Search found 202 matches

by Orion_
September 10th, 2019, 5:26 am
Forum: Input/Output
Topic: Wai Wai Jansou Controller
Replies: 5
Views: 1850

Re: Wai Wai Jansou Controller

well, I made several games on the PS1, so I know the C language pretty well but I did not really got in depth low level stuff on the PS1, just relied on the PSYQ SDK for now. I know the no$psx documentation is pretty well documented for low level stuff of the controllers. I might have access to a li...
by Orion_
September 5th, 2019, 4:10 am
Forum: Input/Output
Topic: Wai Wai Jansou Controller
Replies: 5
Views: 1850

Re: Wai Wai Jansou Controller

I'm interested in this too, I like strange hardware for the PS1 :)
I just bought a controller like this and hoping to mess around with it so I can display some custom message :D
(I'm not an electronic engineer though, so any help on the protocol is appreciated :D )
by Orion_
July 20th, 2019, 6:12 am
Forum: Psy-Q SDK
Topic: Making 3d games with psy-q
Replies: 3
Views: 673

Re: Making 3d games with psy-q

I was wondering if you could make a game using psyq that uses the full ps1's graphics potential. Like for example making a game that looks just a good a metal gear solid on the ps1. Is this possible with psyq or do you need a net yaroze system in order to do this can you create a game as good as me...
by Orion_
July 13th, 2019, 9:53 pm
Forum: Work Logs / Projects
Topic: project help.
Replies: 3
Views: 946

Re: project help.

indeed, an old version of RPG Maker exist for the PS1, but you have no way of making your own graphics and you have to make the game on the ps1, you cannot export from the PC. I made an RPG myself for the PS1, it took me more than 1 year of work, working full time. http://onorisoft.free.fr/retroshop...
by Orion_
July 8th, 2019, 2:23 am
Forum: General Chat / Messaging
Topic: 17 blocks on memory card
Replies: 9
Views: 1720

Re: 17 blocks on memory card

I compared the data of the files you posted and here is my finding. The WWF 2 Smackdown (BASLUS-01234) save, which is 3 blocks, contains corrupted data. The first block is correct, the second block is in fact a copy of the "BASCUS-94560TM4MHT" save. and the third block is empty (zeroes) And I think ...
by Orion_
July 2nd, 2019, 6:00 am
Forum: General Chat / Messaging
Topic: 17 blocks on memory card
Replies: 9
Views: 1720

Re: 17 blocks on memory card

Someone recently sent me a memory card save file with a Smackdown 2 save like I can see on your memory card. My memory card reader tool saw this Smackdown 2 save as corrupted, and I wondered why, it's because I did very strict verification in my tool and I discovered that this Smackdown 2 save heade...
by Orion_
May 30th, 2019, 7:53 pm
Forum: General Chat / Messaging
Topic: Japanese Playstation CLUB Demo CDs
Replies: 10
Views: 4312

Re: Japanese Playstation CLUB Demo CDs

yes, in this one @ 13:30
https://www.youtube.com/watch?v=g_Q3vpu ... 2&t=13m30s

but the intro is so long that I didn't made it until the playable part, sorry
by Orion_
May 27th, 2019, 3:10 am
Forum: Work Logs / Projects
Topic: Project Scarlet - My very own 3D engine for the PSX
Replies: 27
Views: 13810

Re: Project Scarlet - My very own 3D engine for the PSX

did you do some speed benchmark between your SDK and the one from PsyQ ?
is there a speed improvement using the newer mips gcc rather than the old ccpsx from PsyQ ?
by Orion_
May 5th, 2019, 5:20 pm
Forum: Members Downloads
Topic: Playstation 1 Memory Card Manager using the official Playstation 3 Memory Card USB Adaptor
Replies: 3
Views: 1461

Re: Playstation 1 Memory Card Manager using the official Playstation 3 Memory Card USB Adaptor

The driver for the "ps3mca-ps1mc" used an old version of libusb's driver that wasn't compatible with 64bits (due to driver signature needed) Now I use the new version of libusbK's driver, which have a signature and works with all version of windows :) I know lots of people complained about the Windo...
by Orion_
May 5th, 2019, 3:26 am
Forum: Members Downloads
Topic: Playstation 1 Memory Card Manager using the official Playstation 3 Memory Card USB Adaptor
Replies: 3
Views: 1461

Playstation 1 Memory Card Manager using the official Playstation 3 Memory Card USB Adaptor

