Search found 109 matches
- May 31st, 2016, 8:22 am
- Forum: Work Logs & Projects
- Topic: Tapper remake
- Replies: 27
- Views: 63853
Re: Tapper remake
The project is in hiatus due to other programming tasks. In the meanwhile I've put all sources on GitHub, maybe my efforts will be of any help. https://github.com/apiraino/psx_tapper I also tried to write a tutorial to summarize the steps to get started, hoping to save some time to newcomers. There ...
- July 6th, 2014, 8:31 am
- Forum: Programming/CPU
- Topic: Hiding a sprite behind the background
- Replies: 1
- Views: 6732
Hiding a sprite behind the background
Hello, I'm trying to figure out this: let's say I have a sprite moving. When it goes a certain coordinate it should gradually disappear behind the backgroud. Imagine a sprite representing the hero entering a house. I'd like this sprite to get lower drawing priority as it moves through the door: I'd ...
- June 10th, 2014, 6:28 am
- Forum: Work Logs & Projects
- Topic: Tapper remake
- Replies: 27
- Views: 63853
Re: Tapper remake
Here are some updates. I've reworked a lot of things: - fully converted the game in interlaced 512x480 - converted all the sprites in 8bit TIM - added the logic to switch screens (intro, gameplay, high scores) - implemented 90% of the gameplay TODO: - when the customer reaches the barman there's no ...
- June 4th, 2014, 7:32 am
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 82637
Re: Sokoban for PS1
I don't have much time currently but I won't let this project die. Here are some screenshots of the current progress. I love the font, it's so "Playstation" :) Great overall graphics. I should post a current progress too for the Tapper clone. I'm a bit stuck in a programming-related thing...
- May 17th, 2014, 11:36 pm
- Forum: Members Downloads
- Topic: Pixfinder
- Replies: 13
- Views: 26766
Re: Pixfinder
It's still much to difficult to control. I suggest using analog or just use a float like I was. Too difficult because of the movement resolution? I'm already using float, if it's too fast, drop down the MOVE_OFFSET. I admit I didn't test in on hardware yet; you did test on hardware, right? Also I t...
- May 17th, 2014, 10:24 am
- Forum: Members Downloads
- Topic: Pixfinder
- Replies: 13
- Views: 26766
Re: Pixfinder
ok re-uploaded the attachment. One thing I've noticed is that this tool doesn't help very much in those cases where you don't need the [x,y] center of your sprite. A sprite can be on any size and shape, so now I'm also showing the edges of the crosshair but a better tool could be if it could show on...
- May 15th, 2014, 8:38 am
- Forum: Members Downloads
- Topic: Pixfinder
- Replies: 13
- Views: 26766
Re: Pixfinder
I use CCPSX because it makes me feel more like a Sony developer from back in the day, though using the latest GCC MIPS compiler would make some things in the code a lot easier :P I agree. I would use a modern GCC too in order to 1) be able to compile from Linux 2) have better error reporting and 3)...
- May 15th, 2014, 8:31 am
- Forum: Members Downloads
- Topic: Pixfinder
- Replies: 13
- Views: 26766
Re: Pixfinder
Here is a version that implements your suggestions. Also, now the coordinates box is movable in case one needs to go exactly there with the crosshair. Bug: since the crosshair and the coordinates box move in float steps, depending on the offset choosen you may not be able to get exactly of the edge ...
- May 15th, 2014, 7:59 am
- Forum: Programming/CPU
- Topic: psymake Makefiles
- Replies: 4
- Views: 11134
Re: psymake Makefiles
I've found a reference for Psy-Q Makefiles here (pag. 197):
http://koti.kapsi.fi/~antime/sega/files/SATMAN.pdf
The document it's for the Sega Saturn platform but the company is always SN Systems...
http://koti.kapsi.fi/~antime/sega/files/SATMAN.pdf
The document it's for the Sega Saturn platform but the company is always SN Systems...
- May 14th, 2014, 5:06 am
- Forum: Members Downloads
- Topic: Pixfinder
- Replies: 13
- Views: 26766
Re: Pixfinder
Again, your MAKEFILE is wrong. It must have the extension '.MAK', and you can't use comments (#) like this 'CFLAGS=-Wall #-o2'. Stop uploading stuff that you think is working. The reason is that I don't use psymake at all. I use GNU make which (imo) is more flexible. Again, I should have mentioned ...
