Search found 1399 matches

by Shadow
November 10th, 2018, 8:15 pm
Forum: Graphics/GPU
Topic: help project FF9 under Psy-Q SDK
Replies: 6
Views: 166

Re: help project FF9 under Psy-Q SDK

1) No.
2) C.
3) LameGuy used the Psy-Q libraries and made his own engine.
4) Full symbol debugging with development kits and basic printf debugging on regular systems via CAETLA.

And thank you in advance.
by Shadow
November 10th, 2018, 8:11 pm
Forum: NO$PSX Emulator
Topic: NO$PSX V2.0 Released (12th Aug 2017)
Replies: 33
Views: 15596

Re: NO$PSX V2.0 Released (12th Aug 2017)

There's a lot of games that don't work with NO$PSX, but NO$CASH has fled the PSX Development scene and doesn't seem interested in it anymore.
by Shadow
November 9th, 2018, 1:44 am
Forum: Programming/CPU
Topic: SERIOUS TOPIC : What about a full tutorial ?
Replies: 28
Views: 477

Re: SERIOUS TOPIC : What about a full tutorial ?

Like Orion_ said, it takes a lot of practice, time and work. Everything you make on the PlayStation needs to be coded from scratch. The SDK has built in functions (each for specific CPU, GPU and SPU routines), but you got to know how to manipulate them in order to get what you what the system to do.
by Shadow
November 7th, 2018, 12:23 pm
Forum: Examples (Psy-Q)
Topic: 3D FPS Example
Replies: 26
Views: 10895

Re: 3D FPS Example

Very cool 3D environment :)
by Shadow
November 7th, 2018, 12:19 pm
Forum: Work Logs / Projects
Topic: [PS1] "Ну, погоди!" (G&W clone)
Replies: 7
Views: 373

Re: [PS1] "Ну, погоди!" (G&W clone)

The Blade libs were way before the PSXSDK. They are very old. Off the top of my head, I think Rob Whitney coded them in the mid-nineties. People would usually use "Blade Libs + MIPSGCC + Jum SDK", but everyone these days just uses Psy-Q.
by Shadow
November 5th, 2018, 5:55 pm
Forum: General Chat / Messaging
Topic: Cannot get GetPadBuf() to work
Replies: 3
Views: 200

Re: Cannot get GetPadBuf() to work

There's no such thing as "GetPadBuf()" in the Psy-Q SDK.
by Shadow
October 31st, 2018, 8:05 pm
Forum: Programming/CPU
Topic: Reset the screen
Replies: 1
Views: 164

Re: Reset the screen

Easy. Make a variable and toggle between it when you press the X button. You don't need to reset the GPU each time either. That's silly. Just use an else statement with the FntPrint line or use a switch/case for multiple lines.
by Shadow
October 31st, 2018, 8:02 pm
Forum: Software / Hardware Trading
Topic: FS: PSIO
Replies: 2
Views: 301

Re: FS: PSIO

Why would anyone pay 3x the price when they are currently in stock and available for pre-order :lol:
by Shadow
October 24th, 2018, 12:24 am
Forum: Hardware
Topic: PSNee further development
Replies: 488
Views: 216615

Re: PSNee further development

Can anyone test if "Dance Dance Revolution [NTSC-J]" works with PSNee? That game has modchip detection, swap disc detection and I think parallel port detection :)
by Shadow
October 7th, 2018, 11:16 am
Forum: General Chat / Messaging
Topic: Japanese Playstation CLUB Demo CDs
Replies: 7
Views: 384

Re: Japanese Playstation CLUB Demo CDs

Good video. Quite a collection there! Great to see all the DEMO's :)
by Shadow
September 30th, 2018, 6:21 pm
Forum: General Chat / Messaging
Topic: PS1 Contract Job
Replies: 3
Views: 352

Re: PS1 Contract Job

What 'classic title' are you referring to?
by Shadow
September 27th, 2018, 10:39 pm
Forum: NO$PSX Emulator
Topic: NO$CASH Kernel Clone - New Expansion ROM Version
Replies: 36
Views: 11822

Re: NO$CASH Kernel Clone - New Expansion ROM Version

Awesome! If you do put a switch like mine, all you got to do is drill a hole in the back of the Xplorers plastic case and you can easily toggle it on/off.

