Search found 1347 matches

by Shadow
Today, 3:10 am
Forum: Upcoming Events and News
Topic: Website Updates and News
Replies: 70
Views: 67417

Re: Website Updates and News

All users with a post count of 0 (zero) have been deleted from the database.
by Shadow
July 19th, 2018, 8:16 pm
Forum: Members Downloads
Topic: UniROM V6 - New stuff and things.
Replies: 273
Views: 144891

Re: UniROM V6 - New stuff and things.

If I remember correctly, Sicklebricks website was hosted from his house on a Raspberry Pi. He might have just pulled the plug on it. He hasn't also been active in the community for a very long time now.
by Shadow
July 19th, 2018, 12:49 am
Forum: Members Downloads
Topic: Various goodies for y'all :)
Replies: 9
Views: 101

Re: Various goodies for y'all :)

Here is the GNUSRC from a PSSN directory I found on my HDD. This directory contains the version 2.8.1 release of the GNU C compiler. It includes all of the support for compiling C++ and Objective C, including a run-time library for Objective C. The GNU C compiler is free software. See the file COPYI...
by Shadow
July 17th, 2018, 4:23 pm
Forum: Members Downloads
Topic: Various goodies for y'all :)
Replies: 9
Views: 101

Re: Various goodies for y'all :)

Pro-DG might be interesting to check out and the Net Yaroze forums are cool to have a read of, but everything else is old. Good to have them archived and saved nonetheless though! Thanks Pool :mrgreen: Note: Pro-DG works under Windows 7 (after rebooting). It's literally just an IDE, albeit a very ou...
by Shadow
July 15th, 2018, 6:10 pm
Forum: Research
Topic: PSX BIOS from PSP 6.60 optimised to play games more smoothly - but in what way?
Replies: 4
Views: 173

Re: PSX BIOS from PSP 6.60 optimised to play games more smoothly - but in what way?

Honestly, the only bug that might have fixed is the infamous 'malloc' bug. As for improvement, they probably added their own custom addressing to take advantage of some registers in the PSP for data store and loading. They probably have also rewritten some assembler functions to take advantage of th...
by Shadow
July 15th, 2018, 6:04 pm
Forum: Work Logs / Projects
Topic: PSX Blaster (USB Comms Link)
Replies: 24
Views: 41558

Re: PSX Blaster (USB Comms Link)

Yeah that project ended years ago unfortunately.

Would be nice to make one that "just works" with CAETLA and USB via PSEXE.COM or CATFLAP. If 'Greg' is still interested in developing one, I'd be happy to work with him on it based off of his design.
by Shadow
July 15th, 2018, 5:48 pm
Forum: Hardware
Topic: [Hardware Mod] NTSC/PAL reference oscillator mod for PU-18
Replies: 33
Views: 22349

Re: [Hardware Mod] NTSC/PAL reference oscillator mod for PU-18

Just take the 3V3 from the PSX or 5V as required :)
by Shadow
June 30th, 2018, 10:29 pm
Forum: Hardware
Topic: Pumping my Yaroze. AKM ak4309avm [done], what else can I do?
Replies: 6
Views: 268

Re: Pumping my Yaroze. AKM ak4309avm [done], what else can I do?

The colours do look slightly more vibrant with the capacitors.
by Shadow
June 24th, 2018, 10:23 am
Forum: Work Logs / Projects
Topic: PSone BIOS modding project
Replies: 28
Views: 25222

Re: PSone BIOS modding project

I'm not sure why the colour bar stuff is in there, but it looks like it was left in there from the development boards. I don't know if it can be accessed, and even if it could, the system would need to be put into a different loop to render them unless they have priority over the other tasks somehow.
by Shadow
June 23rd, 2018, 2:35 am
Forum: Work Logs / Projects
Topic: PSone BIOS modding project
Replies: 28
Views: 25222

Re: PSone BIOS modding project

It's disassembled assembler from the BIOS re-created as C code. It's not compilable. It's just for reference to see how the functions may have looked or worked in C.
by Shadow
June 23rd, 2018, 2:34 am
Forum: Graphics/GPU
Topic: Question about transition
Replies: 18
Views: 414

