Search found 353 matches

by LameGuy64
August 11th, 2019, 11:36 am
Forum: Graphics/GPU
Topic: Easiest way to make a Sprite?
Replies: 12
Views: 315

Re: Easiest way to make a Sprite?

No, I'm not doing a scrolling background, just a sprite, remember... Just a SPRITE. Ah, I wasn't paying enough attention... My bad. Judging by what I've sifted through your code so far, it appears you're mixing libgpu and libgs stuff, but your main.c does not appear to be initializing libgs. Your t...
by LameGuy64
August 10th, 2019, 3:00 pm
Forum: Graphics/GPU
Topic: Easiest way to make a Sprite?
Replies: 12
Views: 315

Re: Easiest way to make a Sprite?

If you want to do a scrolling background, you'll also have to look into drawing tilemaps on the PS1. Basically, you're going to put together a tile sheet, then composite them together with a tilemap editor like Tiled (think that's the name of the open source tile map editor), and finally write a con...
by LameGuy64
July 31st, 2019, 10:43 pm
Forum: Psy-Q SDK
Topic: Psy-Q on x64 system? [Arch Linux/Windows 8.1]
Replies: 16
Views: 5177

Re: Psy-Q on x64 system? [Arch Linux/Windows 8.1]

Get it from the Programmers Tool CD 2.2 ISO in the Downloads page. That one has the copy of the toolchain that is all 32-bit.

The Programmers Tool CD is more or less PsyQ but several magnitudes cleaner and more organized.
by LameGuy64
July 31st, 2019, 8:08 pm
Forum: Psy-Q SDK
Topic: Psy-Q on x64 system? [Arch Linux/Windows 8.1]
Replies: 16
Views: 5177

Re: Psy-Q on x64 system? [Arch Linux/Windows 8.1]

I have the compilers fully working in 64-bit Windows 7.
by LameGuy64
July 31st, 2019, 7:47 pm
Forum: Psy-Q SDK
Topic: Psy-Q on x64 system? [Arch Linux/Windows 8.1]
Replies: 16
Views: 5177

Re: Psy-Q on x64 system? [Arch Linux/Windows 8.1]

Grab the Programmers Tool SDK ISO from the downloads page as that is a cleanest distribution of the SDK you can find. It also comes with all 32-bit copies of the toolchain (ccpsx, psylib and psylink), though psymake is still offered as a 16-bit DOS applcation. You can use make from Msys2 instead and...
by LameGuy64
July 24th, 2019, 11:51 am
Forum: Members Downloads
Topic: sioloader
Replies: 32
Views: 611

Re: sioloader

I just tested 230,400 and 345,600 bauds with my FTDI and well, communications was still very unreliable. Bytes often kept getting missed and I end up with incomplete data, I'm not so sure about the integrity of what was received though. It could either be my wiring (I used old, probably rusty wires ...
by LameGuy64
July 24th, 2019, 11:46 am
Forum: Examples (Psy-Q)
Topic: 3D FPS Example
Replies: 41
Views: 18581

Re: 3D FPS Example

I don't think this example is optimized enough to display flawlessly in hi-res mode, since hi-res operates in single buffer mode which demands 60FPS. I don't remember how I coded this demo exactly (its been so long) but you basically want to position both display/draw buffers to the same VRAM locati...
by LameGuy64
July 20th, 2019, 11:32 am
Forum: Members Downloads
Topic: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
Replies: 51
Views: 30903

Re: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD

I think that is a limitation in the CD libraries of the PsyQ/Programmers Tool SDK. I never ran into an issue creating large images with multiple directory levels in MKPSXISO (though I usually test them by browsing the contents in Windows), didn't find any missing file problems with the most recent v...
by LameGuy64
July 19th, 2019, 12:42 pm
Forum: Work Logs / Projects
Topic: [DEV] - Flash Boot Rom PS1
Replies: 23
Views: 814

Re: [DEV] - Flash Boot Rom PS1

That's a pretty sick BIOS ROM mod kit Xrider! I imagine this would be most useful in turning PsOnes into compact development units by storing a serial loader or a customized BIOS menu with serial loading capabilities into BIOS ROM.
by LameGuy64
July 19th, 2019, 12:29 pm
Forum: Members Downloads
Topic: sioloader
Replies: 32
Views: 611

