Search found 140 matches

by t0rxe
November 13th, 2013, 2:18 pm
Forum: Homebrew (Homepage)
Topic: Yopaz IceStar, New Puzzle game, PSIO ready
Replies: 23
Views: 34344

Re: Yopaz IceStar, New Puzzle game, available on sale!

That's a really good idea Shendo. You should never give up that easily Orion_.
As Shendo said, send some copies to popular YouTube gamers such as lukemorse1.
by t0rxe
November 13th, 2013, 2:15 pm
Forum: Work Logs / Projects
Topic: Sokoban for PS1
Replies: 26
Views: 31661

Re: Sokoban for PS1

Title screen looks good.
I also have a PS1 mouse (SCPH-1090) so I would be happy to test it for you.
by t0rxe
November 12th, 2013, 3:41 pm
Forum: Programming/CPU
Topic: Leaked commercial game source code (sort of)
Replies: 4
Views: 10911

Re: Leaked commercial game source code (sort of)

Nice find! Didn't think developers would hide their source on a commercial game.
Just downloaded and uploaded it: viewtopic.php?f=41&t=470
by t0rxe
November 12th, 2013, 3:37 pm
Forum: Programming/CPU
Topic: Beatmania APPEND 5thMIX (1999.11.25) Psy-Q Source Code
Replies: 0
Views: 4587

Beatmania APPEND 5thMIX (1999.11.25) Psy-Q Source Code

Beatmania APPEND 5thMIX - 1999.11.25 Psy-Q Source Code [/size][/b] This is in regards to this topic here by Yagotzirc: http://www.psxdev.net/forum/viewtopic.php?f=41&t=469 It's full of all sorts of goodies for Psy-Q including the possibility of updated libs. It is in Japanese though so you will nee...
by t0rxe
November 11th, 2013, 10:11 pm
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 27580

Re: Nebula X Worklog

Thanks for the suggestions! Currently I am having trouble with the 'freezing' of the game sprites. What I mean by that is, when I remove the controller from port 1, the game should freeze. No sprites should move whilst a message is displayed telling the user to re-connect the controller. How to free...
by t0rxe
November 11th, 2013, 1:12 am
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 27580

Re: Nebula X Worklog

I was using the rotation feature in R1 (see the first YouTube video). I didn't like how it drew the ship.
Besides, I need hard sprites because how else will I animate the ship exploding :P
For now I have lots of free VRAM (let's hope I didn't type so soon, lol).
by t0rxe
November 9th, 2013, 9:46 pm
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 27580

Re: Nebula X Worklog

Here is the test sprite sheet. 256x256 image with 36 frames in a 30x30 grid array.
The left over room can be used for explosion animations, bullets, weapons, etc.
I have plenty of room in the framebuffer for more textures as I plan to make this game full out AWESOME :P
Image
by t0rxe
November 9th, 2013, 7:31 pm
Forum: Work Logs / Projects
Topic: Sokoban for PS1
Replies: 26
Views: 31661

Re: Sokoban for PS1

Very nice. Clean graphics and smooth game play. Now it just needs audio. VB/VH would be good for the effects, where XA can be used as the background music.
by t0rxe
November 9th, 2013, 1:54 am
Forum: Research
Topic: PlayStation Memory (RAM) Addressing Scheme/Layout
Replies: 0
Views: 5560

PlayStation Memory (RAM) Addressing Scheme/Layout

Hopefully this helps some people in getting to know how the PSX memory works.
Let me know if there are any mistakes, but I have confirmed with PSXDEV members on IRC that this is correct.

Image
by t0rxe
November 9th, 2013, 1:54 am
Forum: Psy-Q SDK
Topic: Psy-Q lib.c issues
Replies: 3
Views: 4889

Re: Psy-Q lib.c issues

Here is one without the malloc() routine implemented. I will make the malloc version tomorrow ;)
viewtopic.php?f=47&t=463
by t0rxe
November 8th, 2013, 6:24 pm
Forum: Psy-Q SDK
Topic: line-by-line debugging possibility
Replies: 7
Views: 7958

Re: line-by-line debugging possibility

I didn't find anything for CAETLA. The closest thing I found was that you can download the RAM. The only way to debug at the moment is with SN Systems DBUGPSX.EXE on official development hardware. I'm sure the program could be cracked to work with CAETLA though by someone, but it would be difficult....
by t0rxe
November 7th, 2013, 7:56 pm
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 27580

Re: Nebula X Worklog

I'm just having trouble at the moment with the sprite sheet u and v coordinates. GsSPRITE in LIBGS.H is part of a defined structure that contains u_char u, v. It is assigned to an unsigned char (u_char). A signed char gives me the -128 to 127 value, and unsigned 0 to 255, so I can't use an image gre...
by t0rxe
November 7th, 2013, 6:41 pm
Forum: Work Logs / Projects
Topic: Sokoban for PS1
Replies: 26
Views: 31661

Re: Sokoban for PS1

It's looking pretty good so far :P
by t0rxe
November 7th, 2013, 3:20 pm
Forum: Psy-Q SDK
Topic: line-by-line debugging possibility
Replies: 7
Views: 7958

Re: line-by-line debugging possibility

I too was looking at DBUGPSX last night actually :P
It's in the Psy-Q BIN folder and is part of the environment variables, so it can be called from anywhere, but we can't use it. I'm sure there is probably a way to debug with CAETLA. I will look into it.
by t0rxe
November 5th, 2013, 2:37 pm
Forum: Psy-Q SDK
Topic: line-by-line debugging possibility
Replies: 7
Views: 7958

Re: line-by-line debugging possibility

I've actually thought about this, and I noticed that the PC compiles on itself and runs on itself, whereas the PlayStation compiles on the PC and runs on itself, so live debugging isn't possible without some sort of 'step by step' I/O check procedure. I just use the printf() function where and when ...
by t0rxe
November 4th, 2013, 1:26 am
Forum: Work Logs / Projects
Topic: Sokoban for PS1
Replies: 26
Views: 31661

Re: Sokoban for PS1

Awesome! Can't wait to see what you create ^_^
by t0rxe
November 3rd, 2013, 9:24 pm
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 27580

Re: Nebula X Worklog

Ship sketches:
Image

Sprite rendition:
Image
by t0rxe
November 3rd, 2013, 3:51 pm
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 27580

Nebula X Worklog

Nebula X - Worklog [/size][/b] Hi. I thought I would start a worklog on my game that I'm working on and the problems I encounter. My previous topic can be seen here: http://www.psxdev.net/forum/viewtopic.php?f=61&t=308 hr Do not bother trying to play the releases after R1 in an emulator. They wont ...
by t0rxe
November 3rd, 2013, 2:07 pm
Forum: Work Logs / Projects
Topic: Sokoban for PS1
Replies: 26
Views: 31661

Re: Sokoban for PS1

What about Pushy on the Yaroze? That is pretty much a Sokoban game :P
by t0rxe
October 29th, 2013, 12:53 am
Forum: Graphics/GPU
Topic: TIM file with black as main sprite color
Replies: 8
Views: 7929

Re: TIM file with black as main sprite color

If I remember correctly, the alpha channel in PNG images once imported get's converted to RGB 0, 0, 0 automatically, thus making it transparent. You can see I'm using a PNG. JPEG's also work well in some situations, but I prefer BMP over PNG for TIMTOOL. http://www.psxdev.net/forum/download/file.php...