Search found 139 matches

by t0rxe
October 20th, 2013, 3:27 pm
Forum: Psy-Q SDK
Topic: Psy-Q lib.c issues
Replies: 7
Views: 61268

Re: Psy-Q lib.c issues

Sony solved it by updating Malloc to Malloc3. So just use Malloc3. It's an updated version of Malloc :D
As for how Malloc works, I'll dig up my drawings of the memory management so you can see how Malloc uses the memory . It's extremely useful, and makes working with the 2MB of RAM a lot easier and ...
by t0rxe
October 9th, 2013, 12:18 pm
Forum: Miscellaneous & Off Topic
Topic: Configuring C::B for Psy-Q
Replies: 8
Views: 92418

Re: Configuring C::B for Psy-Q

Awesome :D
Thank you very much :) This isn't big thing but i wanted little bit comfortable way [phptoshop, and 3d apps behind many opened folders and cmds, can slow down system sometimes].
Your computer has a lot more power than what Sony had at the time. How do you think they did this in ~1994 ...
by t0rxe
October 7th, 2013, 11:38 pm
Forum: Miscellaneous & Off Topic
Topic: Configuring C::B for Psy-Q
Replies: 8
Views: 92418

Re: Configuring C::B for Psy-Q

Awesome :D
by t0rxe
August 30th, 2013, 3:48 am
Forum: Homebrew (General)
Topic: [PocketStation] Neko Cat and variants
Replies: 3
Views: 32495

Re: [PocketStation] Neko Cat and variants

You're really into the PocketStation aren't you :D
Can't wait to see what else you make with it ;)
by t0rxe
August 21st, 2013, 4:31 pm
Forum: Miscellaneous & Off Topic
Topic: [PocketStation] NyanCat
Replies: 8
Views: 21501

Re: [PocketStation] NyanCat

Nice work Orion!
by t0rxe
August 16th, 2013, 12:32 pm
Forum: General Chat & Messaging
Topic: Hi everybody
Replies: 3
Views: 7391

Re: Hi everybody

Thank's for making the registry file! I was meaning to make such a file, but never got around to it :)
I added it here: http://www.psxdev.net/forum/viewtopic.php?f=49&t=206
by t0rxe
August 7th, 2013, 8:08 pm
Forum: Members Downloads
Topic: PlayStation 1 Audio and Video Converter
Replies: 2
Views: 9803

Re: PlayStation 1 Audio and Video Converter

Used this tool many times before. It's great :)
by t0rxe
August 3rd, 2013, 8:08 pm
Forum: Homebrew (Homepage)
Topic: Yopaz IceStar
Replies: 10
Views: 102529

Re: Yopaz IceStar (preview)

Awesomeness. Separate download links for each region would be a better option though ;)

CLASSIC
Level 1: 23 seconds.
Level 2: 24 seconds.
Level 3: 16 seconds.
Level 4: 4 minutes and 17 seconds :roll:
Level 5: 24 seconds.
by t0rxe
August 2nd, 2013, 4:36 pm
Forum: Input/Output
Topic: GameShark, Action Replay & Pro Comms Link pictures
Replies: 34
Views: 200167

Re: GameShark, Action Replay & Pro Comms Link pictures

Gradius wrote:Just buy a PCie Parallel port and you're good to go.
Won't work. Those PCI-E parallel ports don't work with SPP mode and cause a lot of issues.
by t0rxe
July 26th, 2013, 4:23 pm
Forum: Graphics/GPU
Topic: OT length and MAXPACKET values
Replies: 9
Views: 18952

Re: OT length and MAXPACKET values

From GPU.TXT found at http://psx.rules.org/gpu.txt


--------------------------------------------------------------------------
Communication and OT's.
--------------------------------------------------------------------------
All data regarding drawing and drawing environment are sent as packets ...
by t0rxe
July 23rd, 2013, 5:59 pm
Forum: Graphics/GPU
Topic: How to encode STR video files
Replies: 27
Views: 231377

Re: How to encode STR video files

Solved! The problem was in the CTI (disc creation process) as I imagined.

I was using XAFileAttributes Form1 Video . I should have been using just XASource since the XA is interleaved with it now and it is not just plain video data :mrgreen:

I will make a tutorial soon 8-)

Directory STR
File ...
by t0rxe
July 23rd, 2013, 1:52 pm
Forum: Graphics/GPU
Topic: How to encode STR video files
Replies: 27
Views: 231377

Re: How to encode STR video files

Well I have made my STR successfully. Problem is though, it only works without audio. If I make the STR with the video stream only, it plays fine. When I interleave the XA audio stream in with the video, the STR won't play at all. In the emulator, I do see CD-ROM access, but no picture or audio ...
by t0rxe
July 17th, 2013, 10:59 pm
Forum: Work Logs & Projects
Topic: Posting to Facebook from the PSX
Replies: 4
Views: 10752

Re: Posting to Facebook from the PSX

Bloody. Awesome. Though, if you use serial, it would be an easier and faster method.
by t0rxe
July 5th, 2013, 5:15 pm
Forum: Graphics/GPU
Topic: LOGO & GFX TUTORIAL for your Demos
Replies: 1
Views: 9196

Re: LOGO & GFX TUTORIAL for your Demos

Awesome! This will be great for people who want to know how to make graphics for intros :D
by t0rxe
July 5th, 2013, 5:13 pm
Forum: General Chat & Messaging
Topic: Hi, I'm SCPH79
Replies: 3
Views: 7881

Re: Hi, I'm SCPH79

A very nice and simple intro. Good work!
by t0rxe
July 5th, 2013, 2:39 am
Forum: General Chat & Messaging
Topic: Hello there
Replies: 4
Views: 12401

Re: aaaaaaand Hello There ^^

C
by t0rxe
July 4th, 2013, 6:51 pm
Forum: General Chat & Messaging
Topic: Hello!
Replies: 24
Views: 53175

Re: Hello!

You can use CD-DA or XA for large music tracks, while background sounds and small loops use VAG. Sound effects also use VAG, but more commonly use VB/VH. VAG and VB/VH are loaded into SPU RAM and reside there until used, or cleared. Their pitch may also be changed, and SPU effects may be added, such ...
by t0rxe
July 3rd, 2013, 8:08 pm
Forum: Examples (Psy-Q)
Topic: Psy-Q TIM EXAMPLE
Replies: 14
Views: 135745

Re: Psy-Q TIM EXAMPLE

Ah! Sorry, there is a small mistake in my code :(
Change it to this: image1[1].tpage=GetTPage(1, 2, 576, 0);

Before it was at 320 which is why it was messing up. My apologies.
I have updated the code to Version 1.2 above :)
by t0rxe
July 3rd, 2013, 6:04 pm
Forum: General Chat & Messaging
Topic: Hello!
Replies: 24
Views: 53175

Re: Hello!

Use TIMTOOL -> psyq\zips\timtool3b.zip
by t0rxe
July 3rd, 2013, 5:56 pm
Forum: Examples (Psy-Q)
Topic: Psy-Q TIM EXAMPLE
Replies: 14
Views: 135745

Re: Psy-Q TIM EXAMPLE

That is because the file 'image.h' contains the character to parse through into the linker.
In this case, I named it 'image' IE: unsigned char image[] = { 0x00 ... }
If you make a new header/binary, make sure you rename the u_char to the one that matches the extern u_char (unsigned char).

You make ...