Search found 256 matches
- May 17th, 2019, 8:42 pm
- Forum: General Chat / Messaging
- Topic: Yet Another New User!
- Replies: 6
- Views: 2680
Re: Yet Another New User!
I removed the 32blit plug.. it has a lot to do with PS1 programming, their both low powered tech and they provide education and a community.. which as mentioned above is important to many getting started, how many people come here wanting to program the PS1 and dont know where to start and just give...
- May 17th, 2019, 11:21 am
- Forum: Miscellaneous / Off Topic
- Topic: Configuring C::B for Psy-Q
- Replies: 8
- Views: 19128
Re: Configuring C::B for Psy-Q
:cringe:
I used C::B for a while and went back to eclipse (CDT C/C++) via makefile, but whatever you feel best coding in, use that!
Beside, this stuff now is kinda old now, there's been alot of new tools working better then the OG NY DOS compiler or even homebrew stuff
I used C::B for a while and went back to eclipse (CDT C/C++) via makefile, but whatever you feel best coding in, use that!
Beside, this stuff now is kinda old now, there's been alot of new tools working better then the OG NY DOS compiler or even homebrew stuff

- May 17th, 2019, 11:14 am
- Forum: Yaroze SDK
- Topic: Recompile Yaroze Source
- Replies: 29
- Views: 19000
Re: Recompile Yaroze Source
Ha cool! Have you used my yarexe by any chance? https://github.com/gwald/Yarexe It's a hack of all the exe's that turn the yaroze's siocon's auto file into a single ps1 exe, which then the emulator ran, with printf debugging.. that was 90% of my workflow and worked pretty well, way faster then hardw...
- May 17th, 2019, 11:10 am
- Forum: General Chat / Messaging
- Topic: Yet Another New User!
- Replies: 6
- Views: 2680
Re: Yet Another New User!
Hi welcome! Your mentors are smart people! The problem with retro dev, 20+ years later is: 1. Hardware is going to get harder and more expensive to get 2. Experienced people forgetting the tech and less people with the right skills will be interested in learning. Which means, the communities will be...
- April 6th, 2019, 9:05 pm
- Forum: Homebrew (General)
- Topic: n00bDEMO - Demo made using my own SDK
- Replies: 16
- Views: 4021
Re: n00bDEMO - Demo made using my own SDK
good work man!
Sent as a PM
Thanks again.
Mike.
Sent as a PM
Thanks again.
Mike.
- March 3rd, 2019, 10:27 am
- Forum: Graphics/GPU
- Topic: [Question] Poly-F3/4 lighting ._.''
- Replies: 4
- Views: 1714
Re: [Question] Poly-F3/4 lighting ._.''
1. normals (wut???) Apart from rendering static 3D objects, programming in 3D is going to be pretty hard if you don't understand vectors, normals, product, dot products, trig and matrix functions stuff etc... You don't have to know how the matrix maths work tho, just know what to put in and expect ...
- February 28th, 2019, 9:12 am
- Forum: Miscellaneous / Off Topic
- Topic: Can't Get VM Image Working
- Replies: 5
- Views: 4483
Re: Can't Get VM Image Working
PSXIndieDev LOL
"Independent" what now?
This isn't twitter Dorothy
re VM, try a different player or I think Virtual Box can open VM images...
"Independent" what now?
This isn't twitter Dorothy

