and here's peewee, with no fish!



as usual, the plan was for much more than this..

so it goes. 


	 data file contains some constants + the texture+the model
at start, texture->gs then the area it took up is for rendering..

character is single skinned 370 triangles  with 19 nodes in his skeleton.
two key frame animations are stored in program memory as program and transfered
to data ram when needed. the hierarchy code + the renderer are a vpoor 
performance wise coz the compression I use is..bahhhhd. 

there are 170 characters rendered each frame, on the version for the compo
there were 190, but the ps2linux printf's to the telly take up sooo much time..




...lameness seeps from every pore...
