Search found 18 matches

by masmorra
June 30th, 2023, 1:59 am
Forum: Graphics/GPU
Topic: TIM transparency
Replies: 14
Views: 10531

Re: TIM transparency

In the mode=0 picture, it's visible that your light-beam polygon is MUCH larger than the actual light beams, and it looks as if you were doing something like using a texture with diagonal beams (and lots of unused blank/black space). Better would be to use a tiny texture (about 32x32pixels max) wit...
by masmorra
June 28th, 2023, 12:38 pm
Forum: Graphics/GPU
Topic: TIM transparency
Replies: 14
Views: 10531

Re: TIM transparency

After reading PSn00bSDK documentation I found this: getTPage Calculates and returns a texture page value Library Header File Original Introduced Date Documented libpsxgpu.a psxgpu.h No R1 07/16/2019 Syntax getTPage( tp, Texture color depth (0: 4-bit, 1: 8-bit, 2: 16-bit) abr, Blend operator mode (se...
by masmorra
June 27th, 2023, 8:15 am
Forum: Graphics/GPU
Topic: TIM transparency
Replies: 14
Views: 10531

Re: TIM transparency

The results from the PS1 SCHP-7001

BLEND:
blend.jpg
ADD:
add.jpg
SUB:
sub.jpg
NOT MUL :naughty
This is the good effect, not exactly sure what it is happening, any good names for this?
not_mul.jpg
by masmorra
June 27th, 2023, 4:00 am
Forum: Graphics/GPU
Topic: TIM transparency
Replies: 14
Views: 10531

Re: TIM transparency

You can clearly see that the fourth picture doesn't multiply anything (all pixels multiplied with color 0 would be become all black, and that doesn't happen). All that GPU stuff is documented here, https://problemkaputt.de/psxspx-graphics-processing-unit-gpu.htm It's not multiplication, the name is...
by masmorra
June 25th, 2023, 12:15 am
Forum: Graphics/GPU
Topic: TIM transparency
Replies: 14
Views: 10531

Re: TIM transparency

I don't know if color multiplication is a thing, but there something there that is happening that make some sense, maybe there another name to this effects, but this is all the results on the emulator: Color::Blend color_blend.png Color::Add color_add.png Color::Sub color_sub.png Color::Mul color_mu...
by masmorra
June 24th, 2023, 2:49 am
Forum: Graphics/GPU
Topic: TIM transparency
Replies: 14
Views: 10531

Re: TIM transparency

After some time with ChatGPT I found the possible values: enum BlendMode { Blend = 0, Add = 1, Sub = 2, Mul = 3 }; pol4->tpage = getTPage(texture->mode, BlendMode::Mul, texture->prect->x, texture->prect->y); And with this settings and 2 textured quads I got this effect: level_oblivion.gif
by masmorra
June 23rd, 2023, 3:37 pm
Forum: Graphics/GPU
Topic: TIM transparency
Replies: 14
Views: 10531

Re: TIM transparency

I was doing some random changes in the code (I don't know much from the parameters of each function) and after I changed this line: pol4->tpage = getTPage(texture->mode, 0, texture->prect->x, texture->prect->y); to pol4->tpage = getTPage(texture->mode, 1, texture->prect->x, texture->prect->y); It wo...
by masmorra
June 23rd, 2023, 1:05 pm
Forum: Graphics/GPU
Topic: TIM transparency
Replies: 14
Views: 10531

Re: TIM transparency

nocash wrote: June 23rd, 2023, 12:33 pm The first picture looks as simple as drawing an untextured black/gray gouraud-shaded polygon with color addition.
I did the untextured gourad shaded with POLY_G4 with setSemiTrans, but I'm not aware of how to address the color addition, there is a command for it?

gourad_no_texture.png
by masmorra
June 23rd, 2023, 3:40 am
Forum: Graphics/GPU
Topic: TIM transparency
Replies: 14
Views: 10531

TIM transparency

Hi! I'm making a "demake" from Oblibion, and started to model the first room. I'm using PSn00bSDK So everething is going ok, added some physics (not completed), gourad shading, but there is one thing that I'm not achieving that is simulate a "light shaft" effect: My goal: blender...
by masmorra
August 25th, 2021, 6:57 am
Forum: Graphics/GPU
Topic: Help about gte_sqr12()
Replies: 0
Views: 9740

Help about gte_sqr12()