re VM, try a different player or I think Virtual Box can open VM images...
- February 27th, 2019, 6:43 pm
- Forum: Work Logs / Projects
- Topic: SIOCONS compatible USB Cable
- Replies: 56
- Views: 18059
Re: SIOCONS compatible USB Cable
Hi welcome... yes the parts are correct. from OP This is a simple guide on how to make a SIOCONS compatible USB-SIO cable that works under dosbox...... Just to add.. I have used an FTDI which was configured for 5v use and it worked fine, but i would really recommend getting the proper 3.3v module ju...
- February 27th, 2019, 8:09 am
- Forum: General Chat / Messaging
- Topic: Windows 98SE Hardware
- Replies: 11
- Views: 3076
Re: Windows 98SE Hardware
I need to build a machine that is actually built with parts from that time. So, is there any advice for that? You can natively load win95/98 on any new machine I believe, I know DOS still works. The hard part is the partitioning, DOS has to be first. re hardware, Look for stuff made 1998 to 2001 (w...
- February 20th, 2019, 7:41 pm
- Forum: General Chat / Messaging
- Topic: New and eager to learn!
- Replies: 7
- Views: 2499
Re: New and eager to learn!
yeah, not sure I would recommend the Net Yaroze route, I was recommending to stick to libGS. Saying that Net Yaroze has the auto/siocons stuff which makes it pretty easy to send exe/data to a real playstation or build a single psx.exe (https://github.com/gwald/Yarexe), which is very fast to build.. ...
- February 19th, 2019, 10:40 pm
- Forum: General Chat / Messaging
- Topic: New and eager to learn!
- Replies: 7
- Views: 2499
Re: New and eager to learn!
Welcome.. You should be fine with just libGS (Graphic System libraries) you wont need anything deeper. LibGS has great 2D features and its pretty quick and easy to use. Which is what the net yaroze uses and I think is a good learning starting point. You'll probably struggle with the toolchain and th...
- February 4th, 2019, 6:36 pm
- Forum: General Chat / Messaging
- Topic: Symbol 'System_Init' not defined
- Replies: 8
- Views: 2681
Re: Symbol 'System_Init' not defined
Hmm.. just had a quick look at what you are trying to do, load two tim files and display them.. via main.c: // These are a group of files we want to load DataManager_Files game_datas[] = { {"sprite.tim", 0}, {"blur.tim", 0}, {NULL, 0} }; I think you have two issues: #1 I don't see where you are load...
- February 4th, 2019, 8:13 am
- Forum: Other SDK
- Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
- Replies: 34
- Views: 40991
Re: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
maybe use Xavi92's repo (the airport dev)?
https://github.com/XaviDCR92/psxsdk-20150729
https://github.com/XaviDCR92/psxsdk-20150729
- February 4th, 2019, 8:08 am
- Forum: General Chat / Messaging
- Topic: Symbol 'System_Init' not defined
- Replies: 8
- Views: 2681
Re: Symbol 'System_Init' not defined
you might want to be more verbose with what you're doing if you want help, we're not mind readers.. yet.
- February 3rd, 2019, 10:41 am
- Forum: Other SDK
- Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
- Replies: 34
- Views: 40991
Re: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
Nice one, you make it look really easy! 

- February 3rd, 2019, 10:35 am
- Forum: General Chat / Messaging
- Topic: Symbol 'System_Init' not defined
- Replies: 8
- Views: 2681
Re: Symbol 'System_Init' not defined
This is pretty basic CC stuff, Symbol not defined means it tried linking to the library and couldn't find it, it's the .a or .lib file, it should go into the lib folder or in your working folder and you tell the compiler to use the library via the -L (library path if it's in a non standard folder) a...
- February 3rd, 2019, 10:30 am
- Forum: Examples (Psy-Q)
- Topic: 3D FPS Example
- Replies: 41
- Views: 22033
Re: 3D FPS Example
I think it's because of the lack of float precision (but I get this even with floats on 3DS :? ). The only way I know how to fix it, is to use vector lookups (indices), ie use the same exact vectors that the surrounding faces use. But it could be the emulator being over precise, try a different rend...
- January 12th, 2019, 8:55 am
- Forum: Graphics/GPU
- Topic: What's the better for PS1-3D?
- Replies: 3
- Views: 1704
Re: What's the better for PS1-3D?
level geometry: #Quads = if you're using like a doom style (texture brush I think it's called, ie BSP), where the texture (TIM) is the tile(wall/floor), everything is easier (level, coding) and faster and if enabled, can do auto division (into tris, to stop texture warping) when the camera gets clos...
- January 11th, 2019, 9:36 am
- Forum: Yaroze SDK
- Topic: Recompile Yaroze Source
- Replies: 29
- Views: 19000
Re: Recompile Yaroze Source
Welcome Chris!!!
... you are a brave man!
Good work... thanks for sharing!
... you are a brave man!
Good work... thanks for sharing!
- January 11th, 2019, 9:24 am
- Forum: Graphics/GPU
- Topic: [Question] Can i create TIM with multiple CLUT's?
- Replies: 10
- Views: 2925
Re: [Question] Can i create TIM with multiple CLUT's?
Yes, 16bit TIM's are very easy to create!