Search found 256 matches

by gwald
June 21st, 2018, 1:12 pm
Forum: General Chat / Messaging
Topic: hoping to start psxdev as a hobby
Replies: 12
Views: 4297

Re: hoping to start psxdev as a hobby

I started out with PSX development with barely no knowledge about C programming and, after many years , coding for the PSX allowed me to get a job on the embedded SW development area. You shouldn't feel discouraged for what people might tell you if you dream about coding for the PSX. I hightlighted...
by gwald
June 20th, 2018, 4:51 pm
Forum: General Chat / Messaging
Topic: hoping to start psxdev as a hobby
Replies: 12
Views: 4297

Re: hoping to start psxdev as a hobby

Oh that's cool! welcome! IMO, it's a great challenge, it's very old school, Computer Science! You'll be a better programmer for it, for sure! You don't need a yaroze, I used mostly no$psx & pcsxr (a lot quicker to debug via printf's), only using it now and then to test on hardware. I also use linux,...
by gwald
June 20th, 2018, 11:18 am
Forum: General Chat / Messaging
Topic: hoping to start psxdev as a hobby
Replies: 12
Views: 4297

Re: hoping to start psxdev as a hobby

^^^ I agree with Yagotzirck, especially if you don't know C, compilers, linkers, memory map files etc. etc. And it's still a big learning curve! even with the simpler Libgs/Net Yaroze stuff :ugeek: I wrote my Net Yaroze development tips here Saying that, it's a great way to learn console dev, learni...
by gwald
June 20th, 2018, 10:57 am
Forum: Research
Topic: Does anyone have any info about the early PSX 'OS' SDK?
Replies: 5
Views: 3520

Re: Does anyone have any info about the early PSX 'OS' SDK?

That's strange. I thought Psy-Q came out in 1994 because it was available for the DTL-H2000 which was a development kit based on the 1992 or 1993 hardware design which pre-dates the launch hardware design (PU-7 and PU-8). I could be very wrong though, but I have never heard of nor seen such an SDK ...
by gwald
June 19th, 2018, 11:40 am
Forum: Research
Topic: Does anyone have any info about the early PSX 'OS' SDK?
Replies: 5
Views: 3520

Re: Does anyone have any info about the early PSX 'OS' SDK?

Ha thanks, cool! Bubsy 3D would have been developed from 1994 through to 1996, using something called "PS-X OS". Look it up, it reads like Net Yaroze (libgs with CD stuff, etc)! In Net Yaroze we did have registers info and assembly access to the CPU (R3000.h) but nothing on the GPU nor the GTE, whic...
by gwald
June 18th, 2018, 12:20 pm
Forum: General Chat / Messaging
Topic: Recommended Programs for stuff?
Replies: 21
Views: 6289

Re: Recommended Programs for stuff?

For me, blender is a huge learning curve and found it frustrating.
I found the old, very old modelers better for 'low poly' ie PSX/DOS models.
And easier to use: misfit3d, fragmotion, milkshape, etc

I used LMMS for midi stuff
by gwald
June 18th, 2018, 12:10 pm
Forum: Graphics/GPU
Topic: Mantain the original CLUT on TIM & Work on Gimp!
Replies: 4
Views: 4089

Re: Mantain the original CLUT on TIM & Work on Gimp!

Yeah, TIMTOOL is great fun :crying
Simple tool, takes a while to figure out how to use it well tho.. someone should make a game out if tho :lol: :dance
Glad you figured it out!
by gwald
June 18th, 2018, 12:07 pm
Forum: Research
Topic: Does anyone have any info about the early PSX 'OS' SDK?
Replies: 5
Views: 3520

Does anyone have any info about the early PSX 'OS' SDK?

It started out as an interest into Bubsy 3D, but turned to this:
The early Playstation developers didn’t have access to hardware!
TL;DR: It seems very similar to Net Yaroze's LibPS

Any extra info or corrections appreciated.
Cheers
Mike.
by gwald
February 27th, 2018, 3:19 pm
Forum: Graphics/GPU
Topic: How to split view
Replies: 5
Views: 4001

Re: How to split view

Aren't you waiting for GPU to finish each time you call "draw p#"? It looks like you are telling the GPU to draw even if the previous screen (e.g.: player 1) hasn't been fully rendered yet. No wait, it's splitscreen, the different parts of the screen get drawn at the same time.. you're just drawing...
by gwald
February 27th, 2018, 3:08 pm
Forum: Sound/SPU
Topic: Any good tools to edit VABs and loop VAGs?
Replies: 5
Views: 3237

Re: Any good tools to edit VABs and loop VAGs?