Re: sioloader

Huh? This is interesting, I couldn't even get reliable communications to work at 230,400 baud. I suppose it could just be the fact that I was using a CH340 based UART and not an FTDI.
by LameGuy64
July 19th, 2019, 12:25 pm
Forum: Members Downloads
Topic: LITELOAD - Yet another PS1 serial loader
Replies: 13
Views: 3773

Re: LITELOAD - Yet another PS1 serial loader

Just published LITELOAD 1.2 which has been ported to PSn00bSDK, making it the first homebrew to be ported from an official SDK to PSn00bSDK with only a few modifications done. The switch also made LITELOAD over 50% smaller than the previous versions, which were built with PsyQ/Programmer's Tool SDK....
by LameGuy64
July 18th, 2019, 6:05 pm
Forum: Work Logs / Projects
Topic: [CANCELLED] Marilyn Fan-game Project Thread
Replies: 56
Views: 58850

Re: [CANCELLED] Marilyn Fan-game Project Thread

Uhh, why not you just draw original graphics instead? I don't think the creator of Marilyn would want that.
by LameGuy64
July 18th, 2019, 11:21 am
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 16
Views: 2422

Re: PSn00bSDK - My very own PS1 SDK project

I do not have any plans on adding C# support into my SDK, and I don't have much experience in C# to get a Mono to target the PS1. I don't see the point of supporting it since C/C++ is generally preferred on PS1 development. Meanwhile, I finally published a commit yesterday that adds the long awaited...
by LameGuy64
July 15th, 2019, 8:51 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 16
Views: 2422

Re: PSn00bSDK - My very own PS1 SDK project

I've made quite a bit of progress on PSn00bSDK as of late, mainly C++ support which I'm going to push out in the next commit, along with a few bug fixes which I've ran into after further testing on real hardware. I've also done a bit of restructuring to make it a bit more convenient to compile and u...
by LameGuy64
July 1st, 2019, 3:13 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 16
Views: 2422

Re: PSn00bSDK - My very own PS1 SDK project

I pushed an update last week that adds the aforementioned features to PSn00bSDK. The Serial I/O support also includes a SIOCONS tty driver replacement for not outputting printf messages to serial but also to receive tty input from serial using a serial terminal and gets() and getchar() functions. I'...
by LameGuy64
July 1st, 2019, 2:29 pm
Forum: General Chat / Messaging
Topic: 17 blocks on memory card
Replies: 9
Views: 537

Re: 17 blocks on memory card

Interesting, but the memory card file system was only really designed to handle up to 15 file entries. It might just be something about the memory card that is screwing with how the BIOS is drawing icons.

Can you actually fill more than 15 file entries on that card though?
by LameGuy64
June 14th, 2019, 8:10 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 16
Views: 2422

Re: PSn00bSDK - My very own PS1 SDK project

Lately, I've managed to implement a global interrupt service routine handler that makes handling interrupts a lot easier and Serial I/O support onto PSn00bSDK. Hopefully, I'll be releasing these updates by next week.

You can find more details about it here.
by LameGuy64
June 7th, 2019, 7:16 pm
Forum: Work Logs / Projects
Topic: Homebrew AR/PSX blaster like project
Replies: 9
Views: 1067

Re: Homebrew AR/PSX blaster like project

ASMPSX and ARMIPS can be used to create expansion ROM programs complete with header data. I even have a cart based CD booter program made using GNU assembler (not recommended) though its quite crude.

You can find it right here: https://github.com/Lameguy64/PSn00bSDK/ ... es/cartrom
by LameGuy64
June 6th, 2019, 5:17 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 16
Views: 2422

Re: PSn00bSDK - My very own PS1 SDK project

I'll try my best to keep working on this SDK for as long as I can. I want to make this SDK at least functional enough to make some interesting things with such as getting low-level CD-ROM and better SPU support working.
by LameGuy64
June 6th, 2019, 5:13 pm
Forum: Work Logs / Projects
Topic: Homebrew AR/PSX blaster like project
Replies: 9
Views: 1067

Re: Homebrew AR/PSX blaster like project

Getting a EEPROM chip to work on the PS1's expansion port shouldn't be too difficult to do. Wiring up the address, data and chip select/output enable should work provided the EEPROM contains some code that the PS1 will execute. The AR and even the Xplorer's design isn't really all that complicated a...