Search found 140 matches

by t0rxe
May 16th, 2014, 1:22 am
Forum: General Chat / Messaging
Topic: Hello!
Replies: 24
Views: 23670

Re: Hello!

Alright. All done. You say you know C, but I saw no effort in the code you specified that remotely attempted your goal.
BIRD.zip
by t0rxe
May 12th, 2014, 4:45 pm
Forum: General Chat / Messaging
Topic: Hello!
Replies: 24
Views: 23670

Re: Hello!

Well have you defined 'sprMummy' as a GsSPRITE?
If you don't know at all what to do, just archive your project, upload it and I'll get it done if you wish...
by t0rxe
March 19th, 2014, 1:35 pm
Forum: Work Logs / Projects
Topic: SDK - Project part 2
Replies: 2
Views: 4085

Re: SDK - Project part 2

Orion is right and you should be using strcpy();
by t0rxe
March 6th, 2014, 11:57 am
Forum: Work Logs / Projects
Topic: Compilation Woes
Replies: 4
Views: 5095

Re: Compilation Woes

No problem. Here is the correct way on how to go about putting your files. It's just an example. Edit it to your liking and ensure you have the license files pointed correctly. After creating the .ISO from STRIPISO.EXE, patch the image with 'Disc Patcher'. Define LicensePath c:\cdgen\licenseDefine L...
by t0rxe
March 4th, 2014, 7:55 pm
Forum: Work Logs / Projects
Topic: Compilation Woes
Replies: 4
Views: 5095

Re: Compilation Woes

What does your CTI table (DATA.CTI) look like?
by t0rxe
January 22nd, 2014, 7:39 pm
Forum: Programming/CPU
Topic: Possible PSX 3D Engine
Replies: 6
Views: 7394

Re: Possible PSX 3D Engine

Interesting. See what you can do :)

The headers:
00029 #include <libgte.h>
00030 #include <libgpu.h>
00031 #include <libetc.h>
00037 #include <kernel.h>
are part of the Psy-Q library.
by t0rxe
January 5th, 2014, 6:39 pm
Forum: Work Logs / Projects
Topic: [CANCELLED] Marilyn Fan-game Project Thread
Replies: 56
Views: 59069

Re: Marilyn Fan-game Project Thread

The game is coming along nicely :)
Sony has a widescreen example under the Psy-Q samples directory.
by t0rxe
December 28th, 2013, 1:58 am
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 25240

Re: Nebula X Worklog

A 3D rendered sprite of the concept art.
I have it in the game with the sprite sheet completed.
I'll be using CLUT's to palette swap, hence saving framebuffer room.

Image
PLAYER_1.gif
by t0rxe
December 5th, 2013, 1:24 pm
Forum: General Chat / Messaging
Topic: PSP Vs. PSVITA for homebrew
Replies: 3
Views: 2977

Re: PSP Vs. PSVITA for homebrew

PSP all the way.
by t0rxe
December 5th, 2013, 3:28 am
Forum: Work Logs / Projects
Topic: Adventure game Elansar & Philia
Replies: 6
Views: 6094

Re: Adventure game Elansar & Philia

Seems like an interesting game, but I would have to vote no. It made me feel sleepy while watching the video. The graphics are good and all and it looks interesting, but it's not my type of a game to play. Maybe make an action game. That's what I'm going for. Those are really popular these days and ...
by t0rxe
December 4th, 2013, 1:15 pm
Forum: CD-ROM
Topic: My attempt of mastering PS1 discs without a mastering drive
Replies: 29
Views: 33216

Re: My attempt of mastering PS1 discs without a mastering dr

Very difficult. Strong knowledge about how CD-ROM's work in their mathematical sense is required, as well as strong knowledge of assembler. It's quite complex stuff.
by t0rxe
December 3rd, 2013, 8:22 pm
Forum: CD-ROM
Topic: My attempt of mastering PS1 discs without a mastering drive
Replies: 29
Views: 33216

Re: My attempt of mastering PS1 discs without a mastering dr

No. You need to create custom burner firmware that can burn a SCEx wobble to do that.
by t0rxe
November 28th, 2013, 1:39 pm
Forum: CD-ROM
Topic: My attempt of mastering PS1 discs without a mastering drive
Replies: 29
Views: 33216

Re: My attempt of mastering PS1 discs without a mastering dr

Don't forget High Society and TRSI :P
by t0rxe
November 26th, 2013, 12:59 am
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 25240

Re: Nebula X Worklog

Thanks for the suggestions.
I'm just working on modelling the low poly 3D model at the moment.

Some concept art:
Image
by t0rxe
November 25th, 2013, 5:05 pm
Forum: Programming/CPU
Topic: Understanding Dynamic Memory Allocation (malloc)
Replies: 9
Views: 8448

Re: Understanding Dynamic Memory Allocation (malloc)

Yes, you must initialise the heap. It only needs to be initialised once. The code below will allocate 1MB of RAM as heap. The heap is a set chunk of the remaining RAM that can only be used for malloc functions. Any other RAM left can be used for other things if you wish, but it is wise to try and ge...
by t0rxe
November 22nd, 2013, 7:41 pm
Forum: Sound/SPU
Topic: Need help on looping XA audio tracks
Replies: 7
Views: 6543

Re: Need help on looping XA audio tracks

Execute each line separately (comment them out) and find the line that is causing the crash. From there, check your pointers and bit shifts. Maybe output them to a printf to ensure you are getting the results needed. Also check the Psy-Q Library References PDF to make sure the functions do no exceed...
by t0rxe
November 20th, 2013, 2:08 pm
Forum: Sound/SPU
Topic: Need help on looping XA audio tracks
Replies: 7
Views: 6543

Re: Need help on looping XA audio tracks

XA_SOUND.PDF
by t0rxe
November 16th, 2013, 2:38 pm
Forum: Work Logs / Projects
Topic: Sokoban for PS1
Replies: 26
Views: 28609

Re: Sokoban for PS1

I would be up for trying to make some music in Music 2000. It would be better I reckon if you just went on YouTube though and searched for 'free music' or 'free video game music'. There are many great artists out there that provide free music :) The VHS rewind effect it very cool. Leave it as it is....
by t0rxe
November 15th, 2013, 5:40 pm
Forum: Work Logs / Projects
Topic: Sokoban for PS1
Replies: 26
Views: 28609

Re: Sokoban for PS1

Thanks for letting me BETA test. Here is my report list: I would highly suggest adding in higher quality music. The players need to feel something new every time, and since there is approximately 650MB of data free on the disc, I would suggest filling it with lots of XA music. Whilst in gameplay mod...