I made this tool that allow you to manage your game saves from a Playstation 1 Memory Card on your Windows PC. You can: Read from or write to a real Playstation 1 Memory Card using the official Playstation 3 Memory Card USB Adaptor. Load a Memory Card from multiple file format (*.mc *.mcr *.mcd *.mc...
by Orion_
April 10th, 2019, 5:49 am
Forum: Examples (Psy-Q)
Topic: BS Image Loader Example
Replies: 9
Views: 5284

Re: BS Image Loader Example

you should understand what you are doing, this will avoid you headache. on the PS1, you have 2 screen buffers, one that you drawing in, and one that is currently displayed on screen (while you draw on the other), this avoid flickering. The function GsSwapDispBuff swap between these 2 buffers. Now, a...
by Orion_
April 6th, 2019, 6:32 pm
Forum: Homebrew (General)
Topic: n00bDEMO - Demo made using my own SDK
Replies: 16
Views: 3744

Re: n00bDEMO - Demo made using my own SDK

I had a project to code my own sdk for my favorite console, but when I see all the work you have done on this SDK, I simply can't believe I would have succeeded in doing the same thing myself. This is an awesome achievement you made there, optimized in assembly, with a capable 3D engine, I hope you ...
by Orion_
March 10th, 2019, 10:00 pm
Forum: Homebrew (Homepage)
Topic: [RPG] Zia and the Goddesses of Magic
Replies: 43
Views: 38636

Re: [RPG] Zia and the Goddesses of Magic

There is 2 last copy of the game available on my website !
http://orionsoft.free.fr/retroshop/ps1.htm
be quick before sold out ! :)
by Orion_
February 26th, 2019, 6:23 am
Forum: General Chat / Messaging
Topic: How Do You Make Animated TIM Sprites?
Replies: 1
Views: 1304

Re: How Do You Make Animated TIM Sprites?

it's up to you, you have to code your own animation engine.
the simplest is frame by frame, either one frame per TIM, or with a spritesheet of multiple sprite per TIM image.
or sprite composed of multiples mini sprite like Rayman, you have the freedom to do whatever you want.
by Orion_
February 12th, 2019, 4:51 am
Forum: General Chat / Messaging
Topic: Symbol 'System_Init' not defined
Replies: 8
Views: 2531

Re: Symbol 'System_Init' not defined

maybe you should read again my tutorial
http://onorisoft.free.fr/psx/tutorial/tuto.htm
and particularly the "CDRom and Data loading philosophy of my library." section and "Creating a valid Psx CD Image."
by Orion_
January 21st, 2019, 12:03 am
Forum: Programming/CPU
Topic: Optimization question floating point
Replies: 6
Views: 2205

Re: Optimization question floating point

sqrt is slow too, since you only use it for a comparison, you can omit the squareroot by squaring knockback.range if ((tmpYSub * tmpYSub + tmpXSub * tmpXSub) < (knockback.range * knockback.range)) I searched for fixed point atan2 on my harddrive and found this code: https://pastebin.com/qzJ3RSnj I d...
by Orion_
December 1st, 2018, 12:40 am
Forum: Sound/SPU
Topic: Sequence files format(s) ?
Replies: 3
Views: 2303

Re: Sequence files format(s) ?

the File format.pdf file from the PSY-Q SDK is not very verbose on this format, here is the description

Code: Select all

SEQ Format:
ID (SEQp)			4 bytes
Version				4 bytes
Resolution of quarter note	2 bytes
Tempo				3 bytes
Rhythm				3 bytes
Score data			Any
End of SEQ			3 bytes
by Orion_
November 28th, 2018, 12:08 am
Forum: General Chat / Messaging
Topic: Hi! New Here, Trying to Make a 3D Game
Replies: 6
Views: 2239

Re: Hi! New Here, Trying to Make a 3D Game

there was a 3D tutorial for the Net Yaroze back in the days, but I can't find it on the internet right now. If you can only find 2D homebrew tutorials, it's because making a 3D game on the Playstation require quite some skills and understanding of the specific 3D hardware of the Playstation (which h...
by Orion_
November 14th, 2018, 8:28 am
Forum: Members Downloads
Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
Replies: 29
Views: 7941

Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)

I see no point in using the net yaroze SDK, which is far less capable than the official PSY-Q available.
by Orion_
November 13th, 2018, 10:19 pm
Forum: Members Downloads
Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
Replies: 29
Views: 7941

Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)

nice ! Thank you for this, It's really a nightmare to compile GCC under windows, I never managed to get it working, I always used precompiled toolchain (like pspsdk) but it's an old gcc version
I wonder if the code is better optimized with this version