Search found 381 matches
- December 15th, 2020, 1:00 pm
- Forum: Hardware
- Topic: USB replacement instead of parallel port for Caetla
- Replies: 9
- Views: 1936
Re: USB replacement instead of parallel port for Caetla
If I can build or find a USB comms interface schematic that doesn't suck (ie. doesn't just emulate a parallel port talking to Caetla's protocol), I could implement support for such a thing in n00bROM and it'd probably be implemented more elegantly rather than following/mimicking the bit banging prot...
- October 5th, 2020, 11:41 am
- Forum: Work Logs / Projects
- Topic: n00bROM - Open Source Caetla Alternative
- Replies: 3
- Views: 1680
Re: n00bROM - Open Source Caetla Alternative
Haven't really tested parallel port upload speeds very much, though I usually hit ~75KB/s on my workstation running Linux using a CH384 based PCIE serial + parallel port card. Perhaps inpout32's overhead is slowing things down a bit.
- October 3rd, 2020, 10:59 pm
- Forum: Work Logs / Projects
- Topic: n00bROM - Open Source Caetla Alternative
- Replies: 3
- Views: 1680
n00bROM - Open Source Caetla Alternative
This project's actually been out for quite sometime now, but haven't got around to write a post about it until now. Though the delay was probably a good thing as it's been polished up to its current pristine state since it was first released on Github and on my website. This is effectively my own sp...
- November 22nd, 2019, 12:23 pm
- Forum: Work Logs / Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 30
- Views: 27094
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.
I recommend reading the changelog in the github repository for more details.
- November 20th, 2019, 12:56 pm
- Forum: Work Logs / Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 30
- Views: 27094
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...
- November 18th, 2019, 7:12 pm
- Forum: Work Logs / Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 30
- Views: 27094
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...
- November 18th, 2019, 12:15 pm
- Forum: Work Logs / Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 30
- Views: 27094
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...
- November 15th, 2019, 12:06 pm
- Forum: Graphics/GPU
- Topic: I have a problem with 2D sprite in 3D game
- Replies: 20
- Views: 9723
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.
- November 13th, 2019, 1:10 pm
- Forum: Graphics/GPU
- Topic: I have a problem with 2D sprite in 3D game
- Replies: 20
- Views: 9723
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 ...
- November 12th, 2019, 11:58 am
- Forum: Graphics/GPU
- Topic: I have a problem with 2D sprite in 3D game
- Replies: 20
- Views: 9723
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.
- November 12th, 2019, 11:44 am
- Forum: Graphics/GPU
- Topic: Better method for scrolling textures?
- Replies: 3
- Views: 3190
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.
- November 8th, 2019, 11:51 am
- Forum: Graphics/GPU
- Topic: Better method for scrolling textures?
- Replies: 3
- Views: 3190
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...
- October 31st, 2019, 9:07 pm
- Forum: Work Logs / Projects
- Topic: Project Scarlet - My very own 3D engine for the PSX
- Replies: 30
- Views: 30739
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.
- October 30th, 2019, 12:15 pm
- Forum: Members Downloads
- Topic: PSn00b Debugger - Homebrew debugger for retail consoles
- Replies: 15
- Views: 11445
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...
- October 23rd, 2019, 11:46 am
- Forum: General Chat / Messaging
- Topic: PSX Low Poly Character Animation
- Replies: 1
- Views: 3273
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...
- October 23rd, 2019, 11:36 am
- Forum: Hardware
- Topic: PlayStation 1 controller combo reset mod
- Replies: 10
- Views: 5672
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...
- October 12th, 2019, 11:58 am
- Forum: Programming/CPU
- Topic: Lameguy's PlayStation Programming Tutorial Series
- Replies: 5
- Views: 5362
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...
- October 11th, 2019, 9:44 pm
- Forum: Work Logs / Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 30
- Views: 27094
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.
Development on this SDK is still going so far, despite this project being mostly quiet.
- October 7th, 2019, 8:03 pm
- Forum: Graphics/GPU
- Topic: [Question] Screen scale?
- Replies: 13
- Views: 9629
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...
- September 30th, 2019, 1:44 pm
- Forum: Graphics/GPU
- Topic: [Question] Depth Cueing fog + texture
- Replies: 9
- Views: 5034
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.