- May 13th, 2014, 7:07 am
- Forum: Members Downloads
- Topic: Pixfinder
- Replies: 13
- Views: 26766
Re: Pixfinder
There you go (PSXLIB removed).
- May 13th, 2014, 5:55 am
- Forum: Members Downloads
- Topic: Pixfinder
- Replies: 13
- Views: 26766
Re: Pixfinder
I was thinking of making something like this, but I just could not be bothered. I can't seem to compile it though, firstly because there is no such file as 'main.c' as per your MAKEFILE :P Sorry, it was a bit late so I rushed things a bit. I didn't mention that I used Orion_'s wrapper, his System.h...
- May 12th, 2014, 10:24 am
- Forum: Members Downloads
- Topic: Pixfinder
- Replies: 13
- Views: 26766
Pixfinder
Hi, it's boring to be forced to do many builds just to fine tune the pixel position of a sprite so I couln't think of anything else than putting together a small tool to help me finding the [X,Y] coordinates on screen. This tool can be activated/deactivated at compile time with -DPIXFINDER and will ...
- May 6th, 2014, 6:40 am
- Forum: Programming/CPU
- Topic: Understanding Dynamic Memory Allocation (malloc)
- Replies: 9
- Views: 23994
Re: Understanding Dynamic Memory Allocation (malloc)
@tommy, thanks for your reply, actually my quesiton was bad formed. What I meant is that if I declare a GsSPRITE spr I have an object already usable while if I declare GsSPRITE *spr I have a pointer that needs all the usual C treatment (malloc3(), free3(), ....). At first this wasn't clear to me as ...
- May 4th, 2014, 7:48 am
- Forum: Programming/CPU
- Topic: Understanding Dynamic Memory Allocation (malloc)
- Replies: 9
- Views: 23994
Re: Understanding Dynamic Memory Allocation (malloc)
I noticed another interesting thing: apparently GsIMAGE and GsSPRITE structs are already allocated when the application starts and they are *never* deallocated. If I declare a global Gs* object and I print their address right at the beginning of the main() they are not null. Should I be concerned an...
- April 26th, 2014, 12:45 am
- Forum: Programming/CPU
- Topic: Understanding Dynamic Memory Allocation (malloc)
- Replies: 9
- Views: 23994
Re: Understanding Dynamic Memory Allocation (malloc)
Thanks for the explainations :-)
- April 14th, 2014, 7:34 am
- Forum: Documentation
- Topic: How to setup Windows XP/7 Enviroment Variables for Psy-Q
- Replies: 10
- Views: 112543
Re: How to setup Windows XP/7 Enviroment Variables for Psy-Q
That header is likely to enforce compatibility with RegEdit v4. I have v5.1 on XP/SP3 updated.tlrmcknz wrote:Running Windows XP 32bit, I needed to add "REGEDIT4" at the top of the reg file for it to be recognized.
Possibly you have a older version of XP?
- April 10th, 2014, 5:47 am
- Forum: Programming/CPU
- Topic: GPU packets size
- Replies: 3
- Views: 10607
Re: GPU packets size
Thanks for pointing me to your thread, it was interesting nonethelessYagotzirck wrote:I wondered about the same thing a while ago: http://www.psxdev.net/forum/viewtopic.php?f=51&t=391
Though, nobody could give an exhaustive explanation
- March 20th, 2014, 11:38 pm
- Forum: Miscellaneous & Off Topic
- Topic: Is the Psy-Q development kit abandonware?
- Replies: 8
- Views: 20902
Re: Is the Psy-Q development kit abandonware?
The reason why I wanted to do this repack is because I think that the overabundance of folders and duplicates in the full SDK will seriously confuse beginners, so I thought it would be nice to make a repacked version of the SDK that is smaller, less confusing, and includes easy to understand sample...
- March 18th, 2014, 3:47 am
- Forum: Graphics/GPU
- Topic: Understanding interlace mode
- Replies: 13
- Views: 31959
Re: Understanding interlace mode
I've understood how to match the texture page value you're using (8,9,10,...), it's also indicated in TIMTOOL. http://www.psxdev.net/forum/download/file.php?id=329 In this image one can see that a TIM file with the left upper edge at [0,512] (marker 1 and 3) has texture page = 512 / 64 = 8 (marker 2...