Re: Question about transition

Sony has some TILE examples in Psy-Q.
by Shadow
June 21st, 2018, 12:01 am
Forum: General Chat / Messaging
Topic: hoping to start psxdev as a hobby
Replies: 12
Views: 337

Re: hoping to start psxdev as a hobby

I started out with PSX development with barely no knowledge about C programming and, after many years, coding for the PSX allowed me to get a job on the embedded SW development area. You shouldn't feel discouraged for what people might tell you if you dream about coding for the PSX. This post :clap
by Shadow
June 19th, 2018, 9:59 pm
Forum: Research
Topic: Does anyone have any info about the early PSX 'OS' SDK?
Replies: 5
Views: 211

Re: Does anyone have any info about the early PSX 'OS' SDK?

That's strange. I thought Psy-Q came out in 1994 because it was available for the DTL-H2000 which was a development kit based on the 1992 or 1993 hardware design which pre-dates the launch hardware design (PU-7 and PU-8). I could be very wrong though, but I have never heard of nor seen such an SDK c...
by Shadow
June 18th, 2018, 5:51 pm
Forum: Research
Topic: Does anyone have any info about the early PSX 'OS' SDK?
Replies: 5
Views: 211

Re: Does anyone have any info about the early PSX 'OS' SDK?

Quite interesting, but at the time of Bubsy 3D, the DTL-H2000 development kit had a full Psy-Q SDK available which is limited to LibGS, LibGPU and LibGTE. The libraries are good and they are powerful, but the problem was that Sony wanted you to use these libraries without any manipulation or custom ...
by Shadow
June 5th, 2018, 4:05 am
Forum: Graphics/GPU
Topic: How to workaround black borders in Pal + graphic glitch using (w)x512 resolutions
Replies: 2
Views: 192

Re: How to workaround black borders in Pal + graphic glitch using (w)x512 resolutions

Try changing "GsINTER" to "GsNONINTER". Also wise to try this on real hardware and not under NO$PSX.
by Shadow
May 11th, 2018, 4:28 pm
Forum: General Chat / Messaging
Topic: New Member - hi everyone! :D / help drawing a primitive
Replies: 8
Views: 362

Re: New Member - hi everyone! :D / help drawing a primitive

Greg wrote:
May 11th, 2018, 11:23 am
Change #define PACKETMAX 50 to #define PACKETMAX 500
Ah, that would also help a bit. I forgot that the 'Hello World' code was optimised for the absolute minimum ;)
Nice thinking Greg :)
by Shadow
May 11th, 2018, 3:28 am
Forum: General Chat / Messaging
Topic: New Member - hi everyone! :D / help drawing a primitive
Replies: 8
Views: 362

Re: New Member - hi everyone! :D / help drawing a primitive

The code optimisation is in the makefile. It's the "-O" parameter followed by level 1, 2 or 3. EG: "-O3" for level 3 optimisation.
by Shadow
May 10th, 2018, 2:26 am
Forum: General Chat / Messaging
Topic: New Member - hi everyone! :D / help drawing a primitive
Replies: 8
Views: 362

Re: New Member - hi everyone! :D / help drawing a primitive

Are you compiling with code optimisation enabled? If so, disable it.
Otherwise, it could be a bug in NO$PSX, so maybe just disable warnings.
by Shadow
May 10th, 2018, 12:04 am
Forum: General Chat / Messaging
Topic: New Member - hi everyone! :D / help drawing a primitive
Replies: 8
Views: 362

Re: New Member - hi everyone! :D / help drawing a primitive

POLY_F4 pf4; void DrawSolidTri(short x1, short y1, short x2, short y2, short x3, short y3, int r, int g, int b, int ot) { // draw a solid triangle and fill it with rgb colour // EG: DrawSolidTri(200,0, 170,30, 230,30, 255,0,255, 0); // check the Psy-Q documentation for the coordinates! SetPolyF3(&p...
by Shadow
April 30th, 2018, 12:18 pm
Forum: Work Logs / Projects
Topic: LMP3D 3D Library for Dreamcast, PS2, PS1
Replies: 4
Views: 544

Re: LMP3D 3D Library for Dreamcast, PS2, PS1

My gosh that is impressive. Excellent work! Can't wait to see how this progresses :)