Search found 20 matches

by Misscelan
July 20th, 2019, 3:23 am
Forum: Members Downloads
Topic: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
Replies: 51
Views: 34093

Re: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD

First of all, thanks for taking the time to work on this! I decided to give it a try today and came across a problem: I have a file in this location: "Data\Models\LEVEL001.GAL" If I try to include it in the xml like so: <dir name="DATA" srcdir="DATA"> <dir name="MODELS" srcdir="MODELS" > <file name=...
by Misscelan
July 1st, 2019, 10:45 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Replies: 22
Views: 4555

Re: PSn00bSDK - My very own PS1 SDK project

Great job! Hoping I have some time to fiddle with it soon :)
by Misscelan
March 23rd, 2019, 10:25 pm
Forum: Homebrew (General)
Topic: n00bDEMO - Demo made using my own SDK
Replies: 16
Views: 3744

Re: n00bDEMO - Demo made using my own SDK

Very impressive, keep up the excellent work!
I'm now very busy right now but at some point I would like to port what I have done to your SDK.
by Misscelan
February 22nd, 2018, 3:49 am
Forum: Work Logs / Projects
Topic: Noah and the Poohludies
Replies: 10
Views: 4890

Re: Noah and the Poohludies

Oh my gosh that is impressive. It reminds me of "Fortnite". Would be cool to make something like that for the PSX and then we can develop a network device for it so we can have like, 8 player multiplayer over TCP/IP :) Thanks! hehe, well, my main goal is to finish the single player game I had in mi...
by Misscelan
February 21st, 2018, 3:45 am
Forum: Work Logs / Projects
Topic: Noah and the Poohludies
Replies: 10
Views: 4890

Re: Noah and the Poohludies

Hi everybody, Here's another quick update. New video update: https://streamable.com/ndmm6 https://i.imgur.com/qKRo2p9.jpg I have added some lighting to the model, updated the animations and some other things I don't remember now :? Next time, I will change the vertex colors of the LOD model to match...
by Misscelan
February 15th, 2018, 9:14 pm
Forum: Programming/CPU
Topic: Confused with Root Counters
Replies: 1
Views: 1611

Re: Confused with Root Counters

OK, I think I got it... Apparently RCntCNT1 is the HBLANK counter that happens every 63.56/64 microseconds (PAL/NTCS). So a second is expected when GetRCnt(RCntCNT1) >= 15625 for NTCS or 15733 for PAL. I find the documentation a bit confusing about this, maybe it's me... If anyone think I'm still no...
by Misscelan
February 15th, 2018, 1:52 am
Forum: Programming/CPU
Topic: Confused with Root Counters
Replies: 1
Views: 1611

Confused with Root Counters

Hi there, I wanted to time something properly using the root counters but I'm having problems getting the results I want. According to the documentation (Run-Time Library Overview): -RCntCNT1 System clock -RCntCNT2 System clock (8 cycles) One tick is approximately equal to 0.03 microseconds when cou...
by Misscelan
February 6th, 2018, 7:00 pm
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

Just came here to show my respects :P.
This project looks amazing! It's incredible that a prototype with a decent amount of geometry and that many features already implemented runs as smoothly as this one. Keep up the good work!
by Misscelan
February 6th, 2018, 6:55 pm
Forum: Work Logs / Projects
Topic: Noah and the Poohludies
Replies: 10
Views: 4890

Re: Noah and the Poohludies

No, you'll need to make your own which is really easy. Literally, you just cut an existing PSX controller port with a knife and solder the joints to a male DB-9 cable. Information on how to do it can be found here . Cool, thanks! I never soldered anything, but if the time comes it seems pretty stra...
by Misscelan
February 3rd, 2018, 8:14 pm
Forum: Work Logs / Projects
Topic: Noah and the Poohludies
Replies: 10
Views: 4890

Re: Noah and the Poohludies

Thanks guys! Wow, another fantastic 3D demo! It looks really promising. Keep up the good work!! If you would like to purchase a DTL-H2000, just let me know since you would probably find it extremely useful. I would love to get a DTL! but I have two problems... I don't have space in my current setup ...
by Misscelan
February 3rd, 2018, 2:00 am
Forum: Work Logs / Projects
Topic: Noah and the Poohludies
Replies: 10
Views: 4890

