Search found 22 matches

by MrQuetch
September 30th, 2018, 2:41 pm
Forum: Graphics/GPU
Topic: Custom Image/Texture Format?
Replies: 1
Views: 472

Custom Image/Texture Format?

Hello, everyone. Forgive me if this has already been asked and/or answered before, but is it possible to create an image/texture in the form of an array? In other words, is it possible to set the colors of pixels directly to the texture sheet in just plain C code? To be honest, I would much rather p...
by MrQuetch
May 1st, 2018, 10:24 am
Forum: Programming/CPU
Topic: "LookAt" Function?
Replies: 2
Views: 828

Re: "LookAt" Function?

I have this lookat routine which may do just the trick: void crossProduct(SVECTOR *v0, SVECTOR *v1, VECTOR *out) { out->vx = ((v0->vy*v1->vz)-(v0->vz*v1->vy))>>12; out->vy = ((v0->vz*v1->vx)-(v0->vx*v1->vz))>>12; out->vz = ((v0->vx*v1->vy)-(v0->vy*v1->vx))>>12; } void LookAt(VECTOR *eye, VECTOR *at...
by MrQuetch
April 5th, 2018, 12:18 pm
Forum: Examples (Psy-Q)
Topic: VAG Example (VAG DEMO)
Replies: 25
Views: 18970

Re: VAG Example (VAG DEMO)

Shadow wrote:
April 5th, 2018, 11:06 am
Again, there are no CD-ROM load functions. It won't work unless you code them in. It was written for use with CAETLA or CATFLAP since the VAG file is loaded directly into memory.
My apologies. I understand that. What I meant to ask was how I would go about coding them in?
by MrQuetch
April 5th, 2018, 4:08 am
Forum: Examples (Psy-Q)
Topic: VAG Example (VAG DEMO)
Replies: 25
Views: 18970

Re: VAG Example (VAG DEMO)

Shadow wrote:
April 4th, 2018, 6:44 pm
This is a program for developers. It won't work on an emulator since it has no CD-ROM loading routines, and the code isn't meant for public use.
Hmmm... So, what should I do then? Is my best bet testing the game on real hardware with a burned CD?
by MrQuetch
April 4th, 2018, 2:18 pm
Forum: Examples (Psy-Q)
Topic: VAG Example (VAG DEMO)
Replies: 25
Views: 18970

Re: VAG Example (VAG DEMO)

Shadow wrote:
April 4th, 2018, 12:49 pm
What's the error you're getting?
"Symbolic Info File Corrupt, Line 1".

To be honest, I'm not sure what that means. Is it referring to the source code or machine code?
The screen is black though, and the emulator is still up.
by MrQuetch
April 4th, 2018, 8:30 am
Forum: Graphics/GPU
Topic: %d or %s... For custom font?
Replies: 8
Views: 1493

Re: %d or %s... For custom font?

SYS_FONT_TAHOMA (Load from System (PS-EXE) Font Tahoma) - it's "my" custom font. I just ported Tahoma font into my code and loading this texture from PS-EXE. opt C+ section datasection ; ------------------( GFX DATA )------------------- CNOP 0,4 global SYS_FONT_TAHOMA SYS_FONT_TAHOMA: incbin "mater...
by MrQuetch
April 4th, 2018, 5:25 am
Forum: Graphics/GPU
Topic: %d or %s... For custom font?
Replies: 8
Views: 1493

Re: %d or %s... For custom font?

char STRING[64]; char FNTCHR[2]; int test() { // Load our font from PS-EXE :) LoadTIM((u_long*)SYS_FONT_TAHOMA); while (1) { // Font test // [*STRING, X, Y, R, G, B, DISTANCE BETWEEN LETTERS, SCALE] DrawFontTahoma(testfont3, 50, 190, 128, 128, 128, -4, ONE); DrawFontTahoma("1234\n1234", 50, 190, 12...
by MrQuetch
April 4th, 2018, 5:03 am
Forum: Examples (Psy-Q)
Topic: VAG Example (VAG DEMO)
Replies: 25
Views: 18970

Re: VAG Example (VAG DEMO)

Hi Shadow. I know this thread is around five years old, but I'm trying to run this program in "no$psx"; I receive and error message before I get a black screen. Is this normal? I assume it's not. What am I doing wrong? Any help is appreciated. Thanks.
by MrQuetch
April 4th, 2018, 4:59 am
Forum: Graphics/GPU
Topic: %d or %s... For custom font?
Replies: 8
Views: 1493

Re: %d or %s... For custom font?

NITROYUASH wrote:
April 4th, 2018, 12:39 am
Thanks for the answer!
I found the another way to translate our stuff in custom fonts.

We also can use strcat() for this c:
Thank you - I'm glad you found an answer to your problem.

