Search found 109 matches

by jman
January 19th, 2014, 10:25 am
Forum: Graphics/GPU
Topic: Tutorial & Lib for TIM Image/Sprite and BS Image
Replies: 4
Views: 6011

Re: Tutorial & Lib for TIM Image/Sprite and BS Image

I forgot to update this thread with the solution to the issue (it was my fault). The objects must be compiled with the same flags as of the main executable, example: ccpsx -I%lib%\. %param% -O2 %lib%\System.c -c -o System.o ccpsx -I%lib%\. %param% -O2 %lib%\Sprite.c -c -o Sprite.o ccpsx -I%lib%\. %p...
by jman
January 13th, 2014, 6:26 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32341

Re: Tapper remake

PS1 supports 512x480 resolution, so you might go that way. You need to disable double buffering and turn on interlaced mode (on GPU level). Thanks Shendo. In the meanwhile I've discovered that GsSPRITE resampling works indeed very well. The problem was - guess what - in how the emulator renders the...
by jman
January 12th, 2014, 12:26 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32341

Re: Tapper remake

Currently ripping sprites off MAME and creating sprite sheets... so boring... Problem is that original sprites on arcade are sized for a 512x480 screen, while my clone currently is 320x240. I cannot resample sprites in GIMP nor at runtime (with GsSPRITE.scalex/scalex) because the result is awful. Sp...
by jman
January 10th, 2014, 2:11 am
Forum: General Chat / Messaging
Topic: Aloha!
Replies: 4
Views: 4517

Re: Aloha!

Matej wrote:Aloha!
If you want music or pixelart for your games, musicdisk, demo, cdmagazine let me know.
Hi Matej, you got a PM :-)
by jman
January 9th, 2014, 5:38 am
Forum: General Chat / Messaging
Topic: PSX serial
Replies: 34
Views: 37280

Re: PSX serial

@Type79: Nice! You have quite a lot of PS link cable for experiments :-)

By the way, I hope the adapter I've bought will work with my current dev setup: XP virtualized in VirtualBox onto a hosting Ubuntu Linux distro. I must send the builds from the virtual machine to an external Playstation.
by jman
January 5th, 2014, 7:40 am
Forum: General Chat / Messaging
Topic: PSX serial
Replies: 34
Views: 37280

Re: PSX serial

@AmiDog: interesting find. If I undertand correctly that cable replace the need to get also one of those boards mentioned before. Concerning the cabling, being that device an FTDI these instructions apply: http://www.psxdev.net/forum/viewtopic.php?f=60&t=378&p=2712#p2712 If you know how to wire it, ...
by jman
January 4th, 2014, 12:04 am
Forum: Miscellaneous
Topic: PSY-Q And net yaroze
Replies: 2
Views: 5212

Re: PSY-Q And net yaroze

Hi so is it possible to use psy-q? If you want to setup and use Psy-Q SDK have a look at this page: http://www.psxdev.net/help.html Keep in mind that you will end up using DOS command anyway (if you want you can script your compilation&deploy workflow). The Psy-Q SDK in the end is just a bunch of i...
by jman
January 3rd, 2014, 10:04 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32341

Re: Tapper remake

I'm posting another question while looking around for an answer. I'm building the application in the most modular way, separating source code for all the "screens" composing it, I will end up with something like this: game.o menu.o highscores.o memcard.o .... each of them loads its set of TIM files....
by jman
January 2nd, 2014, 7:52 am
Forum: General Chat / Messaging
Topic: PSX serial
Replies: 34
Views: 37280

Re: PSX serial

But does the CH340 use 3.3v TTL or 5v TTL? Most people selling these devices doesn't specify it clearly, atleast not clearly enough for me to understand, which is one of the reason I'm still not entirely sure which device to get since it has to be a 3.3v TTL version... If you look at the eBay link ...
by jman
December 31st, 2013, 10:22 pm
Forum: General Chat / Messaging
Topic: PSX serial
Replies: 34
Views: 37280

