Search found 161 matches
- February 24th, 2018, 4:30 am
- Forum: Graphics/GPU
- Topic: How to split view
- Replies: 5
- Views: 12908
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?
- February 24th, 2018, 3:39 am
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 219781
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 ...
Anyway, let me explain myself about the issues you have reported:
-Options menu is not available, but i see ...
- February 15th, 2018, 3:59 am
- Forum: Graphics/GPU
- Topic: How to split view
- Replies: 5
- Views: 12908
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 ...
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 ...
- February 12th, 2018, 5:26 am
- Forum: Graphics/GPU
- Topic: How to split view
- Replies: 5
- Views: 12908
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 ...
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 ...
- February 6th, 2018, 12:57 am
- Forum: Work Logs & Projects
- Topic: Project Scarlet - My very own 3D engine for the PSX
- Replies: 30
- Views: 86089
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.

- February 2nd, 2018, 6:32 am
- Forum: Work Logs & Projects
- Topic: Project Scarlet - My very own 3D engine for the PSX
- Replies: 30
- Views: 86089
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!
Are you planning to share its source code so other people can create their own 3D homebrew game with less effort?
Tremendous work!

- January 30th, 2018, 11:27 pm
- Forum: Work Logs & Projects
- Topic: New open-source apps to upload PSX-EXE and external data
- Replies: 19
- Views: 55471
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 ...
- January 21st, 2018, 12:45 pm
- Forum: Programming/CPU
- Topic: Multi-threading in PSX
- Replies: 4
- Views: 15676
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 ...
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 ...
- January 9th, 2018, 6:06 am
- Forum: Work Logs & Projects
- Topic: My first PS1 program - pschip8
- Replies: 12
- Views: 31348
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 ...
- January 5th, 2018, 4:04 am
- Forum: Hardware
- Topic: PSX->PC via Arduino Uno R3 (
- Replies: 15
- Views: 38628
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 ...
- January 4th, 2018, 9:16 am
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 219781
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.
https://invidious.snopyta.org/watch?v=BpvBzIPp8iE
* New 16x16 level featuring 2 runways.
* New level selection menu.
* Framerate improvements.
* Added "Next aircraft: # seconds" information on aircraft list.
https://invidious.snopyta.org/watch?v=BpvBzIPp8iE
- January 1st, 2018, 2:14 am
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 219781
Re: Airport - WIP
Thanks a lot!
I'll post a new update within the next days about the game progress.

- December 29th, 2017, 10:54 pm
- Forum: Work Logs & Projects
- Topic: [CANCELLED] Marilyn Fan-game Project Thread
- Replies: 57
- Views: 188351
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 ...
The only main/official repo for PSXSDK is Tails92's website http://unhaut.x10host.com/psxsdk/ , which hosts both the newest and ...
- December 29th, 2017, 12:10 pm
- Forum: Work Logs & Projects
- Topic: [CANCELLED] Marilyn Fan-game Project Thread
- Replies: 57
- Views: 188351
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 ...
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 ...
- December 29th, 2017, 12:01 pm
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 219781
Re: Airport - WIP
Development has been on a halt for some time, but I think it's time to take it on again. This is a simple map editor I've built using Qt/C++.
https://invidious.snopyta.org/watch?v=YKBQ2ePsuis
https://invidious.snopyta.org/watch?v=YKBQ2ePsuis
- October 11th, 2017, 11:54 pm
- Forum: Other SDK
- Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
- Replies: 34
- Views: 263887
Re: [TUTORIAL] Setting up the PSXSDK under Cygwin
Take into account even the version of your host compiler matters when you try to compile GCC from scratch. For example, for mipsel-unknown-elf-gcc 5.2.0, I explicitely had to use x86-64 GCC 5.4.1.
- October 6th, 2017, 4:25 pm
- Forum: Work Logs & Projects
- Topic: New open-source apps to upload PSX-EXE and external data
- Replies: 19
- Views: 55471
Re: New open-source apps to upload PSX-EXE and external data
(I didn't know that the other tools were closed source or very old. So that's a huge plus on your modern alternative!)
As far as I'm concerned, MCLaunch (which is also a great tool) is the only open-source alternative apart from QPSXSerial/OpenSend. Besides, QPSXSerial is the only tool to include ...
As far as I'm concerned, MCLaunch (which is also a great tool) is the only open-source alternative apart from QPSXSerial/OpenSend. Besides, QPSXSerial is the only tool to include ...
- October 6th, 2017, 10:21 am
- Forum: Work Logs & Projects
- Topic: New open-source apps to upload PSX-EXE and external data
- Replies: 19
- Views: 55471
Re: New open-source apps to upload PSX-EXE and external data
Shadow is probably concerned about 'protocol fragmentation' and resulting confusion for newcommers on what kind of software to use.
In that regard, I think it would be best to develop this version into the recommended standard.
PSXSERIAL is a closed source application, hitserial relies on old DOS ...
In that regard, I think it would be best to develop this version into the recommended standard.
PSXSERIAL is a closed source application, hitserial relies on old DOS ...
- October 4th, 2017, 6:35 am
- Forum: Work Logs & Projects
- Topic: New open-source apps to upload PSX-EXE and external data
- Replies: 19
- Views: 55471
Re: New open-source apps to upload PSX-EXE and external data
I think your version makes it now the fourth type of program you can use :P
Not really - OpenSend and QPSXSerial not only allow uploading PSX-EXEs as other applications e.g.: PSXSERIAL, hitserial or JavaPSXSend already do, but also provide an interface to upload any data the user wants to the ...
Not really - OpenSend and QPSXSerial not only allow uploading PSX-EXEs as other applications e.g.: PSXSERIAL, hitserial or JavaPSXSend already do, but also provide an interface to upload any data the user wants to the ...
- October 3rd, 2017, 9:39 am
- Forum: Work Logs & Projects
- Topic: New open-source apps to upload PSX-EXE and external data
- Replies: 19
- Views: 55471
Re: New open-source apps to upload PSX-EXE and external data
When the application was first developed, there was a chicken-and-egg problem, that's why I had to spent some CDs until it was working OK. :) However, there is an additional problem: OpenSend is first loaded on a specific memory address (located near the right end of PSX's 2MB RAM range) so that ...