Search found 45 matches
- March 30th, 2020, 7:46 am
- Forum: Members Downloads
- Topic: IMG2TIM-EX - Fork of Lameguy's img2tim with new functions.
- Replies: 2
- Views: 21110
Re: IMG2TIM-EX - Fork of Lameguy's img2tim with new functions.
New release. Now with added support for setting arbitrary color indices as semi-transparent. Use -sindex to set the semi-transparent bit to a specific color index, note that it`s 0-based index so the first color is 0, the second color is 1 and so on. You can also use -srange to set a range of colors...
- March 7th, 2020, 9:58 am
- Forum: Members Downloads
- Topic: IMG2TIM-EX - Fork of Lameguy's img2tim with new functions.
- Replies: 2
- Views: 21110
IMG2TIM-EX - Fork of Lameguy's img2tim with new functions.
I've made a fork of Lameguy's img2tim tool that adds detection and conversion of 8-bit images into 4-bit if the palette only contains 16 colors or less. Has all the same functions as the original, it is based on v0.75. Github: https://github.com/ArthCarvalho/img2tim Download link: https://github.com...
- February 17th, 2020, 10:48 pm
- Forum: Programming/CPU
- Topic: Programming a Loading Screen? (Not a Background)
- Replies: 10
- Views: 24422
Re: Programming a Loading Screen? (Not a Background)
I've been reading the documentation a lot, but I don't think it came up with anything related to this yet (so it is probably at some document I didn't read yet), could you point out which documents have any information about this?
- February 17th, 2020, 3:50 am
- Forum: Programming/CPU
- Topic: Programming a Loading Screen? (Not a Background)
- Replies: 10
- Views: 24422
Re: Programming a Loading Screen? (Not a Background)
You got a lot of learning and looking at example codes ahead of you. Use the forums to search and find programs already written or look at the examples in the 'Homebrew' section on the website. Use a VSync callback to display what is being loaded or to show a loading bar. LibDS is quicker then LibC...
- January 12th, 2020, 7:35 am
- Forum: CD-ROM
- Topic: Best practice - Putting data on a CD-ROM
- Replies: 6
- Views: 19925
Re: Best practice - Putting data on a CD-ROM
Leaving this here for reference: [1.1. ]: CD Hardware [1.1.1.]: What is the arm movement track to track stepping time for the CD? A seeking action is not repeat of single track seek. The specification of a CD-ROM drive is described by "minimal access time". A minimal access time is as foll...
- January 3rd, 2020, 11:11 pm
- Forum: Programming/CPU
- Topic: How do I make a 2D controllable character in a 3D environment?
- Replies: 4
- Views: 15078
Re: How do I make a 2D controllable character in a 3D environment?
There are various ways to achieve this, ranging from just drawing the sprites separately on screen space, and scaling it based on distance, from transforming a plane rotated in the direction of the camera. Anyway, the first thing you want to do is to focus on getting the 3D backgrounds rendering, th...
- January 3rd, 2020, 10:49 pm
- Forum: CD-ROM
- Topic: Best practice - Putting data on a CD-ROM
- Replies: 6
- Views: 19925
Re: Best practice - Putting data on a CD-ROM
You lose CPU time by using a single buffer, since the GPU does draw things in parallel to the CPU, so while the GPU is busy drawing to another buffer you can use the CPU to process more stuff. If you lock down with a single buffer you're wasting the CPU time idling while the GPU finishes. I believe ...
- January 1st, 2020, 11:58 pm
- Forum: Input/Output
- Topic: [Solved] DualShock code causes games to hang on real hardware
- Replies: 13
- Views: 31685
Re: DualShock code causes games to hang on real hardware
I think I found the solution for this one. It was my fault of course, still, I think it is important to point this out for anyone else that might be having the same problem as me: I had commented out the CdInit() function because I thought I didn't need to initialize it since I was not loading files...
- December 30th, 2019, 1:30 pm
- Forum: CD-ROM
- Topic: Best practice - Putting data on a CD-ROM
- Replies: 6
- Views: 19925
Re: Best practice - Putting data on a CD-ROM
As you know already, you have 2MB of main RAM, 1MB including frame buffers (so suppose you're using 320x240x2 (double buffer) you'll actually have 70% of that for textures). Plus 512kb of SPU RAM (that is used for storing sound data). The read speeds on the PS1 are, according to the docs: Single Spe...
- December 22nd, 2019, 1:32 pm
- Forum: General Chat & Messaging
- Topic: Wanting to start a new project, and a few questions.
- Replies: 12
- Views: 17719
Re: Wanting to start a new project, and a few questions.
