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.
This works fine for me on both real hardware and NOCASH.
Btw, good progress on your project, looking really promissing
Search found 21 matches
- December 2nd, 2019, 11:24 pm
- Forum: Programming/CPU
- Topic: Profiling performance using Root Counters?
- Replies: 12
- Views: 24868
- July 20th, 2019, 3:23 am
- Forum: Members Downloads
- Topic: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
- Replies: 65
- Views: 145384
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="MO...
- July 1st, 2019, 10:45 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 92371
Re: PSn00bSDK - My very own PS1 SDK project
Great job! Hoping I have some time to fiddle with it soon
- March 23rd, 2019, 10:25 pm
- Forum: Homebrew (General)
- Topic: n00bDEMO - Demo made using my own SDK
- Replies: 21
- Views: 50523
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.
I'm now very busy right now but at some point I would like to port what I have done to your SDK.
- February 22nd, 2018, 3:49 am
- Forum: Work Logs & Projects
- Topic: Noah and the Poohludies
- Replies: 10
- Views: 16312
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...
- February 21st, 2018, 3:45 am
- Forum: Work Logs & Projects
- Topic: Noah and the Poohludies
- Replies: 10
- Views: 16312
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...
- February 15th, 2018, 9:14 pm
- Forum: Programming/CPU
- Topic: Confused with Root Counters
- Replies: 1
- Views: 6879
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...
- February 15th, 2018, 1:52 am
- Forum: Programming/CPU
- Topic: Confused with Root Counters
- Replies: 1
- Views: 6879
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...
- February 6th, 2018, 7:00 pm
- Forum: Work Logs & Projects
- Topic: Project Scarlet - My very own 3D engine for the PSX
- Replies: 30
- Views: 66933
Re: Project Scarlet - My very own 3D engine for the PSX
Just came here to show my respects .
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!
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!
- February 6th, 2018, 6:55 pm
- Forum: Work Logs & Projects
- Topic: Noah and the Poohludies
- Replies: 10
- Views: 16312
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...
- February 3rd, 2018, 8:14 pm
- Forum: Work Logs & Projects
- Topic: Noah and the Poohludies
- Replies: 10
- Views: 16312
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 ...
- February 3rd, 2018, 2:00 am
- Forum: Work Logs & Projects
- Topic: Noah and the Poohludies
- Replies: 10
- Views: 16312
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 ...
- August 29th, 2017, 10:11 pm
- Forum: Hardware
- Topic: X-Flash - Xplorer FX- Caetla stuck
- Replies: 1
- Views: 4792
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...
- August 4th, 2017, 6:05 pm
- Forum: Psy-Q SDK
- Topic: PCOpen and PSXSERIAL
- Replies: 6
- Views: 20811
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
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
- August 3rd, 2017, 5:53 pm
- Forum: Psy-Q SDK
- Topic: PCOpen and PSXSERIAL
- Replies: 6
- Views: 20811
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 .
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!
I've checked your example project but it seems to be using PSXSDK and I don't really know what is what .
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!
- July 31st, 2017, 6:42 pm
- Forum: Psy-Q SDK
- Topic: PCOpen and PSXSERIAL
- Replies: 6
- Views: 20811
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 .
Then I guess I will stick to emulators for the time being.
I was just trying to avoid that to change the set up of my pc and the SERIAL->USB was very convenient for that .
Then I guess I will stick to emulators for the time being.
- July 31st, 2017, 5:51 pm
- Forum: Psy-Q SDK
- Topic: PCOpen and PSXSERIAL
- Replies: 6
- Views: 20811
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...
- July 7th, 2017, 6:01 pm
- Forum: Graphics/GPU
- Topic: Multitexturing
- Replies: 3
- Views: 8695
Re: Multitexturing
Thanks, that's what I thought.
But then you think in this case (GT1), to render the environment mapping:
they rendered all the car models twice? It seems to me like a bit of an overkill.
But then you think in this case (GT1), to render the environment mapping:
they rendered all the car models twice? It seems to me like a bit of an overkill.
- July 7th, 2017, 7:21 am
- Forum: Graphics/GPU
- Topic: Multitexturing
- Replies: 3
- Views: 8695
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...
- December 12th, 2016, 3:35 am
- Forum: Graphics/GPU
- Topic: Near clipping plane
- Replies: 2
- Views: 6868
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 fun...