Noah and the Poohludies

Hey there, From time to time I've been working on this project and I tought it would be a good a idea to create a short of worklog here and update it as the project goes. I love 3d platformers and love the playstation/n64 era so in my spare time I started working on one of them. I'm not going to go ...
by Misscelan
August 29th, 2017, 10:11 pm
Forum: Hardware
Topic: X-Flash - Xplorer FX- Caetla stuck
Replies: 1
Views: 1498

X-Flash - Xplorer FX- Caetla stuck

Hi there, I've recently got an Xplorer FX and wanted to install Caetla on it. I download an X-flash cd from Orions site (http://onorisoft.free.fr/retro.htm?psx/tutorial/tuto.htm), Booted the CD, it detected the Xplorer, I selected CAETLA037 and pressed X, then the screen stay there for 10 min, no fe...
by Misscelan
August 4th, 2017, 6:05 pm
Forum: Psy-Q SDK
Topic: PCOpen and PSXSERIAL
Replies: 6
Views: 5090

Re: PCOpen and PSXSERIAL

Thanks for the detailed explanation! If I go down the SERIAL cable route I will definitely give it a try.
I would love use PSXSDK instead of PSYQ, but on my current homebrew project is 3D. If I decide to do something 2d in the future I'll sure give it a try
by Misscelan
August 3rd, 2017, 5:53 pm
Forum: Psy-Q SDK
Topic: PCOpen and PSXSERIAL
Replies: 6
Views: 5090

Re: PCOpen and PSXSERIAL

Hey Xavi92, that looks great!

I've checked your example project but it seems to be using PSXSDK and I don't really know what is what :P.
So with your tool I could use all the commands on the Psy-Q LIBSN (PCinit, PCopen, PClseek, etc...) normally? Or would it require any special setup?

Thanks!
by Misscelan
July 31st, 2017, 6:42 pm
Forum: Psy-Q SDK
Topic: PCOpen and PSXSERIAL
Replies: 6
Views: 5090

Re: PCOpen and PSXSERIAL

Thanks Shadow.
I was just trying to avoid that to change the set up of my pc and the SERIAL->USB was very convenient for that :P.
Then I guess I will stick to emulators for the time being.
by Misscelan
July 31st, 2017, 5:51 pm
Forum: Psy-Q SDK
Topic: PCOpen and PSXSERIAL
Replies: 6
Views: 5090

PCOpen and PSXSERIAL

Hi there, I was considering getting one of those Serial->USB cables and start using PSXSERIAL to upload my homebrew. I wanted to check first if functions like PCOpen (and all the other CDRoom function replacements) work with PSXSERIAL, I know it seems to work with CAETLA but at the moment and not in...
by Misscelan
July 7th, 2017, 6:01 pm
Forum: Graphics/GPU
Topic: Multitexturing
Replies: 3
Views: 3288

Re: Multitexturing

Thanks, that's what I thought.

But then you think in this case (GT1), to render the environment mapping:
Image


they rendered all the car models twice? It seems to me like a bit of an overkill.
by Misscelan
July 7th, 2017, 7:21 am
Forum: Graphics/GPU
Topic: Multitexturing
Replies: 3
Views: 3288

Multitexturing

Hi, I watched today a video of Gran Turismo and the environment mapping they use on the cars, go me thinking. It seems there is a base diffuse texture and then some semitransparent one on top simulating the sky reflections. How do you think they achieved this? Did they render first the car (only dif...
by Misscelan
December 12th, 2016, 3:35 am
Forum: Graphics/GPU
Topic: Near clipping plane
Replies: 2
Views: 2850

Re: Near clipping plane

Thanks for the info! The rtps info about the Z value I found it in the "All the things you wanted to know about psx but were afraid to ask" pdf. There is some info for all the gte commands, there it reads that if you want to retrieve smaller z values you will have to implement your own function. Thi...
by Misscelan
December 11th, 2016, 8:02 am
Forum: Graphics/GPU
Topic: Near clipping plane
Replies: 2
Views: 2850

Near clipping plane

Hi there, I'm trying to render a custom model using gte. There is a severe clipping on near polys, I guess some of it could be solved with poly subdivision but I have also read that gte_rtps (the one I'm using) Z values are limited downwards at 0.5 * view plane distance. Is there any alternative to ...