Search found 127 matches

by Xavi92
May 1st, 2018, 10:25 pm
Forum: Work Logs / Projects
Topic: LMP3D 3D Library for Dreamcast, PS2, PS1
Replies: 6
Views: 6317

Re: LMP3D 3D Library for Dreamcast, PS2, PS1

You already know my opinion about this. You are awesome!!
by Xavi92
April 4th, 2018, 4:47 pm
Forum: Graphics/GPU
Topic: %d or %s... For custom font?
Replies: 8
Views: 5776

Re: %d or %s... For custom font?

For my video game "Airport" I am also using custom fonts along with a simple library I built. Check it out here: https://github.com/XaviDCR92/Airport/bl ... rce/Font.c
by Xavi92
April 3rd, 2018, 10:29 am
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 21
Views: 59387

Re: Airport - WIP

MrQuetch wrote:Do you plan on releasing your source for the newer versions? It would be cool to learn from.
Source code is always updated into Github as soon as I make significant progress, so you can already check it out and learn as much as possible from it.
by Xavi92
April 2nd, 2018, 10:36 pm
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 21
Views: 59387

Re: Airport - WIP

It could be due to several reasons (incompatible compile-time flags, file not found, etc.). It is difficult to guess without debug output.
If you need a ready-to-burn CD-ROM image, please let me know and I will provide you one.
by Xavi92
March 20th, 2018, 10:57 pm
Forum: Programming/CPU
Topic: RAND and SRAND?
Replies: 6
Views: 8223

Re: RAND and SRAND?

I'm using another methode which measures how many VBlank interrupts have occurred until the player presses a button.
by Xavi92
March 5th, 2018, 9:55 am
Forum: Homebrew (General)
Topic: Escape from the North
Replies: 8
Views: 6285

Re: Escape from the North

Looks very good! It reminds me a lot to Orion's "Yopaz Ice Star". BTW, how did you get that star effect at the beginning? At least on PSXSDK, IIRC scaling is limited to multiples of 2 (x4, x8, x0.5...).
by Xavi92
February 24th, 2018, 4:30 am
Forum: Graphics/GPU
Topic: How to split view
Replies: 5
Views: 5125

Re: How to split view

Aren't you waiting for GPU to finish each time you call "draw p#"? It looks like you are telling the GPU to draw even if the previous screen (e.g.: player 1) hasn't been fully rendered yet. Could you please provide source code for that?
by Xavi92
February 24th, 2018, 3:39 am
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 21
Views: 59387

Re: Airport - WIP

Thanks a lot for your feedback. :D It makes me very glad to see someone liked my game. Since this is your first post here, is it too much to ask where did you get to find my game? Anyway, let me explain myself about the issues you have reported: -Options menu is not available, but i see MemoryCard i...
by Xavi92
February 15th, 2018, 3:59 am
Forum: Graphics/GPU
Topic: How to split view
Replies: 5
Views: 5125

Re: How to split view

AFAIK, GPU command GP1(0x10) returns read-only information about the GPU, according to nocash's specs: GP1(10h) - Get GPU Info GP1(11h..1Fh) - Mirrors of GP1(10h), Get GPU Info After sending the command, the result can be read (immediately) from GPUREAD register (there's no NOP or other delay requir...
by Xavi92
February 12th, 2018, 5:26 am
Forum: Graphics/GPU
Topic: How to split view
Replies: 5
Views: 5125

How to split view

Hello everyone My WIP video game "Airport" will feature a 2-player mode, where screen is split horizontally. My intention was to perform the following steps: 1. Modify drawing environment to the left half of the screen; 2. Draw everything related to player 1's view. 3. Modify drawing environment to ...
by Xavi92
February 6th, 2018, 12:57 am
Forum: Work Logs / Projects
Topic: Project Scarlet - My very own 3D engine for the PSX
Replies: 28
Views: 24471

Re: Project Scarlet - My very own 3D engine for the PSX

That's good to know. :) BTW, I always use 384x240 resolution on my games.
by Xavi92
February 2nd, 2018, 6:32 am
Forum: Work Logs / Projects
Topic: Project Scarlet - My very own 3D engine for the PSX
Replies: 28
Views: 24471

Re: Project Scarlet - My very own 3D engine for the PSX

Sorry for not saying anything, but I've had quite busy days.

