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 ...
Search found 139 matches
- October 20th, 2013, 3:27 pm
- Forum: Psy-Q SDK
- Topic: Psy-Q lib.c issues
- Replies: 7
- Views: 61268
- 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 ...
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 ...
- 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 

- 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 
Can't wait to see what else you make with it

Can't wait to see what else you make with it

- August 21st, 2013, 4:31 pm
- Forum: Miscellaneous & Off Topic
- Topic: [PocketStation] NyanCat
- Replies: 8
- Views: 21501
Re: [PocketStation] NyanCat
Nice work Orion!
- 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

I added it here: http://www.psxdev.net/forum/viewtopic.php?f=49&t=206
- 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 

- 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
Level 5: 24 seconds.

CLASSIC
Level 1: 23 seconds.
Level 2: 24 seconds.
Level 3: 16 seconds.
Level 4: 4 minutes and 17 seconds

Level 5: 24 seconds.
- 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
Won't work. Those PCI-E parallel ports don't work with SPP mode and cause a lot of issues.Gradius wrote:Just buy a PCie Parallel port and you're good to go.
- 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 ...
--------------------------------------------------------------------------
Communication and OT's.
--------------------------------------------------------------------------
All data regarding drawing and drawing environment are sent as packets ...
- 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 ...
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 ...
- 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 ...
- 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.
- 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 

- 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!
- July 5th, 2013, 2:39 am
- Forum: General Chat & Messaging
- Topic: Hello there
- Replies: 4
- Views: 12401
- 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 ...
- 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

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

- July 3rd, 2013, 6:04 pm
- Forum: General Chat & Messaging
- Topic: Hello!
- Replies: 24
- Views: 53175
Re: Hello!
Use TIMTOOL -> psyq\zips\timtool3b.zip
- 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 ...
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 ...