Re: PSX serial

As a matter of fact I need to do prepare myself this cable too. I'll recap a bit what is needed, please correct and improve where needed, thanks! Hardware : - USB to RS232 CH340 converter with cable pins: http://www.ebay.it/itm/Replace-PL2303-USB-TO-TTL-232-RS232-Serial-Port-CH340-for-Arduino-PIC-AV...
by jman
December 31st, 2013, 9:45 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32341

Re: Tapper remake

But, using PSXSERIAL you could "cheat". If you are programming and testing logic but you are always using same data from CD, you could burn a CD with required files for your game to load. Even if you need to update some graphics you will end up with far less disc then without PSXSERIAL. I think you...
by jman
December 31st, 2013, 9:32 am
Forum: General Chat / Messaging
Topic: Let's Forum
Replies: 1
Views: 2034

Re: Let's Forum

I think you're in the right place. Enjoy :-)
by jman
December 30th, 2013, 3:53 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32341

Re: Tapper remake

Speaking of emulators reliability: does the embedded emulator on a PSP is better than those you can run on your PC? I see that POPstation (the tool to convert PSX ISO to PSP format) has a database of commercial games: is it possible to create a PSP executable with POPstation starting from your PSX h...
by jman
December 29th, 2013, 11:35 pm
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32341

Re: Tapper remake

@Shendo: thank you very much for testing! But the game seems to be on godlike difficulty. Drunkards are moving too fast and when I serve them they only take a step back. Edit: I see you explained that in your post. I couldn't help but laugh when in your video capture I hear you're furiously tapping ...
by jman
December 29th, 2013, 11:41 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32341

Re: Tapper remake

Another (long due) status update. After having lost a week worth of code, twice (due to some careless laptop HDD repartion), I could finally go ahead another bit and understand how to properly animate a sprite (again thanks to Orion_ and this forum), implement all the rules for sprite movement, coll...
by jman
December 27th, 2013, 11:30 pm
Forum: Graphics/GPU
Topic: How to animate a sprite?
Replies: 5
Views: 5706

Re: How to animate a sprite?

code like that? yes ... i did: https://www.pouet.net/groups.php?which=1606 https://www.scene.org/dir.php?dir=%2Fdemos%2Fgroups%2Fundercover_agents%2Fpsx/ https://www.pouet.net/groups.php?which=269 https://www.youtube.com/playlist?list=PLD501F45385DFD827 :D I love demos and related productions, ther...
by jman
December 27th, 2013, 9:16 am
Forum: Graphics/GPU
Topic: How to animate a sprite?
Replies: 5
Views: 5706

Re: How to animate a sprite?

You can have my Source Code that i wrote in 2010. Did everyone in the scene used to write code like that? :-) Anyway, thank you very much, I think I got the idea: I can only prepare an array of GsSPRITE and then manually do some calculations to do what I really want (see my previous post). I'll wor...
by jman
December 26th, 2013, 10:38 am
Forum: Graphics/GPU
Topic: How to animate a sprite?
Replies: 5
Views: 5706

How to animate a sprite?

Hello, I would like to learn how to manage sprite movement more efficiently. There are a couple of things that I'm solving using a "brute force" approach and I wonder if there's a more "PSX-oriented" way of doing this. I'll try to keep it short :-) Basically what I would like to do is the following:...
by jman
December 26th, 2013, 10:06 am
Forum: Miscellaneous / Off Topic
Topic: Amiga 500 internal keyboard to USB keyboard
Replies: 3
Views: 4497

Re: Amiga 500 internal keyboard to USB keyboard

I think i found the solution: http://www.vesalia.de/e_keyrahv2.htm But i don't want to buy anzthing. I just want to do something like that myself, as a project... But how :s Is there some open-sourced scheme for this? You can either realize something using an Arduino, example: http://www.raspberryp...
by jman
December 26th, 2013, 2:27 am
Forum: Miscellaneous / Off Topic
Topic: Amiga 500 internal keyboard to USB keyboard
Replies: 3
Views: 4497

Re: Amiga 500 internal keyboard to USB keyboard

I have got Amiga 500 which is PROBABLY broken [it's without hard disk, floppy and power source]. Well, that's pretty much MY definition of broken :-D Although keep in mind that hard disks were optional and expensive at the time, so you're basically missing the two latter items. I'm wondering, it is...