Not sure about that mod actually. Never heard of it.
I'm also not sure if the unlock commands could be applied in that sense.
by Shadow
September 27th, 2018, 10:30 pm
Forum: Documentation
Topic: Sony DTL-H2000 Troubleshooting, Info, Setup, Parts & Help
Replies: 11
Views: 13246

Re: Sony DTL-H2000 Troubleshooting, Info, Setup, Parts & Help

Oh, I see what you mean now. I thought you needed to make that PCB with the two DB-9 headers on it. Haha.

I'm actually not sure if they are the same, but my guess would have to be yes because it means developers could use their existing controller junction boxes (the DTL-H2080) :)
by Shadow
September 23rd, 2018, 2:09 pm
Forum: Hardware
Topic: Part number / identifier for PSX Parallel port
Replies: 4
Views: 350

Re: Part number / identifier for PSX Parallel port

There is no part number for the parallel port. It was a custom connector used by Sony with a similar design to an old SCSI connector. The only company manufacturing this connector is Cybdyn Systems which they use with PSIO.
by Shadow
September 23rd, 2018, 2:06 pm
Forum: NO$PSX Emulator
Topic: NO$CASH Kernel Clone - New Expansion ROM Version
Replies: 36
Views: 11822

Re: NO$CASH Kernel Clone - New Expansion ROM Version

Sure, but please ignore my terrible handywork with the switch I used and how it was soldered in. It was a rushed job :oops: Basically the switch enables or disabled the mod. Hope it helps you :) http://www.psxdev.net/forum/download/file.php?mode=view&id=1381 http://www.psxdev.net/forum/download/file...
by Shadow
September 23rd, 2018, 1:57 pm
Forum: Members Downloads
Topic: i found a psx exe compressor
Replies: 1
Views: 235

Re: i found a psx exe compressor

Nice find. Thanks for sharing it.

PSXDEV.Net Mirror: download/file.php?mode=view&id=1382
by Shadow
September 23rd, 2018, 1:51 pm
Forum: Documentation
Topic: Sony DTL-H2000 Troubleshooting, Info, Setup, Parts & Help
Replies: 11
Views: 13246

Re: Sony DTL-H2000 Troubleshooting, Info, Setup, Parts & Help

About the controller port, why is it needed to cut the board in half ? Can we wire each of the 2 ports to each controller ports on the board ? (after cutting in half) In the case with the DTL-H2000, the controller ports are separate but the board of the PS1's controller ports links both ports toget...
by Shadow
September 23rd, 2018, 1:49 pm
Forum: General Chat / Messaging
Topic: Tilemap best practices
Replies: 11
Views: 667

Re: Tilemap best practices

The trick here is to use a little instructions as possible so for every cycle of the clock, the system doesn't executes unnecessary opcodes which the compiler may have added in from the C or C++ code. On a processor like the PS1, reducing the number of instruction is not the biggest optimization, t...
by Shadow
September 20th, 2018, 8:15 pm
Forum: General Chat / Messaging
Topic: Tilemap best practices
Replies: 11
Views: 667

Re: Tilemap best practices

You can code in C or C++ (doesn't matter). What it comes down to is how well the compiler can optimise the high-level code to low-level code. When you know the compiler isn't doing a good job with your routines, that's when you write it yourself in assembler to get the most performance out of the sy...
by Shadow
September 20th, 2018, 8:04 pm
Forum: General Chat / Messaging
Topic: PSX Serial Cable
Replies: 13
Views: 10787

Re: PSX Serial Cable

Nah, we don't make them anymore :(