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Search found 207 matches
- December 1st, 2020, 8:04 am
- Forum: Hardware
- Topic: USB replacement instead of parallel port for Caetla
- Replies: 9
- Views: 3751
- November 19th, 2020, 6:08 am
- Forum: Hardware
- Topic: USB replacement instead of parallel port for Caetla
- Replies: 9
- Views: 3751
USB replacement instead of parallel port for Caetla
I'm thinking of getting a newer PC and getting rid of my beloved parallel port in the process the only system that I need the parallel port for, is the PS1 with my xplorer FX + caetla so I would like to replace this dev setup with a modern one using USB I know an AR cart was in development here on t...
- April 6th, 2020, 5:46 am
- Forum: Input/Output
- Topic: Wai Wai Jansou Controller
- Replies: 6
- Views: 5931
Re: Wai Wai Jansou Controller
ok, I finally set up my logic analyser and here is what I got: CMD 01 42 01 00 00 00 00 00 00 DAT FF 73 5A FF FF 00 00 0F 00 CMD 01 42 01 00 0A 00 00 00 00 DAT FF 73 5A FF FF 00 00 0F C0 CMD 01 42 01 00 12 00 00 00 00 DAT FF 73 5A FF FF 00 00 0F 0A CMD 01 42 01 00 07 00 00 00 00 DAT FF 73 5A FF FF 0...
- January 5th, 2020, 9:29 pm
- Forum: Homebrew (Homepage)
- Topic: Yopaz IceStar, New Puzzle game, PSIO ready
- Replies: 23
- Views: 40284
Re: Yopaz IceStar, New Puzzle game, available for FREE !
I updated the PS1 version of Zia and Yopaz so they can directly be played using the PSIO flashcart!
(CU2 and BMP cover included)
Enjoy -> http://orionsoft.free.fr
(CU2 and BMP cover included)
Enjoy -> http://orionsoft.free.fr
- January 5th, 2020, 9:26 pm
- Forum: Homebrew (Homepage)
- Topic: [RPG] Zia and the Goddesses of Magic
- Replies: 44
- Views: 56886
- September 10th, 2019, 5:26 am
- Forum: Input/Output
- Topic: Wai Wai Jansou Controller
- Replies: 6
- Views: 5931
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...
- September 5th, 2019, 4:10 am
- Forum: Input/Output
- Topic: Wai Wai Jansou Controller
- Replies: 6
- Views: 5931
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
(I'm not an electronic engineer though, so any help on the protocol is appreciated
)

I just bought a controller like this and hoping to mess around with it so I can display some custom message

(I'm not an electronic engineer though, so any help on the protocol is appreciated

- July 20th, 2019, 6:12 am
- Forum: Psy-Q SDK
- Topic: Making 3d games with psy-q
- Replies: 3
- Views: 3816
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...
- July 13th, 2019, 9:53 pm
- Forum: Work Logs / Projects
- Topic: project help.
- Replies: 4
- Views: 7150
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...
- July 8th, 2019, 2:23 am
- Forum: General Chat / Messaging
- Topic: 17 blocks on memory card
- Replies: 9
- Views: 7262
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 ...
- July 2nd, 2019, 6:00 am
- Forum: General Chat / Messaging
- Topic: 17 blocks on memory card
- Replies: 9
- Views: 7262
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...
- May 30th, 2019, 7:53 pm
- Forum: General Chat / Messaging
- Topic: Japanese Playstation CLUB Demo CDs
- Replies: 10
- Views: 7186
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
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
- May 27th, 2019, 3:10 am
- Forum: Work Logs / Projects
- Topic: Project Scarlet - My very own 3D engine for the PSX
- Replies: 30
- Views: 34307
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 ?
is there a speed improvement using the newer mips gcc rather than the old ccpsx from PsyQ ?
- 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: 7960
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...
- 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: 7960
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...
- April 10th, 2019, 5:49 am
- Forum: Examples (Psy-Q)
- Topic: BS Image Loader Example
- Replies: 9
- Views: 9640
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...
- April 6th, 2019, 6:32 pm
- Forum: Homebrew (General)
- Topic: n00bDEMO - Demo made using my own SDK
- Replies: 19
- Views: 15591
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 ...
- March 10th, 2019, 10:00 pm
- Forum: Homebrew (Homepage)
- Topic: [RPG] Zia and the Goddesses of Magic
- Replies: 44
- Views: 56886
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 !
http://orionsoft.free.fr/retroshop/ps1.htm
be quick before sold out !

- February 26th, 2019, 6:23 am
- Forum: General Chat / Messaging
- Topic: How Do You Make Animated TIM Sprites?
- Replies: 1
- Views: 2490
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.
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.
- February 12th, 2019, 4:51 am
- Forum: General Chat / Messaging
- Topic: Symbol 'System_Init' not defined
- Replies: 8
- Views: 5996
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."
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."