Search found 158 matches
- April 22nd, 2023, 8:51 pm
- Forum: Work Logs & Projects
- Topic: I need help with increasing the content of psx files
- Replies: 2
- Views: 286
Re: I need help with increasing the content of psx files
Not sure if this helps, but isn't it possible to dump the BIN/CUE contents into a directory, insert the new files and create the BIN/CUE image pair again, possibly using PSn00bSDK's tools?
- March 15th, 2023, 7:16 am
- Forum: Hardware
- Topic: Noticed a co processor
- Replies: 3
- Views: 901
- March 13th, 2023, 12:17 pm
- Forum: General Chat & Messaging
- Topic: How to compile Warcraft 2: The Dark Saga?
- Replies: 2
- Views: 3777
Re: How to compile Warcraft 2: The Dark Saga?
Some months ago, I started writing a free (GPLv3-or-later-licensed) real-time strategy video game that currently works on the PlayStation 1, Unix-like operating systems and Microsoft Windows (Win9x included): https://git.sr.ht/~xavi92/rts It is largely unfinished, but maybe it makes more sense to co...
- March 13th, 2023, 12:12 pm
- Forum: General Chat & Messaging
- Topic: How do I join the PSXDEV IRC Channel to chat with members?
- Replies: 6
- Views: 24990
Re: How do I join the PSXDEV IRC Channel to chat with members?
I haven't installed anything, I just use the web client, it runs fine... A web browser still downloads and runs non-free JavaScript on the machine, which is still often undesirable for users in FOSS and hacker communities. I think discord is one of the better "social" platforms. I politel...
- December 6th, 2022, 11:50 am
- Forum: Homebrew (General)
- Topic: PadTest
- Replies: 9
- Views: 19472
Re: PadTest
Great work, Shendo. I have been long missing mouse support for PSXSDK, and I would like to merge it into my fork. Is there source code available under a free software license?
- December 6th, 2022, 11:40 am
- Forum: Work Logs & Projects
- Topic: joymon - R/W/X-capable monitor over the controller port
- Replies: 14
- Views: 2886
Re: joymon - R/W/X-capable monitor over the controller port
Awesome job, socram! There is definitely some interesting, unexploited potential to the controller ports.
- December 3rd, 2022, 11:20 am
- Forum: General Chat & Messaging
- Topic: How do I join the PSXDEV IRC Channel to chat with members?
- Replies: 6
- Views: 24990
Re: How do I join the PSXDEV IRC Channel to chat with members?
I don't see why you would want to use IRC in 2022. IRC is still popular in free software and hacking communities. Popular free software projects such as Linux, ffmpeg or git are hosted on Libera Chat, which is an IRC network that was created on 2021. Nowadays we have Discord which is a modern day r...
- December 3rd, 2022, 9:57 am
- Forum: Miscellaneous
- Topic: Cd functions when using exe
- Replies: 2
- Views: 974
Re: Cd functions when using exe
I'd recommend using some malloc routines when using the CD so you can load data into the heap, use it as needed and then free that heap space for other stuff later. If using fread(3) to read CD-ROM data, a more space-efficient (although possibly a bit slower) alternative is buffered I/O. This means...
- October 15th, 2022, 2:03 pm
- Forum: Documentation
- Topic: How to get started with PSX game development
- Replies: 0
- Views: 5026
How to get started with PSX game development
I would like to add some technical insights, in the context of PS1 development: Choice of programming languages - The original PlayStation CPU is based on MIPS I, so a compatible toolchain is required. gcc supports it with the `mipsel-unknown-elf` target. There are some instructions on how to set up...
- November 4th, 2021, 6:24 pm
- Forum: Programming/CPU
- Topic: Is it worth it to make programs in full assembly ?
- Replies: 3
- Views: 3360
Re: Is it worth it to make programs in full assembly ?
I feel it is kind of subjective. While it is true hand-written MIPS assembly might lead to more optimized code (size and/or memory-wise) compared to a C compiler in specific situations, IMHO usually it is not worth the extra effort nowadays, or at least for application-level code. Modern optimizing ...
- November 2nd, 2021, 5:11 am
- Forum: Homebrew (General)
- Topic: [Homebrew Release] Snake
- Replies: 4
- Views: 5415
Re: [Homebrew Release] Snake
It looks amazing! I agree with Shadow's suggestions: just make it run faster and smoother and the game is good to go. 