Tremendous work! :praise Are you planning to share its source code so other people can create their own 3D homebrew game with less effort?
by Xavi92
January 30th, 2018, 11:27 pm
Forum: Work Logs / Projects
Topic: New open-source apps to upload PSX-EXE and external data
Replies: 17
Views: 19517

Re: New open-source apps to upload PSX-EXE and external data

I tried this tool because I needed to upload a program to my PSX without using the AR port (no Xplorer FX) I made a CD with Loser PSX Menu selector, and when launching PSX Serial I get a black screen, maybe they are using the same memory area (end of ram), so I tried to launch PSX Serial by sending...
by Xavi92
January 21st, 2018, 12:45 pm
Forum: Programming/CPU
Topic: Multi-threading in PSX
Replies: 4
Views: 6399

Re: Multi-threading in PSX

Sorry for reviving this, but I didn't realize this topic actually got responses. In the case of animated loading screens, that's pretty much what my video game "Airport" is actually doing. Despite not creating a thread on its own, I'm abusing VBlank ISR so that, during loading screens, sprites are b...
by Xavi92
January 9th, 2018, 6:06 am
Forum: Work Logs / Projects
Topic: My first PS1 program - pschip8
Replies: 12
Views: 10125

Re: My first PS1 program - pschip8

Greetings and welcome to PSXDEV! Your CHIP8 project looks great indeed. I remember there also was another CHIP8 emulator written with PSXSDK, but I'm not sure whether the source code is still available. BTW, could you please provide BIN/CUE image files together with your source code so that those wh...
by Xavi92
January 5th, 2018, 4:04 am
Forum: Hardware
Topic: PSX->PC via Arduino Uno R3 (
Replies: 14
Views: 12546

Re: PSX->PC via Arduino Uno R3 (

My open-source tools OpenSend and QPSXSerial (http://www.psxdev.net/forum/viewtopic.php?f=62&t=1307) are more complete than PSXSerial and SIOCONS, as they also allow uploading external files e.g.: TIM, VAG... under request from the target. PSXSerial and SIOCONS would only upload an EXE file to the t...
by Xavi92
January 4th, 2018, 9:16 am
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 21
Views: 59387

Re: Airport - WIP

More progress:

* New 16x16 level featuring 2 runways.
* New level selection menu.
* Framerate improvements.
* Added "Next aircraft: # seconds" information on aircraft list.

by Xavi92
January 1st, 2018, 2:14 am
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 21
Views: 59387

Re: Airport - WIP

Thanks a lot! :) I'll post a new update within the next days about the game progress.
by Xavi92
December 29th, 2017, 10:54 pm
Forum: Work Logs / Projects
Topic: [CANCELLED] Marilyn Fan-game Project Thread
Replies: 57
Views: 75263

Re: [CANCELLED] Marilyn Fan-game Project Thread

I agree with Xavi92 here. Problem is, the repo for it is scattered everywhere. There isn't one place where it can be found. It's really become a giant mess unfortunately. The only main/official repo for PSXSDK is Tails92's website http://unhaut.x10host.com/psxsdk/ , which hosts both the newest and ...
by Xavi92
December 29th, 2017, 12:10 pm
Forum: Work Logs / Projects
Topic: [CANCELLED] Marilyn Fan-game Project Thread
Replies: 57
Views: 75263

Re: [CANCELLED] Marilyn Fan-game Project Thread

Your footer is pretty offensive to people actually using PSXSDK (and not an illegal, pirated SDK). Actually, it's not the first time I see hatred against PSXSDK. Whereas it may not feature as much capabilities or documentation as Psy-Q, it's still a nice approach to an open-source SDK. In fact, if ...