Search found 109 matches

by jman
December 26th, 2013, 2:04 am
Forum: Miscellaneous / Off Topic
Topic: Problems with site contact form and updated TECHREF
Replies: 2
Views: 2795

Re: Problems with site contact form and updated TECHREF

Hmmmm... you're right the TECHREF 2.1 disk is working. I've downloaded it again. Don't know why I had issues before. Also the form is working, I just put a bogus email address (lazyness) and it just returned an error. By the way, thanks for uploading these DEV resources. It's interesting to go throu...
by jman
December 25th, 2013, 4:46 am
Forum: Miscellaneous / Off Topic
Topic: Problems with site contact form and updated TECHREF
Replies: 2
Views: 2795

Problems with site contact form and updated TECHREF

Hello,

I've downloaded the updated 2.1 TECHREF but could not mount the ISO file, can anyone check the file?
Also it is a RAR file, not a ZIP, it should be renamed accordingly?

Tried to send a message but the Contact Form returns an error :-)
by jman
December 19th, 2013, 8:53 am
Forum: Miscellaneous / Off Topic
Topic: Old consoles SDKs
Replies: 0
Views: 2631

Old consoles SDKs

Probably stuff some of you already know, but worth a mention either way:
http://www.emuparadise.me/sdk/index.php

If anyone knows other resources, please post!
by jman
December 14th, 2013, 11:42 pm
Forum: General Chat / Messaging
Topic: Hi to All
Replies: 4
Views: 4453

Re: Hi to All

Hello John (e benvenuto!). I agree with you about this site. People here are really helpful for any programming question you may have. In addition to a good wealth of src code you can put your hands on (mostly demos and cracktos), I also recommend going through a bit of documentation to have a gener...
by jman
December 6th, 2013, 9:35 pm
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32339

Re: Tapper remake

I was wondering how to detect collisions between two GsSPRITE objects (on Amiga this was done in hardware :D). I've found this useful piece of code from a Yaroze breakout demo (y-break): http://read.pudn.com/downloads178/sourcecode/game/827129/yaroze/y-break/main.c__.htm Create a RECT out of the GsS...
by jman
December 6th, 2013, 8:37 pm
Forum: General Chat / Messaging
Topic: PSP Vs. PSVITA for homebrew
Replies: 3
Views: 3466

Re: PSP Vs. PSVITA for homebrew

Thank you both for your piece of advice. Right now I'm fiddling a bit with a 1003 of a friend and I like it.
I'm confident that Sony won't seal the console again two years after the latest firmware release :)
by jman
December 5th, 2013, 10:26 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32339

Re: Tapper remake

About the freeing objects part it could be everything, you could try using printf in critical point(s) to see if the code related to freeing objects gets executed at all(possible error in testing loop condition), or if you're freeing them correctly(the whole part about getting node 1 pointing to no...
by jman
December 5th, 2013, 10:14 am
Forum: General Chat / Messaging
Topic: PSP Vs. PSVITA for homebrew
Replies: 3
Views: 3466

PSP Vs. PSVITA for homebrew

Hello, just a side thought in my mind these days. I was evaluating a PSP or a PSVITA in my letter to Santa, but I know nearly nothing of these two great piece of hardware from the point of view of a hobby developer with little free time. I'd like a mobile console for this usage scenario: 90% program...
by jman
December 5th, 2013, 12:54 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32339

Re: Tapper remake

@jman: those values seem more like cpu and gpu % load, not framerate indicators(unless they're related in a way i'm unaware of) Those numbers are the VSync delays generated in a function of Orion_'s wrapper when drawing occurs, more or less this is what happens: *cpu = VSync(1); DrawSync(0); *gpu =...
by jman
December 5th, 2013, 12:00 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32339

