Search found 14 matches
- February 20th, 2019, 4:47 pm
- Forum: Work Logs & Projects
- Topic: Tomb Raider: Chronicles (Decompile)
- Replies: 7
- Views: 14542
Re: Tomb Raider: Chronicles (Decompile)
Looks great! I actually stumbled upon your project a while ago when I was doing some decompiling myself and found it to be really interesting and useful. If there are any particular techniques/insights you've discovered in your research of the code I'd be really interested to hear them.
- December 20th, 2018, 8:51 am
- Forum: Psy-Q SDK
- Topic: PSY-Q library format?
- Replies: 2
- Views: 13685
Re: PSY-Q library format?
Also, in case it's helpful to anyone here: https://github.com/REDasmOrg/REDasm-Sig ... ile-Format
- December 6th, 2018, 3:13 pm
- Forum: Psy-Q SDK
- Topic: Psy-Q flirt signatures
- Replies: 4
- Views: 14870
Re: Psy-Q flirt signatures
I sorted this out, by the way. It's because they were compressed signatures, which r2 doesn't like. The IDA FLAIR utilities has a tool called "zipsig" to decompress .sig files, which makes them work.
- December 2nd, 2018, 1:31 pm
- Forum: Psy-Q SDK
- Topic: Psy-Q flirt signatures
- Replies: 4
- Views: 14870
Re: Psy-Q flirt signatures
On this subject, I've actually been trying to get those signatures to work with radare2, but haven't had any luck. It looks like two of the .sig files are compressed in a way that r2 can't handle, and the others scan fine but won't convert to zignatures. Maybe this is because they're from a much old...
- November 30th, 2018, 12:30 pm
- Forum: Psy-Q SDK
- Topic: Psy-Q flirt signatures
- Replies: 4
- Views: 14870
Re: Psy-Q flirt signatures
I stumbled upon the REDasm disassembler project, which actually comes with PSY-Q 4.7 signatures (in its REDasm's own database format, however): https://github.com/REDasmOrg/REDasm
Seems to be in early phase, but a really promising project.
Seems to be in early phase, but a really promising project.
- November 29th, 2018, 8:58 am
- Forum: Psy-Q SDK
- Topic: PSY-Q library initialization sequence
- Replies: 1
- Views: 10040
PSY-Q library initialization sequence
I can't seem to find a clear answer from the documentation in what order the various libraries should be initialized. It doesn't seem to *really* matter, although in the libmcx section of the library overview it does mention that libmcx's interrupts can interfere with libcard or libmcrd if they're n...
- November 13th, 2018, 2:41 am
- Forum: Members Downloads
- Topic: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
- Replies: 65
- Views: 144043
Re: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
Figured I should follow up on the solution I arrived at with this, just in case anyone in the future is trying to do the same thing. I realized that you can use the compiler (either gcc or ccpsx) with the -E flag to run *just* the preprocessor. In my case, I have a .json file for my level descriptio...
- November 12th, 2018, 1:41 am
- Forum: Programming/CPU
- Topic: SERIOUS TOPIC : What about a full tutorial ?
- Replies: 28
- Views: 38959
Re: SERIOUS TOPIC : What about a full tutorial ?
Do you learn ANYTHING with the "Hello World Tutorial" ? NO. Because it's not a tutorial, it's just "hey, copy-paste the code and run it !" Wrong. You do learn from it if you know what to look for . And you only know what to look for if you're familiar with programming and, espec...
- November 8th, 2018, 11:23 pm
- Forum: Programming/CPU
- Topic: SERIOUS TOPIC : What about a full tutorial ?
- Replies: 28
- Views: 38959
Re: SERIOUS TOPIC : What about a full tutorial ?
I'm trying to make a pong game, but event that is difficult (I don't know how to make limits, how to make the ball moving by herself etc..) and I know that I'm a beginner. Those things aren't unique to the Playstation at all, you would do that the same way you'd do it making any game (on each loop,...
- November 8th, 2018, 1:43 am
- Forum: Examples (Psy-Q)
- Topic: 3D FPS Example
- Replies: 43
- Views: 127162
Re: 3D FPS Example
make their own rendering system *oof* Okay, sounds hard. Very hard. It looks like you've got a fairly rectilinear environment, so why not just extend/refine Lameguy64's original method? It looks like you're already working with tiles, so one thing you could do is write your own Blender script to ex...
- November 6th, 2018, 3:40 am
- Forum: Programming/CPU
- Topic: SERIOUS TOPIC : What about a full tutorial ?
- Replies: 28
- Views: 38959
Re: SERIOUS TOPIC : What about a full tutorial ?
There are different ways to make games for the playstation, you can: -use the PSY-Q SDK -use the Net Yaroze SDK -use PSXSDK -use Assembly So each of these approaches would need their own tutorials and would require you bring a strong foundational understanding of programming and game development mor...
- October 24th, 2018, 6:08 am
- Forum: Members Downloads
- Topic: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
- Replies: 65
- Views: 144043
Re: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
I notice that a lot of games store the LBAs for files within their own custom file formats which are loaded at runtime (for example, a file defining a room might store the LBAs of the necessary models and textures). The -lbahead option is useful for simple cases where everything is hardcoded in C an...
- October 12th, 2018, 3:31 pm
- Forum: Members Downloads
- Topic: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
- Replies: 65
- Views: 144043
Re: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
It's odd, if I set the license file name to be deliberately wrong, like in the xml definition file i'm using here: https://pastebin.com/PNCkTwNi I get the following output which doesn't seem to include errors: Ahh, I just discovered I was putting the <license> element two lines higher than I should...
- October 12th, 2018, 12:42 pm
- Forum: Members Downloads
- Topic: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
- Replies: 65
- Views: 144043
Re: MKPSXISO - A PlayStation ISO Maker to Replace BUILDCD
The files this is generating for me seem to work in the no$cash psx emulator, but when I try it in others, like mednafen, it gives me this message, and fails to load: Emulated Disc SCEx IDs: Disc 1: (Not recognized as a PS1 disc) Region: Japan I think this means it's not injecting the license file (...