Search found 245 matches

by gwald
February 4th, 2019, 6:36 pm
Forum: General Chat / Messaging
Topic: Symbol 'System_Init' not defined
Replies: 8
Views: 245

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...
by gwald
February 4th, 2019, 8:08 am
Forum: General Chat / Messaging
Topic: Symbol 'System_Init' not defined
Replies: 8
Views: 245

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.
by gwald
February 3rd, 2019, 10:41 am
Forum: Other SDK
Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
Replies: 34
Views: 31503

Re: [TUTORIAL] Setting up the PSXSDK under Windows and Linux

Nice one, you make it look really easy! :D
by gwald
February 3rd, 2019, 10:35 am
Forum: General Chat / Messaging
Topic: Symbol 'System_Init' not defined
Replies: 8
Views: 245

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...
by gwald
February 3rd, 2019, 10:30 am
Forum: Examples (Psy-Q)
Topic: 3D FPS Example
Replies: 34
Views: 13762

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...
by gwald
January 12th, 2019, 8:55 am
Forum: Graphics/GPU
Topic: What's the better for PS1-3D?
Replies: 3
Views: 222

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...
by gwald
January 11th, 2019, 9:36 am
Forum: Yaroze SDK
Topic: Recompile Yaroze Source
Replies: 23
Views: 10596

Re: Recompile Yaroze Source

Welcome Chris!!!
... you are a brave man!
Good work... thanks for sharing!
by gwald
January 11th, 2019, 9:24 am
Forum: Graphics/GPU
Topic: [Question] Can i create TIM with multiple CLUT's?
Replies: 8
Views: 231

Re: [Question] Can i create TIM with multiple CLUT's?

Yes, 16bit TIM's are very easy to create!
by gwald
January 10th, 2019, 9:23 am
Forum: Graphics/GPU
Topic: [Question] Can i create TIM with multiple CLUT's?
Replies: 8
Views: 231

Re: [Question] Can i create TIM with multiple CLUT's?

I thought 16bit tims don't have CLUT's? I did 4bit clut generation and clut swapping.. via brute forcing it.. Saving a single image (different colours in a clut) and timtool that image (move it to the display buffer.. not needed) and clut (keep it safe), then in code you just swap between cluts. I'm...
by gwald
December 21st, 2018, 8:18 am
Forum: Examples (Psy-Q)
Topic: Psy-Q TIM EXAMPLE
Replies: 13
Views: 10904

Re: Psy-Q TIM EXAMPLE

Not sure what you mean by 'TIM editor'. If you want to create TIM's in PS1 RAM dynamically, you can, the 16bit format was the easiest for me anyway :roll: I was thinking I could just have an array of colors in my project, and somehow tell a textured primitive to take that data and use it. Is this po...
by gwald
December 17th, 2018, 8:11 am
Forum: Members Downloads
Topic: LITELOAD - Yet another PS1 serial loader
Replies: 10
Views: 1878

Re: LITELOAD - Yet another PS1 serial loader

Xavi92 wrote:
December 16th, 2018, 8:12 pm
Why not use a simple bidirectional communications protocol
Yes, that's what SioFS is, a PSX side client with mcomms as the PC side server.

@LameGuy64 thanks for the info and sample!
by gwald
December 17th, 2018, 8:01 am
Forum: Members Downloads
Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
Replies: 29
Views: 2888

Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)

I'm not the best C coder, but isn't do while(1); an infinite loop?
by gwald
December 14th, 2018, 8:16 am
Forum: Members Downloads
Topic: PSn00b Debugger - Homebrew debugger for retail consoles
Replies: 8
Views: 944

Re: PSn00b Debugger - Homebrew debugger for retail consoles

my 2cents: Anything that requires old hardware is counter productive, even if it's faster. Accessibility is more important then usability etc. Net Yaroze comms cable, PS link cable, AR/Xplorer, old ISA/PCI slots & cards, and physical parallel and serial ports just make it harder. Anything that inter...
by gwald
December 14th, 2018, 7:55 am
Forum: Members Downloads
Topic: LITELOAD - Yet another PS1 serial loader
Replies: 10
Views: 1878

Re: LITELOAD - Yet another PS1 serial loader

Interesting info, thanks! Would you happen to have an example of a batch loading script? I didn't see any references to it in the docs. Also, so I understand correctly SioFS: is a PS1 sdk that turns the PC into a drive mcomms: is the PC server to SioFS LITELOAD: is a standalone serial loader But lit...
by gwald
December 12th, 2018, 8:33 pm
Forum: Members Downloads
Topic: LITELOAD - Yet another PS1 serial loader
Replies: 10
Views: 1878

Re: LITELOAD - Yet another PS1 serial loader

Just watched your Psn00b video! Pretty impressive man! :clap That's damn amazing! I actually got a question regarding the loader mcomms .... Is a 400KB executable that common? I know it is when you "Combine" assets and exe together. With the Net Yaroze you loaded your assets first and lastly the exe...
by gwald
December 6th, 2018, 8:26 am
Forum: General Chat / Messaging
Topic: Sony playstation Classic aka mini
Replies: 10
Views: 926

Re: Sony playstation Classic aka mini

rama3 wrote:
December 5th, 2018, 11:13 pm
Are the pads comparable to the originals? :)
looks like they used a lot of the original moulding design:
https://www.youtube.com/watch?v=05wWZ9Wvgsk
by gwald
December 5th, 2018, 9:25 pm
Forum: General Chat / Messaging
Topic: Sony playstation Classic aka mini
Replies: 10
Views: 926

Re: Sony playstation Classic aka mini

I was hoping it would work too for the same reason.. but I didn't by it just for PC controllers... it's convenient. I asked on reddit :roll: here , some win10 users say it works. And I paid more then the 150AUD on just RR-T4, Tekken 2 and Dest. derby 2 in 1998-99, which I don't have anymore :roll: B...
by gwald
December 5th, 2018, 9:39 am
Forum: General Chat / Messaging
Topic: Sony playstation Classic aka mini
Replies: 10
Views: 926

Sony playstation Classic aka mini

Anyone else picked one up? Very nostalgic! 8-) https://pbs.twimg.com/media/DtmeiotUUAEN5uK.jpg But shame the USB controllers don't work on my Linux PC, 'unable to enumerate USB device' :roll: https://www.reddit.com/r/PlaystationClassic/comments/a383y3/do_the_usb_controllers_work_on_pc/ https://www.y...
by gwald
December 1st, 2018, 6:07 pm
Forum: Psy-Q SDK
Topic: Psy-Q SDK Legal Status
Replies: 6
Views: 673

Re: Psy-Q SDK Legal Status

The copyrights have expired. It's classified as 'abandonware' now. Sony doesn't care about it because it doesn't make them any money. The SDK is very obsolete by their standards. That's not legal advice.. is it? lol Where is Sony's or SN System's notice of 'adandonware'? Saying a company hasn't act...