- November 2nd, 2021, 5:05 am
- Forum: Work Logs & Projects
- Topic: [Game] PSXPONG - A small pong to test PSY-Q stuff
- Replies: 4
- Views: 4468
Re: [Game] PSXPONG - A small pong to test PSY-Q stuff
Very nice for a first effort! Possibly a few monochrome rectangles (instead of variable-sized, texture-blending sprites) could had already done the job given the simplicity of this project, but it's definitely a good start.
Eagerly waiting to see new projects from you!
Eagerly waiting to see new projects from you!

- October 26th, 2021, 7:54 am
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 125769
- January 3rd, 2021, 1:14 pm
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 125769
Re: Airport - WIP
Lately, I have done some improvements and bugfixes on this game e.g.: CMake support for easier building, fixed some bugs on PSXSDK and a couple of game bugs:
https://github.com/XaviDCR92/Airport/releases/tag/v0.1
https://github.com/XaviDCR92/Airport/releases/tag/v0.1
- January 1st, 2021, 2:37 pm
- Forum: Work Logs & Projects
- Topic: GDB server for PCSXR
- Replies: 8
- Views: 14082
Re: GDB server for PCSXR
gdb-multiarch Exception caught while booting Guile. Error in function "make_objcode_from_file": bad header on object file: "\x7fELF\x02\x01\x01ÿ\x00\x00\x00\x00\x00\x00\x00\x00" gdb-multiarch: warning: Could not complete Guile gdb module initialization from: /usr/share/gdb/guil...
- December 31st, 2020, 11:39 am
- Forum: Research
- Topic: PSX Physics
- Replies: 3
- Views: 8375
Re: PSX Physics
IMHO it depends entirely on how complex the physics are and a lot of other factors e.g.: game logic, code optimization, GPU performance, etc. When we wrote Deathball , we implemented circle-to-circle collision, circle-to-polygon collision, gravity and bouncing using fixed-point arithmetic and the ga...
- December 31st, 2020, 10:16 am
- Forum: Work Logs & Projects
- Topic: GDB server for PCSXR
- Replies: 8
- Views: 14082
Re: GDB server for PCSXR
First, the gdbstub revision pinned for the submodule no longer exists--it looks like it was removed with a force push or something. I updated it to the latest `master` and now the project checks out and builds OK. More like I forgot to push the commits stored in my computer. :lol: I have just pushe...
- December 14th, 2020, 9:41 am
- Forum: Documentation
- Topic: Yaroze Tutorial in spanish magazine (SuperJuegos)
- Replies: 4
- Views: 11559
Re: Yaroze Tutorial in spanish magazine (SuperJuegos)
¡Muy interesante! 
Definitely worth a read for any Spanish reader!

Definitely worth a read for any Spanish reader!
- December 11th, 2020, 3:20 am
- Forum: General Chat & Messaging
- Topic: Where to start with PSX Development?
- Replies: 2
- Views: 6467
Re: Where to start with PSX Development?
Hi and welcome, iNFeCTioN!
Apart from Psy-Q, there are modern alternatives to it that might be worth considering: http://www.psxdev.net/forum/viewtopic.php?f=24&t=3702
Apart from Psy-Q, there are modern alternatives to it that might be worth considering: http://www.psxdev.net/forum/viewtopic.php?f=24&t=3702
- December 11th, 2020, 3:14 am
- Forum: General Chat & Messaging
- Topic: Where should I start?
- Replies: 2
- Views: 6806
Re: Where should I start?
http://www.psxdev.net/help/psyq_hello_world.html There are modern alternatives to Psy-Q that newcomers should consider. I have listed all the options I am aware of on the following post . Also, you might be also interested in source-level debugging. I released a fork of PCSX-r that allows this for ...