Search found 64 matches

by isufje
February 7th, 2014, 8:44 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

Yes/no. When I said that it's unfortunately slow on my old PC, I just meant that my PC is too slow to play the game smoothly, so I couldn't really enjoy playing it. But that's just my local problem, nothing wrong with the game (some commercial PSX titles are also running slow on my PC, depends on h...
by isufje
February 7th, 2014, 12:42 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

Unfortunately it's running rather slow on my old PC, even in 320pixel mode it seems to require a lot of unneccessary rendering. For example, in the "CAUSE YOU OBVIOUSLY SUCK!!!" screen, it's clearing the background thrice. Do u mean this screen? http://imageshack.com/a/img838/3707/1yqi.png OK, i ca...
by isufje
January 13th, 2014, 3:53 pm
Forum: Work Logs / Projects
Topic: Tapper remake
Replies: 27
Views: 34008

Re: Tapper remake

Shendo's right. If u want to know how it looks like on real hardware, you either change your ePSXe's gpu plugin resolution to 320x240 or you continue to use no$psx. Btw, this is somewhat related... Star Ocean 2 had in-game anti-aliasing for character sprites which made them very scalable friendly. I...
by isufje
October 28th, 2013, 9:02 am
Forum: Graphics/GPU
Topic: TIM file with black as main sprite color
Replies: 8
Views: 8563

Re: TIM file with black as main sprite color

as a 4/8/or 16-bit image?

wait a minute... there are only two colors in your image o_O

For a 2 color B & W image

Dude, just paint it white and use code to change the color into anything u want... really
by isufje
October 25th, 2013, 5:07 am
Forum: Sound/SPU
Topic: How to play PSF files with the Playstation?
Replies: 10
Views: 13923

Re: How to play PSF files with the Playstation?

a PSF file, not that i know of... but u can use PSFLab to revert (uncompress) a PSF back into a PSX EXE that can run on real hardware. A SEQ/VH/VB general purpose player is totally possible (and quite easy) to make :) -Do u want one? I extract SEQs and VABs all the time from uncompressed PSF files f...
by isufje
September 23rd, 2013, 2:22 pm
Forum: Graphics/GPU
Topic: Need help on how to use GsSortBg
Replies: 3
Views: 3990

Re: Need help on how to use GsSortBg

My suggestion to you is don't use GsSortBg at all. It's so CPU-Intensive that it's not even worth it. Instead, use GsSortSprite and make your own Background tile function with it. You'll be much happier u did, trust me.
by isufje
August 3rd, 2013, 12:46 pm
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

http://imageshack.us/a/img849/8567/853.png http://imageshack.us/a/img837/2594/jn3l.png http://imageshack.us/a/img687/6803/rr5.png http://imageshack.us/a/img27/1923/l77k.png http://www.youtube.com/watch?v=UnDwNzyU30I DownloadGame: http://forum.rockmanpm.com/index.php?topic=6560.0 Any feedback would ...
by isufje
January 25th, 2013, 12:42 pm
Forum: General Chat / Messaging
Topic: Hello from Queens!
Replies: 1
Views: 2573

Re: Hello from Queens!

Super Mario Bros PSX!?
...Tell me more :)

oh yeah, almost forget... Greetings ^_^
Nice to hear that you're Studying Computer Science in New York. Good luck to you. