Search found 306 matches

by nocash
February 9th, 2014, 6:17 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 125208

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

Using 640x480 in menus would be possible. But for example, the rotating 3D figure in the CONFIG screen: One would need to draw that in a small offscreen rendering buffer, and then copy it to the display buffer. I am having the feeling that such techniques might exceed the scope of the project. My ow...
by nocash
February 8th, 2014, 1:11 am
Forum: Programming/CPU
Topic: MIPS Assembler Syntax
Replies: 15
Views: 20080

Re: MIPS Assembler Syntax

Found two more asm files on the hitmen page. Allmods is PIC source code for modchips (hence not related to MIPS asm). And "pad.s" contains some joypad routines. That file is a bit different than everything else known so far: It uses "0x" for HEX values (but doesn't use "$" for registers). It uses "#...
by nocash
February 7th, 2014, 10:16 pm
Forum: Programming/CPU
Topic: MIPS Assembler Syntax
Replies: 15
Views: 20080

Re: MIPS Assembler Syntax

Here's a bit more info on the spasm syntax: http://www.psxdev.net/forum/viewtopic.php?f=49&t=150 Pseudo opcodes that I had missed are "beqz", "bnez", "bal" (purpose looks obvious, except that I've no idea what exact binary encoding they were using for it, for example "beqz" could be "beq" with "r0" ...
by nocash
February 7th, 2014, 11:23 am
Forum: Programming/CPU
Topic: MIPS Assembler Syntax
Replies: 15
Views: 20080

Re: MIPS Assembler Syntax

Okay, thanks. Then there are at least five ASM projects/demos for PSX: 1) It Might Be NES 2) GreenTro 3) PrintGPU 4) RootCounterExample 5) Vblank They are all using "$" for HEX numbers. Looks as if that syntax is more common for PSX. Some more directives from nes.asm: org n ;self-explaining (except ...
by nocash
February 7th, 2014, 10:20 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 125208

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

X and O button are both fine. I was just afraid that you were planning to use Triangle for confirm. When I said "BIOS patch/hack (located at at 80010B68h and 8001B85Ch in the ISO from 20 Dec 2013)", I meant that I've downloaded your ISO file, but didn't meant that the patch isn't anything specific t...
by nocash
February 7th, 2014, 3:09 am
Forum: Programming/CPU
Topic: MIPS Assembler Syntax
Replies: 15
Views: 20080

Re: MIPS Assembler Syntax

0xdeadbeef for a hex value Okay, no problem. Just for curiosity: Does/did anybody else ever use $deadbeaf instead of 0xdeadbeef? registers has prefix $ lw $4,0x0000($3) for a hex offset lw $4,0($3) for a decimal offset Since $at ($r1) is... Whoops, $ as register prefix? That comes completely unexpe...
by nocash
February 7th, 2014, 2:20 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 125208

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

Question, does your no$psx slowdown during gameplay in 320x240 (while your fighting a boss)?? if so, that's not normal (unless you're fighting 2 bosses -MELEE MODE- ) Yes/no. When I said that it's unfortunately slow on my old PC, I just meant that my PC is too slow to play the game smoothly, so I c...
by nocash
February 6th, 2014, 1:38 pm
Forum: Hardware
Topic: PSX cdrom sector buffer capacity
Replies: 10
Views: 10056

Re: PSX cdrom sector buffer capacity

I've tried to document everything about the cdrom hardware here: http://nocash.emubase.de/psx-spx.htm#cdromdrive (the doc gets updated alongsides with each new no$psx debugger release). For the sector buffer capacity, the psxdev.ru people have decapped the cdrom sub-cpu and dumped its BIOS a few mon...
by nocash
February 6th, 2014, 1:15 pm
Forum: Programming/CPU
Topic: MIPS Assembler Syntax
Replies: 15
Views: 20080

MIPS Assembler Syntax

I am just adding support for the native/official MIPS assembler syntax in no$psx (the built-in assembler allows to change single opcodes in the debugger, and does also allow to build normal source code). To make it user-friendly, I need to know some details about the offical syntax and/or about comm...
by nocash
February 6th, 2014, 2:32 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 125208

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

Cool! That's the first PSX homebrew game with 3D polygon sprites that I've ever seen. Unfortunately it's running rather slow on my old PC, even in 320pixel mode it seems to require a lot of unneccessary rendering. For example, in the "CAUSE YOU OBVIOUSLY SUCK!!!" screen, it's clearing the background...
by nocash
February 6th, 2014, 1:13 am
Forum: Homebrew (General)
Topic: Where's Derpy ? (Unofficial port)
Replies: 3
Views: 6701

Re: Where's Derpy ? (Unofficial port)

Okay, that game is nice. I like it. Very simple, and appears to be aimed at kids than adults. But it's quite charming. Thanks for porting it! Some things that I've noticed: The mouse arrow cannot be moved with a mouse? Only by joypad? Duh. The mouse arrow can be moved far outside of the screen bound...
by nocash
February 4th, 2014, 5:24 am
Forum: Documentation
Topic: Cheat Devices - ActionReplay/GameShark Code Format
Replies: 1
Views: 5822

Re: Cheat Devices - ActionReplay/GameShark Code Format

Anybody who could help on solving some of the various questions marks and other unclear details?
by nocash
January 4th, 2014, 5:41 am
Forum: Hardware
Topic: PlayStation PAL Series Colour/Color Modification (PAL60)
Replies: 79
Views: 79083

Re: PlayStation SCPH-7500 Series Colour/Color Mod

Here are my own modding notes (tested on a PAL PSone, should be same for SCPH-7500): Composite NTSC/PAL Mod /PAL (IC502.13) --/cut/-- /PAL (GPU.157) /PAL (IC502.13) --------- GND (for PAL) or VCC (for NTSC) This forces the console to be always producing the desired composite color format (regardless...
by nocash
December 30th, 2013, 11:04 pm
Forum: Input/Output
Topic: GameShark, Action Replay & Pro Comms Link pictures
Replies: 31
Views: 42228

Re: GameShark, Action Replay & Pro Comms Link pictures

Here's another PCB (photo taken by Charles MacDonald, some of the below PIC notes and schematics are from Charles, too): http://www.psxdev.net/forum/download/file.php?id=300 Interestingly, this thing contains an 28pin PIC16C55 microprocessor. The GameShark Pro V3 photo from Type 79 does also seem to...
by nocash
December 30th, 2013, 10:29 pm
Forum: Documentation
Topic: Cheat Devices - Caetla Code Format
Replies: 0
Views: 4797

Cheat Devices - Caetla Code Format

When searching info about Xplorer and ActionReplay code formats, I've come across this webpage: http://gamehacking.org/wiki/Code_Types_(Playstation) , which saying this: Caetla The only known documentation of the code types for this device are at the following links: http://web.archive.org/web/20001...
by nocash
December 30th, 2013, 10:03 pm
Forum: Documentation
Topic: Cheat Devices - ActionReplay/GameShark Code Format
Replies: 1
Views: 5822

Cheat Devices - ActionReplay/GameShark Code Format

Here are my current findings about Datel's ActionReplay / GameShark PSX Cheat Code format: PSX Gameshark Code Format 30xxxxxx 00dd ;-8bit Write [aaaaaa]=dd 80aaaaaa dddd ;-16bit Write [aaaaaa]=dddd Below for v2.2 and up only D0aaaaaa dddd ;-16bit/Equal If dddd=[aaaaaa] then (exec next code) D1aaaaaa...
by nocash
December 30th, 2013, 9:52 pm
Forum: Documentation
Topic: Cheat Devices - Xplorer Code Format
Replies: 0
Views: 3964

Cheat Devices - Xplorer Code Format

I am trying to compile a list with info on the Xplorer Cheat Code Format, based on these docs: http://gamehacking.org/faqs/hackv500c.html - cheat code formats http://doc.kodewerx.org/hacking_psx.html - cheat code formats http://gamehacking.org/wiki/Code_Types_(Playstation) - cheat code formats This ...
by nocash
December 30th, 2013, 9:25 pm
Forum: Documentation
Topic: Xploder (Xplorer) Pinouts and Detailed Information
Replies: 3
Views: 6388

Re: Xploder (Xplorer) Pinouts and Detailed Information

Yes, 78L05 Great, thanks. 0.22ohm, power to DB25 Pin15 Okay, that would be the /ERROR input on the PC printer port (but the actual purpose is probably supply input on X-Assist device). 470k resistors Oh, on the photos it looked like 0 ohm (with a black ring). But with your edited schematic it's qui...
by nocash
December 30th, 2013, 2:59 am
Forum: Documentation
Topic: Xploder (Xplorer) Pinouts and Detailed Information
Replies: 3
Views: 6388

Re: Xploder (Xplorer) Pinouts and Detailed Information

Great to see that xploder.pdf file with schematic and memory map, thanks for uploading it! I've compared it with the three PCB versions - see here for PCB photos: http://www.psxdev.net/forum/viewtopic.php?f=54&t=81 - that leaves some questions: What is the 3pin transistor-like thing? Is that a 7805 ...
by nocash
December 23rd, 2013, 11:06 pm
Forum: PSXDEV Downloads
Topic: [DOWNLOAD] All PSX CAETLA Versions and CAEFLASH
Replies: 24
Views: 53705

Re: [DOWNLOAD] All PSX CAETLA Versions and CAEFLASH

Duh, yes, you are right. Thanks. The thing happened to me is that Opera has replaced .BIN by .ZIP when downloading the file (it's sometimes doing that stuff, some years ago it got me .JPGs width .PDF extension). It makes me feeling like an idiot : - )