Re: Tapper remake

I'm a beginner in game programming in general, but I was wondering when I opened your psxiso.bin I saw a file named "main.psx". I'm confused, how do you open it and what is it at all? and with what do I open it?I can't see no psx exe. As Yagotzirck said it's a disc file image suitable to run on an ...
by jman
December 3rd, 2013, 7:25 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32339

Re: Tapper remake

As you say, linked list with a lot of entries isn't the most efficient thing in the world. Try implementing a hash table, google is your friend for that. Thanks for the suggestion. I think the linked list isn't an option even for such a small application like mine! I've implemented a test case (att...
by jman
December 2nd, 2013, 1:09 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32339

Re: Tapper remake

First update. I've implemented the beer "generator". Referring to the question in my previous post, I had to think of something flexible to manage any number of beers. The only thing that came to my mind is a linked list of Beer objects. I don't know if it's the most performing solution: adding elem...
by jman
November 26th, 2013, 8:00 am
Forum: Programming/CPU
Topic: Understanding Dynamic Memory Allocation (malloc)
Replies: 9
Views: 9687

Re: Understanding Dynamic Memory Allocation (malloc)

Yes, you must initialise the heap. It only needs to be initialised once. Why initialize the heap? In Linux you can initialize a malloc()'ed chunk of memory, but nothing is needed before AFAIK. Make sure you are also using MMGMNEW.OBJ during the compilation or else you will receive errors and may be...
by jman
November 25th, 2013, 9:19 am
Forum: Programming/CPU
Topic: Understanding Dynamic Memory Allocation (malloc)
Replies: 9
Views: 9687

Understanding Dynamic Memory Allocation (malloc)

Hello, I have a couple of questions concerning the functions for dynamic memory allocation. 1) Before using malloc3()/free3() it is necessary to execute InitHeap3(): if I understand correctly this should be invoked just once in the whole application lifecycle to clear the whole available heap, corre...
by jman
November 24th, 2013, 3:35 am
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 32339

Tapper remake

Hi retro-people, As my PSX pet project I choose to try to remake the C64 classic Tapper game. It will be a very slow project because my free time slots are scarce, but nobody is pushing for a deadline :) Find attached a first build: CROSS to tap a beer, UP/DOWN to move the barman. The sprites are re...
by jman
November 15th, 2013, 8:42 am
Forum: Homebrew (Homepage)
Topic: Yopaz IceStar, New Puzzle game, PSIO ready
Replies: 23
Views: 34344

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

Seems like nobody is interested in new quality homebrew for the Playstation It's a bit sad because it's my favorite console, but if no one wants games for it I will give up... For my next project I will try kickstarter, it might be more relevant Orion_ don't get depressed First, you don't do it for...
by jman
November 13th, 2013, 9:07 am
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: http://www.psxdev.net/forum/viewtopic.php?f=41&t=470 I think that someone, somewhere, lost his job because of this joke ;-) Actually what I don't understand is why did they put that 31m...
by jman
November 12th, 2013, 8:03 am
Forum: Programming/CPU
Topic: Leaked commercial game source code (sort of)
Replies: 4
Views: 10911

Re: Leaked commercial game source code (sort of)

woohoo thanks for the lead! Very interesting!
#---------------------- Makefile for BeatMania
# ( ref. Makefile for MetalGearSolid )
^nice :)
by jman
November 11th, 2013, 3:03 am
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 27580

Re: Nebula X Worklog

t0rxe wrote: Besides, I need hard sprites because how else will I animate the ship exploding :P
Upon collision you could make the ship start spinning fast and faster and then make it disappear (just kidding)
by jman
November 10th, 2013, 8:15 pm
Forum: Work Logs / Projects
Topic: Nebula X Worklog
Replies: 25
Views: 27580

Re: Nebula X Worklog

Also, If you need a true black on your .tim files you can use bmp2tim utility from PSXSDK. It has an option to use magic pink (255, 0, 255) as transparent so your true blacks (0, 0, 0) are preserved. I've been using it to convert my .bmps to .tim. By the way I have the same issue . I have to use a ...