Search found 7 matches
- May 20th, 2021, 12:15 am
- Forum: Graphics/GPU
- Topic: [Solved] About programming a 2d game based on TIM format
- Replies: 4
- Views: 12874
Re: [PROBLEM] About programming a 2d game based on TIM format
ok first of all thank you very much for commenting, second the objective I already included it in the post is basically to make a novel visual with TIM Y XA images and audio where basically MENU.TIM IS the menu, HOWTO is an explanation of how to play, and then it would go to AR.TIM (SCENARIO 1) WHE...
- May 11th, 2021, 4:25 am
- Forum: General Chat & Messaging
- Topic: Does Retro Game Dev (PS1) differ that much from modern game development and engines?
- Replies: 1
- Views: 5273
Re: Does Retro Game Dev (PS1) differ that much from modern game development and engines?
In fact it is quite similar. I have no experience with Unity, but from what I saw on the internet, the development concept does not differ much. Actually, the development process is much easier with Unity, for example. Today's game engine have a very high tool integration. High-level languages... On...
- April 28th, 2021, 11:39 pm
- Forum: General Chat & Messaging
- Topic: Need help getting into PS1 developing
- Replies: 2
- Views: 19170
Re: Need help getting into PS1 developing
The best way to start is looking at code examples. Here in forum, there's many examples. Also, LIBOVR46.pdf and LIBREF46.pdf is crucial to understand how PSX works.
- April 28th, 2021, 5:47 am
- Forum: Graphics/GPU
- Topic: [Solved] About programming a 2d game based on TIM format
- Replies: 4
- Views: 12874
Re: [PROBLEM] About programming a 2d game based on TIM format
First, explain what is your goal. Do you wanna show some images on screen? Move them?
Your code is wrong. Why reset the graphic system each time a new image is displayed? You don't need do that.
Where is your game loop for screen refresh?
Your code is wrong. Why reset the graphic system each time a new image is displayed? You don't need do that.
Where is your game loop for screen refresh?
- April 25th, 2021, 4:07 am
- Forum: Graphics/GPU
- Topic: AddPrim, GsSortObject4 and Z problem
- Replies: 1
- Views: 8735
Re: AddPrim, GsSortObject4 and Z problem
I believe I found the solution.
I figure out I need divide the OT_z result by (14-OT_LENGTH).
AddPrim(&OT_TAGs[currBuffer][(OT_z) >> (14 - OT_LENGTH)], &f3[currBuffer]);
I figure out I need divide the OT_z result by (14-OT_LENGTH).
AddPrim(&OT_TAGs[currBuffer][(OT_z) >> (14 - OT_LENGTH)], &f3[currBuffer]);
- April 25th, 2021, 2:24 am
- Forum: Research
- Topic: Anyone? does the whole PSYQ run @
- Replies: 2
- Views: 10584
Re: Anyone? does the whole PSYQ run @
I'm using PSYQ on my Windows 7 64-bit machine. I replace some executables in bin folder with executables available here in forum. And I'm using also DOSBox only to run RSDLINK converter.
I'm using also MKPSXISO from Lameguy to build the image ISO.
I'm using also MKPSXISO from Lameguy to build the image ISO.
- April 25th, 2021, 1:27 am
- Forum: Graphics/GPU
- Topic: AddPrim, GsSortObject4 and Z problem
- Replies: 1
- Views: 8735
AddPrim, GsSortObject4 and Z problem
Hello guys, I have a little problem. I'm using AddPrism to draw a simple vertex array and GsSortObject4 to draw vertices from TMD file. Ok, nice. Except the polygons drawn by AddPrism always get behind the polygons drawn by GsSortObject4, no matter if I move the z axis forward or backward. My draw r...