Search found 337 matches

by LameGuy64
June 14th, 2019, 8:10 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 10
Views: 928

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: 294

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: 10
Views: 928

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: 294

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...
by LameGuy64
May 27th, 2019, 2:55 pm
Forum: Work Logs / Projects
Topic: Project Scarlet - My very own 3D engine for the PSX
Replies: 24
Views: 8640

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

I haven't done benchmarks between current GCC and the old GCC from PsyQ yet. Though its possible the better optimized library functions in PSn00bSDK might offset the lower performance of current GCC if its slower than old GCC.
by LameGuy64
May 24th, 2019, 12:05 pm
Forum: Work Logs / Projects
Topic: Project Scarlet - My very own 3D engine for the PSX
Replies: 24
Views: 8640

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

This project has been in a bit of a hiatus as of late as my focus as switched to the PSn00b Debugger and PSn00bSDK projects. I'm still considering continuing development of this project but I'm most likely going to migrate it over to using PSn00bSDK instead of the official Programmers Tool/PsyQ SDK ...
by LameGuy64
May 24th, 2019, 11:42 am
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 10
Views: 928

Re: PSn00bSDK - My very own PS1 SDK project

Just pushed an update to the main Github repository that adds controller and CD-ROM support using BIOS functions. Relevant functions for controllers are _PadInit(), _PadStart() and _PadStop() and relevant functions for controllers and _InitCd() is for CD-ROM which basically wraps _96_init() with som...
by LameGuy64
May 20th, 2019, 12:12 am
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 10
Views: 928

Re: PSn00bSDK - My very own PS1 SDK project

Likely has something to do with how I'm currently hooking the VSync handler using the PS1 kernel's event system which is not exactly a good way of dealing with VSync IRQs as acknowledging the interrupt there breaks things like BIOS controller support which depends on the VBlank IRQ. PCSXR's high lev...
by LameGuy64
May 18th, 2019, 11:28 am
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 10
Views: 928

Re: PSn00bSDK - My very own PS1 SDK project

I just got controllers working using BIOS controller functions which are implemented as _PadInit(), _PadStart() and _PadStop() in the psxapi library. The advantage of using this is it automatically polls the controller data on every vsync but the downside is you can't send data to the controller yet...
by LameGuy64
May 14th, 2019, 12:12 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - My very own PS1 SDK project
Replies: 10
Views: 928

PSn00bSDK - My very own PS1 SDK project

http://lameguy64.tk/images/psn00bsdk-logo.svg As the name suggests, this is an amateur SDK project for the PS1 of my very own creation. I guess I've gotten so good at programming the PS1 that I ended up making my own SDK project :). Unlike other open source SDK projects for the PS1 that have come a...
by LameGuy64
April 28th, 2019, 10:38 am
Forum: Members Downloads
Topic: SMXTOOL - SMX and RSD model data editor
Replies: 8
Views: 1788

Re: SMXTOOL - SMX and RSD model data editor

Yeah, I've encountering a bunch of annoying issues with SMXTOOL that involves selection and painting attributes to faces. I just haven't found the time to squish them as of late as Scarlet Engine is in a bit of a hiatus at the moment. The source code is up on Github if anyone ants to fix it themselv...
by LameGuy64
April 23rd, 2019, 9:09 pm
Forum: Hardware
Topic: Xplorer carts
Replies: 60
Views: 40309

Re: Xplorer carts

What about a PCI/PCIE I/O card that has a parallel port? I have one that's based on the CH384 chipset but I haven't tested it with caetla yet. Though in Linux/FreeBSD the parallel port portion appears as a standard parallel port device. There are also some new motherboards as recent as socket 1151/A...
by LameGuy64
April 13th, 2019, 1:02 am
Forum: Programming/CPU
Topic: Fonts
Replies: 1
Views: 341

Re: Fonts

You're going to have to write your own text drawing functions but it shouldn't be too difficult if you're familiar enough with doing 2D graphics on the PS1. You essentially have to composite together a sheet of characters arranged in tile grid format (ie. 8x8 or 8x16) and you select the characters b...
by LameGuy64
April 10th, 2019, 12:39 pm
Forum: Examples (Psy-Q)
Topic: BS Image Loader Example
Replies: 9
Views: 3907

Re: BS Image Loader Example

Are you trying to show a sequence of BS'es? The recommended method would be to LoadBS to one part of the screen and use SetDispEnv to display the area the image was loaded to then you load the next BS on another part of the framebuffer which you then display with SetDispEnv. This closely resembles h...
by LameGuy64
April 7th, 2019, 7:03 pm
Forum: Homebrew (General)
Topic: n00bDEMO - Demo made using my own SDK
Replies: 16
Views: 1546

Re: n00bDEMO - Demo made using my own SDK

I ain't listening to advice from a Unity3D Shader.
by LameGuy64
April 6th, 2019, 2:30 pm
Forum: Homebrew (General)
Topic: n00bDEMO - Demo made using my own SDK
Replies: 16
Views: 1546

Re: n00bDEMO - Demo made using my own SDK

I'm proud to announce that PSn00bSDK is finally released which includes source code of this demo as an example program! While it is still currently a work in progress I believe it is currently the best starting point for making a 100% free and open source replacement of the official PS1 SDK as it ha...
by LameGuy64
March 30th, 2019, 1:20 pm
Forum: Examples (Psy-Q)
Topic: 3D FPS Example
Replies: 38
Views: 17076

Re: 3D FPS Example

setUVWH() just sets all 4 UV coordinates of a quad based on the values you've specified to its arguments. The macro basically does: obj_ft4->u0 = U_out; obj_ft4->v0 = V_out; obj_ft4->u1 = U_out+W_out; obj_ft4->v1 = V_out; obj_ft4->u2 = U_out; obj_ft4->v2 = V_out+H_out; obj_ft4->u3 = U_out+W_out; obj...
by LameGuy64
March 28th, 2019, 11:28 am
Forum: Members Downloads
Topic: LITELOAD - Yet another PS1 serial loader
Replies: 12
Views: 3188

Re: LITELOAD - Yet another PS1 serial loader

The first 15 elements of the int array are the EXEC parameters found in the header of a PS-EXE. The last element must contain a CRC32 checksum of the program text.

Its probably easier to look into the mcomms source code for the exact protocol and crc32 checksum algorithm used.
by LameGuy64
March 21st, 2019, 5:20 pm
Forum: Homebrew (General)
Topic: n00bDEMO - Demo made using my own SDK
Replies: 16
Views: 1546

Re: n00bDEMO - Demo made using my own SDK

1. PSn00bSDK is a full software development kit or it's working under the Psy-Q? Yes, PSn00bSDK is entirely its own SDK that works with recent versions of the GNU GCC toolchain. It does not depend on any existing PS1 SDK. 2. It will be an open source SDK? Yes. 3. What software included in this SDK?...
by LameGuy64
March 21st, 2019, 1:08 am
Forum: Homebrew (General)
Topic: n00bDEMO - Demo made using my own SDK
Replies: 16
Views: 1546

n00bDEMO - Demo made using my own SDK

hr n00bDEMO hr Username: Lameguy64 Project Title: n00bDEMO Time to Complete: 5 months SDK: PSn00bSDK Genre: Demo Latest Release: SDK Release In Development: May receive occasional updates Initial Release Date: 20-MARCH-2019 Last Date Updated: 06-APRIL-2019 (in Github repo) Controller: none Players:...