Search found 33 matches

by Gemini
October 10th, 2012, 12:24 am
Forum: Documentation
Topic: SPASM Assembler
Replies: 7
Views: 10920

Re: spasm assembler

Doesn't mean it's part of a decent standard anymore. The program is so ancient it doesn't even properly run on XP most of the times and it's permanently dead on even more recent platforms.
by Gemini
October 9th, 2012, 1:35 pm
Forum: Documentation
Topic: SPASM Assembler
Replies: 7
Views: 10920

Re: spasm assembler

That's not "the" assembler. PSY-Q has way better tools for doing assembly, and so goes GCC MIPS. spasm could have been useful 16 years ago, but now it's just an ancient piece of software.
by Gemini
July 15th, 2012, 12:46 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 102686

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

Well, i use to have one big exe but it was getting too big for memory to hold, so I decided to split it up into separate exes so I could program each boss/stage individually. I could fit more data since each boss/stage is a totally independent exe. Overlays were crete with the same idea, but instea...
by Gemini
July 14th, 2012, 4:26 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 102686

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

You don't need stripISO or MakeCTI if you have Pixel's cd-tool. It can compile an ISO all right, even with XA sectors properly encoded. Also, may I ask you why you used so many exes? You should move all the stuff to overlays, they will improve loading performances quite a lot. Not to mention you cou...
by Gemini
June 11th, 2012, 7:51 am
Forum: Psy-Q SDK
Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
Replies: 12
Views: 17346

Re: configuring and compiling the Psy-Q 4.6 to run homebrew

If you set the stuff like I told you several times in the previous replies instead of going your way trying to make it work as if it were still on a win98 system, the answer would be: no.
by Gemini
June 11th, 2012, 6:26 am
Forum: Psy-Q SDK
Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
Replies: 12
Views: 17346

Re: configuring and compiling the Psy-Q 4.6 to run homebrew

I already told you in the post above: set the environment variables the proper way! That batch thing you have there won't do shit on XP and later systems. If the procedure I suggested you doesn't work, google is your friend. And stop using psymake.
by Gemini
June 11th, 2012, 5:38 am
Forum: Psy-Q SDK
Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
Replies: 12
Views: 17346

Re: configuring and compiling the Psy-Q 4.6 to run homebrew

Copy cpe2exe to your psy-q bin folder and make sure said path is configured under your PATH global variable (for NT systems you need to set that from the control panel by going to System properties, advanced system settings, advanced, environment variables). If it's not, then no wonder it says the p...
by Gemini
June 11th, 2012, 2:58 am
Forum: Psy-Q SDK
Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
Replies: 12
Views: 17346

Re: configuring and compiling the Psy-Q 4.6 to run homebrew

That's because you need to type in the console "make -f makefile.mak" and change the makefile to this: all: ccpsx -O3 -Xo$$80010000 main.c c:\psxdev\lib\none2.obj -omain.cpe cpe2psx main.cpe Make sure to change the "c:\psxdev\lib\none2.obj" part to whatever path your psy-q libraries are installed to.
by Gemini
June 11th, 2012, 2:46 am
Forum: Documentation
Topic: TMD file format doc.
Replies: 1
Views: 4233

Re: TMD file format doc.

This barely explains a thing about the TMD format. I'd suggest people who'd actually want to use it (no idea why tho, the format's so bloated it makes little sense) to check the FILEFRMT.PDF document. It gives all the info needed for TMD and a ton other PSY-Q formats.
by Gemini
June 11th, 2012, 2:29 am
Forum: Psy-Q SDK
Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
Replies: 12
Views: 17346

Re: configuring and compiling the Psy-Q 4.6 to run homebrew

CPE2X (or it's counterpart made by Nagra, CPE2EXE) is a separate program, so no wonder it's not included in the binary package. Even if you don't have it, it doesn't matter. What the Psy-Q linker produces is a CPE file and you're gonna need a converter so that the console understands the executable ...
by Gemini
June 10th, 2012, 8:23 am
Forum: Psy-Q SDK
Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
Replies: 12
Views: 17346

Re: configuring and compiling the Psy-Q 4.6 to run homebrew

That's a rather simple operation which I'm kinda surprised nobody mentioned ever before. First step: don't use psymake, but make win32 instead. Second step: replace cpe2x/cpe2exe with my cpe2psx . I'd also suggest to use psylib2 and slink instead of psylib and psylink. The rest of the toolchain work...
by Gemini
May 19th, 2012, 8:28 am
Forum: PSXDEV Downloads
Topic: [DOWNLOAD] PlayStation 1 BIOS Collection
Replies: 113
Views: 1300065

Re: PlayStation 1 BIOS's [DOWNLOAD]

As expected, it's just additional hardware for extending the capability of the console to reproduce VCD. Seems very similar to what the VCD extention for the Saturn does.
by Gemini
May 18th, 2012, 2:22 am
Forum: PSXDEV Downloads
Topic: [DOWNLOAD] PlayStation 1 BIOS Collection
Replies: 113
Views: 1300065

Re: PlayStation 1 BIOS's [DOWNLOAD]

It's a shame 5903 hasn't been dumped, but something tells me it wouldn't matter anyways since it's probably using a regular ROM (fact: it can play regular games, so it's got to have all the vanilla features for legacy) with the VCD parts embedded somewhere else in the hardware.
by Gemini
April 3rd, 2012, 3:46 am
Forum: Graphics/GPU
Topic: Creating and using TMD, HMD , PMD for ps1.
Replies: 3
Views: 4926

Re: Creating and using TMD, HMD , PMD for ps1.

It's basically the same that can be done when you implement a custom image format, so all it needs is a way to translate (or cache) data efficiently into something the GTE can understand, like vertex_s16 arrays.
by Gemini
March 31st, 2012, 4:02 am
Forum: Work Logs / Projects
Topic: Let's create a program IDE (engine) for ps1.
Replies: 12
Views: 15490

Re: Let's create a program IDE (engine) for ps1.

Dude, just get the damn thing and configure it yourself! You didn't even try and you're already asking? That's so lazy it hurts, it's almost worse than not even googling the program's name. -_-
by Gemini
March 29th, 2012, 5:13 am
Forum: Work Logs / Projects
Topic: Let's create a program IDE (engine) for ps1.
Replies: 12
Views: 15490

Re: Let's create a program IDE (engine) for ps1.

And Code::Blocks is software indeed. You also seem to be mixing things with what an IDE is and what an engine is supposed to represent. Those are quite different and have nothing in common at all.
by Gemini
March 28th, 2012, 7:46 am
Forum: Work Logs / Projects
Topic: Let's create a program IDE (engine) for ps1.
Replies: 12
Views: 15490

Re: Let's create a program IDE (engine) for ps1.

Like I said in the other thread, there's no need for one.
by Gemini
March 28th, 2012, 7:45 am
Forum: Programming/CPU
Topic: Anyone know the set DevC + + to compile PS1 (psyq).
Replies: 1
Views: 2569

Re: Anyone know the set DevC + + to compile PS1 (psyq).

Why would one use an ancient IDE such as DevC++? There are way better alternatives which are still supported by developers, like Code::Blocks.
by Gemini
March 28th, 2012, 7:44 am
Forum: Graphics/GPU
Topic: Creating and using TMD, HMD , PMD for ps1.
Replies: 3
Views: 4926

Re: Creating and using TMD, HMD , PMD for ps1.

At this point there isn't even a point in creating TMD models and using such old formats. Given how those are simply translated into GTE compatible vertexes, one can just use whatever better and more updated format without going all the mess of converting through the process described above.