I feel for you man, that software is the worse! I tweeted about this when I did it: :lol: Damn you Playstation VAB format, you fight a good fight, but I've slain you! 👍 #PSXDEV #GameDev I used tiny samples of, sawtooth, triangle, sine, square and noise. And yeah, redoing the midi (3 tracks max) to u...
by gwald
February 17th, 2018, 9:12 pm
Forum: Work Logs / Projects
Topic: My first PS1 program - pschip8
Replies: 12
Views: 7481

Re: My first PS1 program - pschip8

Hi welcome! I need some help with: increasing the resolution of the timer to micro seconds. And scaling the graphics of the framebuffer to fill all the TV screen. I could write some code to scale it, but maybe theres SDK features that let me do that and I didn't see it yet. Have you tried changing t...
by gwald
February 17th, 2018, 8:44 pm
Forum: Graphics/GPU
Topic: How to split view
Replies: 5
Views: 4001

Re: How to split view

Hola colega! Your splitscreen function looks wrong to me, but i haven't used that SDK. https://github.com/XaviDCR92/Airport/blob/81d9242514b4e8e3fe97cf7063a15680f610bf2f/Source/Gfx.c#L882 Looks too simple to work :shrug case PLAYER_TWO: DrawEnv.x = X_SCREEN_RESOLUTION >> 1; DrawEnv.w = X_SCREEN_RESO...
by gwald
January 2nd, 2018, 10:20 am
Forum: Work Logs / Projects
Topic: [CANCELLED] Marilyn Fan-game Project Thread
Replies: 57
Views: 67127

Re: [CANCELLED] Marilyn Fan-game Project Thread

:naughty
To use your analogy, homebrew is the actual brewing (fermenting and/or distilling) of RAW ingredients.
But using an official SDK is like buying unflavored alcohol (vodka etc) and just adding flavoring and saying it's homebrew, it's not.
by gwald
December 31st, 2017, 12:48 pm
Forum: Homebrew (Homepage)
Topic: Airport - WIP
Replies: 21
Views: 51871

Re: Airport - WIP

wow, that's very pro!
Looks good!
by gwald
December 31st, 2017, 12:34 pm
Forum: Work Logs / Projects
Topic: [CANCELLED] Marilyn Fan-game Project Thread
Replies: 57
Views: 67127

Re: [CANCELLED] Marilyn Fan-game Project Thread

There's still good people out there hacking on emulators, assemblers and homebrew SDK's, while the official kits are better now, they will always be static. I can add Krom to the list.. his working on N64 3D stuff but also has and will work on PSX too!. :clap Homebrew is merely when small-scale unof...
by gwald
December 29th, 2017, 10:58 am
Forum: Work Logs / Projects
Topic: [CANCELLED] Marilyn Fan-game Project Thread
Replies: 57
Views: 67127

Re: [CANCELLED] Marilyn Fan-game Project Thread

@LameGuy64 PSXSDK is for scrubs, PsyQ all the way! One of the few competently skilled PSX homebrew developers in PSXDEV. Your footer is pretty offensive to people actually using PSXSDK (and not an illegal, pirated SDK). And the 2nd line :lol: :lol: you are so leet :clap (your not, if you were leet y...
by gwald
December 9th, 2017, 6:24 pm
Forum: Miscellaneous
Topic: Compiling RUNIX (PSXLinux)
Replies: 42
Views: 27802

Re: Compiling RUNIX (PSXLinux)

by gwald
November 30th, 2017, 8:02 am
Forum: Miscellaneous
Topic: Compiling RUNIX (PSXLinux)
Replies: 42
Views: 27802

Re: Compiling RUNIX (PSXLinux)

yarexe original files attached
by gwald
November 29th, 2017, 7:59 am
Forum: Miscellaneous
Topic: Compiling RUNIX (PSXLinux)
Replies: 42
Views: 27802

Re: Compiling RUNIX (PSXLinux)

I'll upload the original sources of yarexe later. I did run my kernal build outputs through yarexe, I'm guessing, vmlinux.ecoff was the "closest" to working but it failed at checking the exe RAM address, failed. But, the quickest way would be if shadow could zip up his PSXLinux folder with the win t...
by gwald
November 28th, 2017, 8:16 am
Forum: Miscellaneous
Topic: Compiling RUNIX (PSXLinux)
Replies: 42
Views: 27802

Re: Compiling RUNIX (PSXLinux)

Good points, I didn't think to run strip. I think i'm using the same version of eco2exe. I'll check my linux size in about 12hours and provide more details Okay, so I've made some changes to the Makefile in PSXLinux/arch/mipsnommu/boot The issue is it's looking for file vmlinux in the build root (PS...