete texture and audio examples. They include cooked assets from repository paths; copying only main.rs into a new project will not include those files.

API, dependencies and source structure

SDK revision f2fec1c301f1. Structure, dependencies and features below come from this revision.

The PS1 reference includes all Cargo features. The manifest below shows which features are enabled by default.

Dependencies

  • psx-gte: all targets
  • psx-hw (shared repository crate): all targets
  • psxed-format (shared repository crate): all targets

Cargo features

This crate declares no Cargo features.

Read the complete manifest and feature comments.

Source layout

The list includes internal implementation and test files. Public modules, types, functions and their signatures are indexed in the API reference above.

7 source and manifest files