Search found 18 matches

by paulm
March 23rd, 2020, 2:28 am
Forum: Work Logs & Projects
Topic: Abe's Exoddus (decompile)
Replies: 8
Views: 18128

Re: Abe's Exoddus (decompile)

Yeah the sound is quite bad. I am trying to put back in the original PSX SPU calls and wire it up to a SPU emulator. I can see why they didn't do that. Its bloody hard to do. If anyone is into this stuff or can provide any help then please do ;).
by paulm
August 31st, 2019, 9:40 pm
Forum: Work Logs & Projects
Topic: FPGA Recreation of the GPU/GTE/MDEC
Replies: 16
Views: 29732

Re: FPGA Recreation of the GPU/GTE/MDEC

What you are doing sounds quite inefficient - it really would make more sense for you to pick up some psxdev. There are plenty of resources for getting started on here. And a console/xplorer cartridge or serial cable is much cheaper than an FPGA.
by paulm
August 4th, 2019, 8:28 pm
Forum: Yaroze SDK
Topic: Recompile Yaroze Source
Replies: 35
Views: 100266

Re: Recompile Yaroze Source

Could this work as a replacement for the official PSYQ SDK compiler? I heard that psymake can be replaced with an old version of wmake. Perhaps CC can be replaced with this too?
by paulm
July 17th, 2019, 4:48 am
Forum: Work Logs & Projects
Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Replies: 37
Views: 86068

Re: PSn00bSDK - My very own PS1 SDK project

The compiler is GCC so unless you can some how transpile some C# to C it ain't gonna work.
by paulm
July 13th, 2019, 4:16 am
Forum: Work Logs & Projects
Topic: project help.
Replies: 4
Views: 12964

Re: project help.

You'd either have to implement a new engine for PS1 that reads whatever RPG maker spits out or just create a new engine/formats from scratch. Or perhaps someone already has a similar engine you could use. Having this just work in a couple of clicks on PS1 isn't going to work I'm afraid :).
by paulm
July 10th, 2019, 5:41 am
Forum: Work Logs & Projects
Topic: [DEV] - Flash Boot Rom PS1
Replies: 25
Views: 66788

Re: [DEV] - Flash Boot Rom PS1

Can't you just use a bigger flash rom? E.g have room for 2 in your flash and a way to set the "active" one. Then when flashing only allow flashing the non active/loaded bios?
by paulm
June 28th, 2019, 9:54 am
Forum: General Chat & Messaging
Topic: objdump
Replies: 3
Views: 6664

Re: objdump

Would there happen to be any 32bit versions of these? Seems the only ones I can find are 16bit apps :(
by paulm
June 28th, 2019, 5:57 am
Forum: General Chat & Messaging
Topic: objdump
Replies: 3
Views: 6664

objdump

I've been setting up a compiler explorer instance for PSYQ. However to get it fully working I need objdump to work.

Of course PSYQ hasn't got an objdump so does anyone know of a tool that would produce similar output? Or maybe PSYQ comes with another tool that is similar?
by paulm
June 16th, 2019, 4:10 am
Forum: Work Logs & Projects
Topic: Abe's Exoddus (decompile)
Replies: 8
Views: 18128

Re: Abe's Exoddus (decompile)

Haha yeah - its just logic bugs from me mis-decompiling some functions. Usually stuff just crashes or out right fails, and sometimes you get funny results like this.
by paulm
June 16th, 2019, 4:07 am
Forum: Work Logs & Projects
Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Replies: 37
Views: 86068

Re: PSn00bSDK - My very own PS1 SDK project

Nice work - even if it takes years to complete it will be pretty nice to have a modern api level PSYQ replacement!
by paulm
June 11th, 2019, 6:58 am
Forum: Homebrew (General)
Topic: n00bDEMO - Demo made using my own SDK
Replies: 21
Views: 46912

Re: n00bDEMO - Demo made using my own SDK

I would like to know more about the compiler issues. I.e are they actually compiler issues or is it just UB in the codebase. Modern GCC has a lot of tools to help detect this kind of thing so its probably worth investigating if its a thing thats likely to make you quit the project.
by paulm
June 8th, 2019, 2:44 am
Forum: Work Logs & Projects
Topic: Homebrew AR/PSX blaster like project
Replies: 9
Views: 12663

Re: Homebrew AR/PSX blaster like project

Can you share some info about that breakout board(more specifically where you found it/how you built it)? I've been searching for a PSX parallel port male connector for a while with pretty much your same goal in mind, but to no avail :shrug Brutalizing an existing cartridge is out of the question, ...
by paulm
June 8th, 2019, 2:38 am
Forum: Work Logs & Projects
Topic: Abe's Exoddus (decompile)
Replies: 8
Views: 18128

Re: Abe's Exoddus (decompile)

Thanks - here are some "interesting" bugs from various points in time: https://www.youtube.com/watch?v=pEaYNU0 ... 4-1c7cNln9

Edit: Oh also the overall progress is about 55%.
by paulm
June 7th, 2019, 4:48 am
Forum: Work Logs & Projects
Topic: Homebrew AR/PSX blaster like project
Replies: 9
Views: 12663

Re: Homebrew AR/PSX blaster like project

Is there a way with PSYQ to create an expansion rom header? or must it be hacked in manually/with a custom tool?
by paulm
June 6th, 2019, 9:56 am
Forum: Work Logs & Projects
Topic: Homebrew AR/PSX blaster like project
Replies: 9
Views: 12663

Homebrew AR/PSX blaster like project

I've been trying to learn basic hardware stuff. For this project I am trying to create something like the PSX blaster. At the moment I have a breakout board and have been trying to attempt to bread board an EEPROM to it. Not much luck so far as the retail AR carts seem to do some strange obfuscation...
by paulm
June 6th, 2019, 9:52 am
Forum: Work Logs & Projects
Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Replies: 37
Views: 86068

Re: PSn00bSDK - My very own PS1 SDK project

My only issue with these projects is that many open SDK projects just never get finished because its such a huge task. I think using the same API as PSYQ is a very good idea as people can just recompile with your SDK to use fully open code.

I wish you luck!
by paulm
June 6th, 2019, 8:36 am
Forum: Work Logs & Projects
Topic: Abe's Exoddus (decompile)
Replies: 8
Views: 18128

Abe's Exoddus (decompile)

Very similar to the Tomb Raider chronicles decompiliation project but for Abe's Exoddus. However this project uses the PC source as the base but its actually the same as the PSX version with PSYQ API level emulation. If GhostBlade didn't already steal your for his project and you'd like to contribut...