Search found 378 matches

by LameGuy64
November 22nd, 2019, 12:23 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Replies: 25
Views: 5425

Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck

Just released the CD-ROM library to the main repo along with a boatload of bugfixes that have accumulated since the last commit. I've also added new hardware timer, render to texture and CD-XA audio examples.

I recommend reading the changelog in the github repository for more details.
by LameGuy64
November 20th, 2019, 12:56 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Replies: 25
Views: 5425

Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck

I just got my own implementation of CdSearchFile() working and used that to get around testing XA audio streaming. I got it working as shown in the video linked below. Audio stutters a lot because my test disc is just trash. Link to video I also got XA looping working by simply using the same CdRead...
by LameGuy64
November 18th, 2019, 7:12 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Replies: 25
Views: 5425

Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck

My libraries should perform a lot better than Sony's original libraries, as the latter is comprised mostly of unoptimized compiler generated code and other bloat whereas PSn00bSDK's libraries are a mix of optimized compiler generated and assembly. Programs compiled with PSn00bSDK usually yields a mu...
by LameGuy64
November 18th, 2019, 12:15 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Replies: 25
Views: 5425

Re: PSn00bSDK - My very own PS1 SDK project

Been working semi full-force on the long awaited CD-ROM library for PSn00bSDK that doesn't just use the limited BIOS routines. I managed to get CD IRQ handling and command processing down pat that I got CD track querying and CD audio playback working very reliably. I've also got CD data read stuff w...
by LameGuy64
November 15th, 2019, 12:06 pm
Forum: Graphics/GPU
Topic: I have a problem with 2D sprite in 3D game
Replies: 20
Views: 1831

Re: I have a problem with 2D sprite in 3D game

If there's an OT overflow going on the program should become unstable as data around the data segment is being corrupted or crash immediately if the overflow went to the other OT, as the latter would likely cause a GPU deadlock in a double OT/primitive buffer setup.
by LameGuy64
November 13th, 2019, 1:10 pm
Forum: Graphics/GPU
Topic: I have a problem with 2D sprite in 3D game
Replies: 20
Views: 1831

Re: I have a problem with 2D sprite in 3D game

That's likely the limits of painter's sort algorithm really as the depth value for Z sorting is computed by averaging the Z coordinates of a polygon, which is typically the center of said polygon. The best way to work around this is to subdivide polygons with the Z depth computed on each subdivided ...
by LameGuy64
November 12th, 2019, 11:58 am
Forum: Graphics/GPU
Topic: I have a problem with 2D sprite in 3D game
Replies: 20
Views: 1831

Re: I have a problem with 2D sprite in 3D game

If what you're looking for is bill-boarding sprites in a 3D space, there's a billboard example in PSn00bSDK that demonstrates just that.
by LameGuy64
November 12th, 2019, 11:44 am
Forum: Graphics/GPU
Topic: Better method for scrolling textures?
Replies: 3
Views: 549

Re: Better method for scrolling textures?

Its not included in the github repository yet, but it is on my self hosted SVN. Its in the render2tex example.
by LameGuy64
November 8th, 2019, 11:51 am
Forum: Graphics/GPU
Topic: Better method for scrolling textures?
Replies: 3
Views: 549

Re: Better method for scrolling textures?

You have to do texture scrolling by manipulating the UV coordinates of the sprite or textured polygon primitive. You will also need to use the DR_TWIN and SetTexWindow to place texture window primitives so you can set the texture window constraint to allow for textures smaller than 256x256 to be wra...
by LameGuy64
October 31st, 2019, 9:07 pm
Forum: Work Logs / Projects
Topic: Project Scarlet - My very own 3D engine for the PSX
Replies: 27
Views: 14661

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

This project has been put in the back burner for awhile in favor of my PSn00bSDK project, which this engine will soon be ported to. Should be perfectly doable as PSn00bSDK has full GPU and GTE support.
by LameGuy64
October 30th, 2019, 12:15 pm
Forum: Members Downloads
Topic: PSn00b Debugger - Homebrew debugger for retail consoles
Replies: 14
Views: 4822

