Search found 31 matches

by MihaiGamerXD
August 30th, 2019, 11:48 pm
Forum: CD-ROM
Topic: Trying to read the TIM file.
Replies: 6
Views: 1552

Re: Trying to read the TIM file.

Judging from the source you posted, you're trying to read a TIM image by merely compiling the code without creating any disc image whatsoever... If you aren't that familiar with creating psx disc images you're better off embedding the TIM file inside the exe. Also I don't understand why you're allo...
by MihaiGamerXD
August 30th, 2019, 2:19 am
Forum: CD-ROM
Topic: Trying to read the TIM file.
Replies: 6
Views: 1552

Re: Trying to read the TIM file.

Turn on compiler warnings. You're missing a closing bracket at the end of the first statement. TIMLogo should be hopefully defined as an unsigned long pointer (you should use malloc for better memory management but that can be worked in later if need be). Don't use nbyte. Use &fp.size (but it must ...
by MihaiGamerXD
August 25th, 2019, 1:54 am
Forum: CD-ROM
Topic: Trying to read the TIM file.
Replies: 6
Views: 1552

Trying to read the TIM file.

Hi!
I got another serious problem! I'm trying to read the TIM file using this code:

Code: Select all

if (CdSearchFile(&file,"\\LOGO.TIM;1") {
	CdReadFile("\\LOGO.TIM;1",TIMLogo,nbyte)
	CdReadSync(0,0);
}
But it crashes! Any ideas?
by MihaiGamerXD
August 24th, 2019, 10:56 pm
Forum: Graphics/GPU
Topic: Trying to get the FPS limit
Replies: 3
Views: 737

Re: Trying to get the FPS limit

You need to install a VSync callback which will run a counter, and update a variable that will be your FPS from a variable that is updated constantly on every screen update. volatile int fps; volatile int fps_counter; volatile int fps_measure; void vsync_cb(void) { fps_counter++; if( fps_counter > ...
by MihaiGamerXD
August 24th, 2019, 10:28 pm
Forum: Graphics/GPU
Topic: How to workaround black borders in Pal + graphic glitch using (w)x512 resolutions
Replies: 7
Views: 2264

Re: How to workaround black borders in Pal + graphic glitch using (w)x512 resolutions

LameGuy64 wrote:
August 24th, 2019, 12:26 pm

Code: Select all

GsDISPENV.screen.y = 16;
You're wrong! the Y position can't be 16 if you use 256 vertical resolution instead 512. So you use 256 (same as the vertical resolution) instead 16.
by MihaiGamerXD
August 24th, 2019, 8:20 am
Forum: Graphics/GPU
Topic: Trying to get the FPS limit
Replies: 3
Views: 737

Re: Trying to get the FPS limit

Found out for myself how to get.

Code: Select all

"FntPrint(~c666%d",VSync(0));
And it gives me 14 FPS?! :shock: How can I set it back to 60 FPS?
by MihaiGamerXD
August 24th, 2019, 7:30 am
Forum: Graphics/GPU
Topic: [Question] Screen scale?
Replies: 12
Views: 1828

Re: [Question] Screen scale?

I can see. But your second screenshot is the same as the video! Isn't it?

EDIT: Also, give me your source code so I can help you.
by MihaiGamerXD
August 24th, 2019, 4:02 am
Forum: Graphics/GPU
Topic: Trying to get the FPS limit
Replies: 3
Views: 737

Trying to get the FPS limit

Hi PSXDev!
I'm trying to get the FPS limit, and I can't find out in "LIBREF46.PDF".
Just use something like this: "FntPrint("%s",getFPS())".
Is it possible?
by MihaiGamerXD
August 24th, 2019, 3:50 am
Forum: Graphics/GPU
Topic: [Question] Screen scale?
Replies: 12
Views: 1828

Re: [Question] Screen scale?

Mm... I don't think it's possible, I didn't tried out.
by MihaiGamerXD
August 23rd, 2019, 10:58 pm
Forum: Graphics/GPU
Topic: How to workaround black borders in Pal + graphic glitch using (w)x512 resolutions
Replies: 7
Views: 2264

Re: How to workaround black borders in Pal + graphic glitch using (w)x512 resolutions

LameGuy64 wrote:
August 23rd, 2019, 2:23 pm
You use GsINTER only if you set a vertical resolution greater than 256, such as 480 for NTSC and 512 for PAL.
Mm... But I read that GsINTER was used for PAL, and GsNONINTER for NTSC.
And it doesn't matter if I set the vertical resolution greater than 256 for PAL or 240 for NTSC!
by MihaiGamerXD
August 23rd, 2019, 9:57 am
Forum: Graphics/GPU
Topic: How to workaround black borders in Pal + graphic glitch using (w)x512 resolutions
Replies: 7
Views: 2264