Hello guys, can you help me with some gte stuff? So it's about the gte_sqr12 instruction, when I load my vector input, I only can use number until 8<<12 (32768) because the register utilized by gte_sqr12() is only 16bits. I'm doing something wrong or It was doing exactly what is supposed to do? VECT...
by masmorra
November 29th, 2020, 12:19 pm
Forum: Programming/CPU
Topic: Calculate normal
Replies: 1
Views: 8606

Re: Calculate normal

I got it!
The base color of the terrain was too dark to see the ligth changes. It was gray (128, 128, 128) :oops:
Now it looks ok! :roll:

EDIT: It was not what I stated above. My error is that I was not normalizing the cross, now I'm using the VectorNormalS function.
map3.PNG
by masmorra
November 29th, 2020, 1:15 am
Forum: Programming/CPU
Topic: Calculate normal
Replies: 1
Views: 8606

Calculate normal

Hi guys, I'm making some terrain using perlin noise and my normals for lighting are not looking right, can someone help me find the error? const auto x1y1 = perlin.noise2d(x1, y1), x0y0 = perlin.noise2d(x0, y0), ...; mesh[meshIdx] = {X+1 , x1y1, Z+1, 0}; mesh[meshIdx+1] = {X , x0y0, Z , 0}; mesh[mes...
by masmorra
November 20th, 2020, 10:23 pm
Forum: Hardware
Topic: SCPH-1002 - New laser lens questions
Replies: 2
Views: 5874

Re: SCPH-1002 - New laser lens questions

Hi, I bought the BAM version for my SCPH-1001 (I believe the only difference is the region, my lens is on the left side. The cable fit, but the aliexpress lens that I bought was not working, so the guy who fixed it for me changed some parts using the aliexpress version on the 'original' lens. But if...
by masmorra
November 20th, 2020, 9:33 pm
Forum: Hardware
Topic: [Help] PS1 don't reconize any CD
Replies: 8
Views: 11760

Re: [Help] PS1 don't reconize any CD

Hi, after some time I found a guy that can make it work. He told me some problems he found: The chinese optical was not working The original optical unit had the flat cable broken, so he replaced using some parts of the chinese one. When I got it back was barely reading anything, so I tried to adjus...
by masmorra
October 26th, 2020, 11:04 am
Forum: Hardware
Topic: [Help] PS1 don't reconize any CD
Replies: 8
Views: 11760

Re: [Help] PS1 don't reconize any CD

Mdv wrote: October 25th, 2020, 10:03 pm the chinese lasers are no good, you are better off using the laser from a ps1 slim.

what's wrong with the original laser?
The lens of the original laser don't even move (up and down) trying to read the disc.
by masmorra
October 24th, 2020, 11:11 am
Forum: Hardware
Topic: [Help] PS1 don't reconize any CD
Replies: 8
Views: 11760

Re: [Help] PS1 don't reconize any CD

Power supply CN2, pins 1 - 7.41V 2 - 0 (GND) 3 - 3.41V 4 - 0 (GND) 5 - 3.44V 6 - 0 (GND) 7 - 3.35V I don't know if this is in the correct order (1-4 right to left) CN701, 1-4 door open / door closed with disc 1 SL- 3.42v/ 3.35v 2 SL+ 3.42v/ 3.25v 3 SP+ 3.42v/ 3.43 up to 4.0~5.0 4 SP- 3.38v/ 1.03 - 3...
by masmorra
October 24th, 2020, 10:03 am
Forum: Hardware
Topic: [Help] PS1 don't reconize any CD
Replies: 8
Views: 11760

Re: [Help] PS1 don't reconize any CD

Hi! Do you hear or see the sled move out? Do you see the audio tracks for an audio CD at the menu? It moves only if i pull it a litle bit from center turning the motor with my hands. When I power on, it goes to the center. But I don't see any tracks even for audio CD. The cd spins, the lens move up ...
by masmorra
October 23rd, 2020, 2:40 pm
Forum: Hardware
Topic: [Help] PS1 don't reconize any CD
Replies: 8
Views: 11760

[Help] PS1 don't reconize any CD

Hello every one, I'm new here, I like to develop games and I'm trying to make some PS1 games (PSn00bSDK), so I bought one SCPH-1001, with broken laser. So I bought a new laser KSM440-BAM from aliexpress (the broken one was this model), so I replaced, and every CD that I tried he start reading then s...