Not true. Look at game Small Soldiers, it uses texture window command for such scrolling. Also look at Armorines, it uses repeated texture in VRAM and just moves UV across it. That's a good option, but why is it that so few games used texture window commands? It feels like the vast majority simply ...
- December 7th, 2019, 5:28 am
- Forum: Programming/CPU
- Topic: Profiling performance using Root Counters?
- Replies: 12
- Views: 26350
Re: Profiling performance using Root Counters?
Thanks! RCntCNT1 really worked even on emulators, now I finally get to somehow profile my code.
- December 2nd, 2019, 10:47 pm
- Forum: Programming/CPU
- Topic: Profiling performance using Root Counters?
- Replies: 12
- Views: 26350
Re: Profiling performance using Root Counters?
I recommend looking for a PSX model number <= 750x (with expansion port) and one of the homebrew friendly expansion cards. For the card, all it has to do is boot you into a Serial Comms loader (great example here: http://www.psxdev.net/forum/viewtopic.php?f=75&t=3460). You'll also need a USB to...
- December 2nd, 2019, 7:26 pm
- Forum: General Chat & Messaging
- Topic: Wanting to start a new project, and a few questions.
- Replies: 12
- Views: 17719
Re: Wanting to start a new project, and a few questions.
Implemented a few new things... A debug menu so I can play around with things when I finally burn this to a disc to test on the real hardware, a distortion screen effect and ambient color for backgrounds. [BBvideo=560,315]https://www.youtube.com/watch?v=Vfz5rVeg_Qg[/BBvideo] Also the main thing is t...
- November 30th, 2019, 12:02 pm
- Forum: Programming/CPU
- Topic: Profiling performance using Root Counters?
- Replies: 12
- Views: 26350
Re: Profiling performance using Root Counters?
I'm aware that I need to run this on real hardware, while I wasn't expecting it to have proper results, I expected at least something that made sense so I could tell I was on the right track, but no emulator will return anything correctly for this so my only choice is to burn an ISO and run it on my...
- November 30th, 2019, 6:52 am
- Forum: Programming/CPU
- Topic: Profiling performance using Root Counters?
- Replies: 12
- Views: 26350
Re: Profiling performance using Root Counters?
I tried the code, and I'm still getting wild fluctuating values (ranging from positive, super high and negative). I tired using GetRCnt(0) directly like you did in your code but then I seem to be getting looping values that makes no sense. Does GetRCnt() not work on emulators? https://i.imgur.com/Pb...
- November 29th, 2019, 1:51 pm
- Forum: Graphics/GPU
- Topic: What format should I use for animated models?
- Replies: 12
- Views: 22472
Re: What format should I use for animated models?
Thanks! I hope I can get it optimized so it'll be truly usable. I have an idea on how to implement "skeletal animation". In modern games you'll use vertex skinning that is controlled by weights, this is definitely not feasible on hardware like the PS1, so the best option is a derivative of...
- November 29th, 2019, 1:29 pm
- Forum: Programming/CPU
- Topic: Profiling performance using Root Counters?
- Replies: 12
- Views: 26350
Profiling performance using Root Counters?
Hello, I was trying to profile how my code is performing by using a root counter, but I don't think it is working correctly, and the documentation is very sparse about this, and not much was explained in the examples so I'm still confused. I initilized the counter like this: (copied this from one of...
- November 29th, 2019, 8:07 am
- Forum: Graphics/GPU
- Topic: Confused about the (real?) screen resolution
- Replies: 7
- Views: 18055
Re: Confused about the (real?) screen resolution
According to the information inside palguide.pdf: For NTSC, vertical resolutions such as 240 and 480 have full overscan. For PAL, vertical resolutions of 256 and 512 have no overscan (288 would be required). It means that the PlayStation by design has 32 "padding lines" when using PAL mode...
- November 29th, 2019, 6:34 am
- Forum: Graphics/GPU
- Topic: Confused about the (real?) screen resolution
- Replies: 7
- Views: 18055
Re: Confused about the (real?) screen resolution
There are no specific values for overscan because it was not fixed, different brands and models had different overscan adjustments. You could even adjust the beam alignment yourself using a knob on some very old models.
- November 28th, 2019, 12:20 pm
- Forum: Graphics/GPU
- Topic: Confused about the (real?) screen resolution
- Replies: 7
- Views: 18055
Re: Confused about the (real?) screen resolution
Did you check the documentation that comes with PSY-Q? There is a guide explaining the differences between making games for PAL and NTSC that should have some info about this. It's in DOCS/TECHNOTE/palguide.pdf inside the PSY-Q folder called "Guidelines for PlayStation PAL titles". Also, y...