Re: How to workaround black borders in Pal + graphic glitch using (w)x512 resolutions

As Lameguy64 says, it only supports fixed resolution, as we can understand more, for NTSC, use GsNONINTER, or for PAL, use GsINTER. And in "MAKEFILE.MAK" file, find "cpe2x /ce main.cpe" line, and change "/ce" to "/ca" for NTSC, if you use the PAL version, don't change to nothing. Hope that helps! ;)...
by MihaiGamerXD
August 20th, 2019, 7:13 am
Forum: General Chat / Messaging
Topic: PS1 Soft Reboot?
Replies: 8
Views: 1538

Re: PS1 Soft Reboot?

Shadow wrote:
August 20th, 2019, 6:59 am
Yeah, it's bugged I think. Don't use it. Just jump directly to the BIOS address instead.

Code: Select all

((void (*)())0xBFC00000)();
Thanks Shadow, it worked, and thanks for the fast reply!
I was just curious to see what happens. Anyway thank you.
I'm going to use this code for my demo game.
by MihaiGamerXD
August 20th, 2019, 6:28 am
Forum: General Chat / Messaging
Topic: PS1 Soft Reboot?
Replies: 8
Views: 1538

Re: PS1 Soft Reboot?

NITROYUASH wrote:
June 30th, 2019, 12:34 am
Found this in Psy-Q:
I tried this code, but it crashes!
by MihaiGamerXD
August 11th, 2019, 4:05 am
Forum: Graphics/GPU
Topic: Easiest way to make a Sprite?
Replies: 12
Views: 1740

Re: Easiest way to make a Sprite?

No, no and NO; what you posted is an array definition containing a collection of CLUTs for 4bpp images/sprites, not a "CLUT address" :roll: Oh sorry, I didn't know what is that mean, and that's what I think is, but... How can I get the CLUT array? (Is that fine?) After converting a 16-bit TIM with ...
by MihaiGamerXD
August 11th, 2019, 1:07 am
Forum: Graphics/GPU
Topic: Easiest way to make a Sprite?
Replies: 12
Views: 1740

Re: Easiest way to make a Sprite?

It's not quite clear if you mean the CLUT address as in the x/y coordinates on VRAM, or the address inside the TIM file itself. No, you don't know what is CLUT address, the CLUT address is like this: // various CLUT for 4-bit balls static u_long ballcolor[][8] = { 0x88670000,0x8cab8caa,0x94ef90cd,0...
by MihaiGamerXD
August 10th, 2019, 12:26 am
Forum: Graphics/GPU
Topic: Easiest way to make a Sprite?
Replies: 12
Views: 1740

Re: Easiest way to make a Sprite?

There are heaps of Sony examples on how to use 4-bit or 8-bit TIM images. Yeah... I searched everywhere, the examples as you say, but didn't find it! And I only found the examples that uses "libgs", and I didn't used it, and I'm not 100% sure if there's a difference between "libgpu" (The one I used...
by MihaiGamerXD
August 6th, 2019, 11:48 pm
Forum: Graphics/GPU
Topic: Easiest way to make a Sprite?
Replies: 12
Views: 1740

Re: Easiest way to make a Sprite?

Alright, finally found out how to make a sprite, I made a ball, But I want my sprite, and I don't know how to get the address of the CLUT! I have a 16-bit TIM, and as I know, that it doesn't use CLUT, and I tried to load the sprite WITHOUT CLUT, cuz I don't know the address of the clut, and doesn't ...
by MihaiGamerXD
July 27th, 2019, 9:41 am
Forum: Graphics/GPU
Topic: Easiest way to make a Sprite?
Replies: 12
Views: 1740

Easiest way to make a Sprite?

Hello, I'm new at making sprites, and I really don't know how to make them.
Tried to follow the examples, and didn't worked.
Is there a easy way to make sprites?
Here's the source code, so you can help me:
src.zip
by MihaiGamerXD
July 25th, 2019, 4:52 am
Forum: Examples (Psy-Q)
Topic: 3D FPS Example
Replies: 41
Views: 21432

Re: 3D FPS Example

I see what's wrong. Forgot to set "SetDefDispEnv(&disp, 0, 256*ActivePage, SCREENXRES, SCREENYRES);" to "SetDefDispEnv(&disp, 0, 0, SCREENXRES, SCREENYRES);"
Same as "SetDefDrawEnv". So thank you for helping me. And thanks to you, I can make my own 3D game like yours.
by MihaiGamerXD
July 12th, 2019, 5:48 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 108058

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)

I tried to download the game, but it says "Error (400)", what's going on?