Re: PSn00b Debugger - Homebrew debugger for retail consoles

I've forgotten to post about an update of this debugger I released last month. I improved the debug interface a bit, rewrote the debug kernel for ARMIPS, improved comms protocol, added single data access breakpoint and data watchpoints. I plan to implement Commslink support soon once my bi-direction...
by LameGuy64
October 23rd, 2019, 11:46 am
Forum: General Chat / Messaging
Topic: PSX Low Poly Character Animation
Replies: 1
Views: 553

Re: PSX Low Poly Character Animation

It depends from game to game. Many PS1 games use a bone style system but the models are modeled in a way that each articulating part is its own 3D model, so they have a bit of an action figure look. There have also been games that used a bone style system that manipulates vertices of the model so th...
by LameGuy64
October 23rd, 2019, 11:36 am
Forum: Hardware
Topic: PlayStation 1 controller combo reset mod
Replies: 4
Views: 822

Re: PlayStation 1 controller combo reset mod

I have thought about an entirely software based solution for awhile that basically polls the controller on every V-Blank IRQ alongside the BIOS and libpad controller handler and jump to BIOS ROM base address when the right button combination is entered. But I think it would screw with memory card ac...
by LameGuy64
October 12th, 2019, 11:58 am
Forum: Programming/CPU
Topic: Lameguy's PlayStation Programming Tutorial Series
Replies: 0
Views: 719

Lameguy's PlayStation Programming Tutorial Series

This is a tutorial series that I've been working on and off for awhile. The goal of this series is to cover as much about programming various parts of the PS1 hardware as possible, using the PsyQ/Programmers Tool SDK or PSn00bSDK. There isn't much covered in the series currently, but it has some ext...
by LameGuy64
October 11th, 2019, 9:44 pm
Forum: Work Logs / Projects
Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Replies: 25
Views: 5425

Re: PSn00bSDK - My very own PS1 SDK project

Just pushed out an update that adds FntOpen(), FntPrint() and FntFlush() functions and a bunch of small fixes today. I recommend reading the changelog in the repo for more details.

Development on this SDK is still going so far, despite this project being mostly quiet.
by LameGuy64
October 7th, 2019, 8:03 pm
Forum: Graphics/GPU
Topic: [Question] Screen scale?
Replies: 12
Views: 2242

Re: [Question] Screen scale?

LoadImage/StoreImage always retains and overwrites the STP bits of pixels being read or written. 16-bit TIMs have STP bits in all pixels while 8-bit and 4-bit TIMs have the STP bits in the CLUT pixels instead. True black (0, 0, 0) is normally treated as the transparent color when drawn using texture...
by LameGuy64
September 30th, 2019, 1:44 pm
Forum: Graphics/GPU
Topic: [Question] Depth Cueing fog + texture
Replies: 9
Views: 1296

Re: [Question] Depth Cueing fog + texture

You can use a DR_ENV primitive to change the active drawing area to some place outside your display/draw areas for off-screen rendering. This can be used as a way to accomplish render to texture based effects.
by LameGuy64
September 26th, 2019, 10:59 pm
Forum: Graphics/GPU
Topic: [Question] Depth Cueing fog + texture
Replies: 9
Views: 1296

Re: [Question] Depth Cueing fog + texture

To get proper color modulation for textures, you'll have to use a method called CLUT fog, where you have multiple CLUT entries stacked vertically of the CLUT transitioning from its original colors down to a solid color of your fog. The CLUT selected is based on the depth of the polygon primitive. Cu...
by LameGuy64
August 30th, 2019, 11:46 am
Forum: General Chat / Messaging
Topic: IRQ10
Replies: 2
Views: 1225

Re: IRQ10

IRQ10 is connected to both the IRQ pin on the controller ports and one of the pins in the Parallel I/O port. I even toyed with it with a slightly modified Xplorer that attaches one of the parallel port pins to the IRQ10 pin of the Parallel I/O port. Not sure if you can just feed it with 5v directly ...
by LameGuy64
August 29th, 2019, 12:33 pm
Forum: Graphics/GPU
Topic: [Question] Screen scale?
Replies: 12
Views: 2242

Re: [Question] Screen scale?

The most efficient method I could come up with is to draw to a off-screen area using a DR_AREA primitive, then switch to your main drawing area with DR_AREA then draw the off-screen one as a 16-bit texture. The off-screen draw area should only be up to 256x256 as that's the maximum addressable textu...