May I ask how you did that? I'm still learning, so I like looking at other code to learn from.
by MrQuetch
April 4th, 2018, 4:47 am
Forum: Psy-Q SDK
Topic: Simple Psy-Q MAKEFILE.MAK Example
Replies: 4
Views: 2671

Re: Simple Psy-Q MAKEFILE.MAK Example

cpe2x main.cpe - NTSC/J [JP] cpe2x /cj main.cpe - NTSC/J [JP] cpe2x /ca main.cpe - NTSC [NA] cpe2x /ce main.cpe - PAL [EU] https://pp.userapi.com/c844721/v844721175/1b22f/BJUPq3BF-4s.jpg Thanks, NITROYUASH. That was a quick reply. Now, I'm going to figure out how to implement this. :D Edit: Ok, it'...
by MrQuetch
April 4th, 2018, 4:05 am
Forum: Psy-Q SDK
Topic: Simple Psy-Q MAKEFILE.MAK Example
Replies: 4
Views: 2671

Re: Simple Psy-Q MAKEFILE.MAK Example

Hi there, t0rxe. I know this is six years late, but I have a question regarding the Makefiles. I've only come across examples that are either built for Japan or Europe, and I'm in America. How can I "make" the game for America instead of those other two regions? I will also refer to the locations th...
by MrQuetch
April 3rd, 2018, 8:48 am
Forum: Work Logs / Projects
Topic: Project Scarlet - My very own 3D engine for the PSX
Replies: 21
Views: 5010

Re: Project Scarlet - My very own 3D engine for the PSX

Wow, I'm really impressed. This is so cool. There is a lot going on here. I'm looking forward to the open source - that is... When you plan on releasing it. I'm sure your source code is completely packed with goodies. :D

Overall, very good job. Keep us posted.
by MrQuetch
April 3rd, 2018, 6:56 am
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 21
Views: 26386

Re: Airport - WIP

Hi, Xavi92. I like your Airport game you have coming along. I hope you can continue working on it. Do you plan on releasing your source for the newer versions? It would be cool to learn from. Either way, I look forward to your progress regardless. I'm familiar with the C programming language, but th...
by MrQuetch
April 3rd, 2018, 6:52 am
Forum: Examples (Psy-Q)
Topic: 3D FPS Example
Replies: 26
Views: 12332

Re: 3D FPS Example

good stuff, but what about collision between camera and model(s)? There are many methods of getting collision "data". What you can do is use simple trigonometry to check the sides of the camera (player), and check the distance between yourself and the walls, floors, ceilings, and if it is too close...
by MrQuetch
April 3rd, 2018, 6:49 am
Forum: Examples (Psy-Q)
Topic: 3D FPS Example
Replies: 26
Views: 12332

Re: 3D FPS Example

Hi, Lameguy64.

This is a really cool example of 3D on the PS1 - there is a lot to learn here. I have figured out my texture problem; so, thanks for your help with that.
by MrQuetch
April 3rd, 2018, 6:30 am
Forum: Programming/CPU
Topic: "LookAt" Function?
Replies: 2
Views: 828

"LookAt" Function?

Hello, everyone. I have noticed that for a lot of different gaming consoles there are "LookAt" functions. Basically, I would like to set a point for a camera in 3D space, and have it look at another point somewhere else in 3D space. Would the PS1 happen to have the equivalent of that? If so, where c...
by MrQuetch
April 3rd, 2018, 4:46 am
Forum: Graphics/GPU
Topic: My *.TIM File Problem
Replies: 3
Views: 759

Re: My *.TIM File Problem

Okay, after looking at how other people set up their images in the TIMTOOL, I finally have my textures working. I created the simple mistake of putting the actual texture and pallet on the left side (Yellow and green squares) instead of the right side (Blue squares). Thank you for all who have helpe...
by MrQuetch
April 3rd, 2018, 4:23 am
Forum: Graphics/GPU
Topic: %d or %s... For custom font?
Replies: 8
Views: 1493

Re: %d or %s... For custom font?

Hi, NITROYUASH. I'm very new to the PS1 Homebrew, but having been using the C language for over the past year. I'm certain that even if I'm not able to fully help, I will at least be able to lead you in the right direction. Perhaps we will both be able to learn more from this. From my experience (I ...
by MrQuetch
April 3rd, 2018, 4:13 am
Forum: Graphics/GPU
Topic: Mantain the original CLUT on TIM & Work on Gimp!
Replies: 4
Views: 2083

Re: Mantain the original CLUT on TIM & Work on Gimp!

Make sure your using the colours from the colour pallet and not using tools which create new colours. I'm doing some work on CLUT swapping sprites (a crappy doom trace). I use gimp, it has good CLUT features, ie arranging/modding etc. I export out as PCX, then I convert to tim using https://github....
by MrQuetch
April 1st, 2018, 3:55 pm
Forum: Graphics/GPU
Topic: [SRC] 3D Projection & Textured Quad
Replies: 10
Views: 8055

Re: [SRC] 3D Projection & Textured Quad

I know this thread is a bit old, but my *.tim image file doesn't appear correctly, while the one in ddoom's sample does. I have used the TIMTOOL program to load my *.tim file and save the project, but now I don't know exactly where to go next. Do I copy and paste the "tim project" into my PS1 projec...