Since I have been (trying) to port BatteryCheck to many systems already....guess what it's running on now!! 
View attachment 220317
Note: Textures are not done yet for the same reasons as DSi and PSP.....but it will be added in a few days hopefully.
EDIT-1: Maybe it was less than a few days....but it did take my whole evening away to get the textures working!
View attachment 220437
Of which most went into figuring out why the colors don't want to render correctly!!!
I have tried any RGBA, ARGB, BGRA, etc...combination I could think of but it keeps showing up wrong!!
Maybe I should not force the indexed colors and use 32bit RGBA just to see if it's the color values or the GPU initialization that's wrong.
EDIT-2: I have figured out what was wrong with the colors!
Like I have said below the PS2 needs optimizations for it to work efficiently and apparently this includes the storage format of the color palette. I have been reading the GS user manual
...and gsToolkit.c for so many times again and it was the manual that pointed out exactly how to store the pixels! And the gsToolkit.c had a small peice of code I could borrow that shuffles the colors around in the correct order! Looks perfect now!
View attachment 220466
View attachment 220317
Note: Textures are not done yet for the same reasons as DSi and PSP.....but it will be added in a few days hopefully.
EDIT-1: Maybe it was less than a few days....but it did take my whole evening away to get the textures working!
View attachment 220437
Of which most went into figuring out why the colors don't want to render correctly!!!
I have tried any RGBA, ARGB, BGRA, etc...combination I could think of but it keeps showing up wrong!!
Maybe I should not force the indexed colors and use 32bit RGBA just to see if it's the color values or the GPU initialization that's wrong.EDIT-2: I have figured out what was wrong with the colors!
View attachment 220466