Search found 17 matches

by DEBRO
June 7th, 2013, 12:16 pm
Forum: Programming/CPU
Topic: How to wait a second?
Replies: 7
Views: 14896

Re: How to wait a second?

Hi there, AGREE :) thats more than enough . use this code void Timer() { int i; for (i=0; i<10; i++) VSync(0); } if you wanna wait more than 1 sec. you can change the value "i<10;" to 60 or higher I'm still learning this system and would like to understand how this code waits a second. If ...
by DEBRO
June 6th, 2013, 10:49 pm
Forum: Programming/CPU
Topic: How to wait a second?
Replies: 7
Views: 14896

Re: How to wait a second?

Hi there, The Kernel section of the Run-Time Library 4.4 document makes reference to a System Clock. Read the section on Root Counter Control. This may help you. You could also write a VSyncCallback that increments a frame counter every VSync. You could then check the value to see if 60 frames (for ...
by DEBRO
June 5th, 2013, 10:59 pm
Forum: Graphics/GPU
Topic: Clearing the VRAM
Replies: 1
Views: 5688

Re: Clearing the VRAM

Nice...thanks for the post.
by DEBRO
June 5th, 2013, 7:22 am
Forum: Miscellaneous & Off Topic
Topic: Competition #03 (Codeblast '13 - Suggestion)
Replies: 4
Views: 9446

Re: Competition #03 (Codeblast '13 - Suggestion)

I love this idea. I think a coding standard needs to be set so we have a common syntax.
by DEBRO
May 13th, 2013, 12:24 pm
Forum: Psy-Q SDK
Topic: Cpe2x for Win7
Replies: 21
Views: 79297

Re: Cpe2x for Win7

Hi there, Thank's for the tip, I am no longer on PSY-Q, I use Blade's lib now. You can use Bladelib but it has it's limitations. Two that I've had to work around were... There are no interrupts [list]You can do simple projects without a vertical blank interrupt but I think as you start to do more; t...
by DEBRO
May 11th, 2013, 10:12 pm
Forum: Miscellaneous & Off Topic
Topic: How do you test your game on a PlayStation?
Replies: 4
Views: 9397

How do you test your game on a PlayStation?

Hi there, Wasn't too sure where to post this. I thought this was probably the most appropriate forum. I'm sure homebrew authors are testing their work via emulators as they build different pieces of their projects. How are you testing the final product on the actual hardware? Are most burning CDs to...
by DEBRO
March 6th, 2013, 12:16 pm
Forum: Psy-Q SDK
Topic: How to compile and run a 'hello world' executable in PSY-Q
Replies: 15
Views: 34934

Re: How to compile and run a 'hello world' executable in PSY

Hi there, Nice work getting it to run! You have seen the help page though, haven't you? http://psxdev.net/help.html Yes, I was using that tutorial as a guide. I looked into the "Configuring and Compiling PSY-Q 4.6 to run Homebrew" thread today and I was able to create a PSX executable with...
by DEBRO
March 5th, 2013, 8:16 am
Forum: Psy-Q SDK
Topic: How to compile and run a 'hello world' executable in PSY-Q
Replies: 15
Views: 34934

Re: How to compile and run a 'hello world' executable in PSY

Hi there, Ah, you're right! You don't need to change PSPATHS.BAT as you added them into your environment variables list. Sorry. So I can help you more, are you using Windows 7 64-bit, or 32-bit Windows? I'm running Win7 64-bit. Thank you for all your help. I figured out my problem. I needed to modif...
by DEBRO
March 5th, 2013, 2:30 am
Forum: Psy-Q SDK
Topic: How to compile and run a 'hello world' executable in PSY-Q
Replies: 15
Views: 34934

Re: How to compile and run a 'hello world' executable in PSY

Hi there, Did you edit 'PSPATHS.BAT' in the 'C:\psyq\' folder to point to all the correct locations ('Z:\')? Yes, I modified PSPATHS.BAT and I'm having the same issue. The environment can see PSYMAKE and CCPSX. Why would it have an issue with CPPPSX? BTW, I'm using WinXP under Win7 and changing the ...
by DEBRO
March 4th, 2013, 4:30 pm
Forum: Psy-Q SDK
Topic: How to compile and run a 'hello world' executable in PSY-Q
Replies: 15
Views: 34934

Re: How to compile and run a 'hello world' executable in PSY

Hi there, I'm having an issue compiling the Hello World demo. My OS is Win7 Enterprise. I've followed the steps to set up the environment using WinXP mode. In my Win7 environment I have PSY-Q setup under my user folder. I then mapped this as the "Z:\" drive in WinXP mode so it looks as if ...
by DEBRO
February 24th, 2013, 2:00 pm
Forum: General Chat & Messaging
Topic: Small introduction
Replies: 2
Views: 5956

Re: Small introduction

Hi Jason,
Dangerboy wrote:DENNIS!

Hi. :D
Yes, I'm a PlayStation fan though not to your caliber :D I admire your collection. Maybe we could get together again for some art work.
by DEBRO
February 24th, 2013, 1:55 pm
Forum: Graphics/GPU
Topic: Quick question about NTSC and PAL timing
Replies: 8
Views: 15259

Re: Quick question about NTSC and PAL timing

Hi there, "...\psyq\docs\technote\scee_dev.pdf" Page 45 (4.4: General Implementation Tips) 3 Use VSync to lock the frame rate: VSync(0), when the frame rate is 50 (60 for NTSC) frame/sec. VSync(2), when the frame rate is 25 (30 for NTSC)frame/sec. VSync(3), when the frame rate is 20 .. for...
by DEBRO
February 24th, 2013, 9:44 am
Forum: Graphics/GPU
Topic: Quick question about NTSC and PAL timing
Replies: 8
Views: 15259

Re: Quick question about NTSC and PAL timing

Hi there, Links fixed. Thank you DEBRO :) Thank you for fixing the link. I have it now. You can make two versions of the game that are PAL and NTSC and control it that way. This is how Sony wanted everyone to do it. A better way though, is to just control it all automatically in your code. Read the ...
by DEBRO
February 23rd, 2013, 3:01 pm
Forum: Graphics/GPU
Topic: Quick question about NTSC and PAL timing
Replies: 8
Views: 15259

Re: Quick question about NTSC and PAL timing

Hi there, You can make two versions of the game that are PAL and NTSC and control it that way. This is how Sony wanted everyone to do it. A better way though, is to just control it all automatically in your code. Read the 'PlayStation Developers Guide' PDF which is in the Psy-Q DOCS folder. Thank yo...
by DEBRO
February 20th, 2013, 11:01 am
Forum: Graphics/GPU
Topic: Quick question about NTSC and PAL timing
Replies: 8
Views: 15259

Quick question about NTSC and PAL timing

Hi there, Coming from the Atari2600 world of homebrewing we had to manipulate our sprite movements to accommodate the difference in NTSC (~60 FPS) and PAL (~50 FPS). Do you have to do this for the PlayStation when you have code that is dependent on FPS or does the machine handle it automatically? I ...
by DEBRO
February 20th, 2013, 10:56 am
Forum: General Chat & Messaging
Topic: Small introduction
Replies: 2
Views: 5956

Small introduction

Hi there, I'm glad I found this site. I have enjoyed my PlayStation since 1995. I still have my original even though it still skips now and then. I have done homebrew games before. I've primarily focused on the Atari2600. I liked the challenge of working with the limitations of the machine (i.e. 128...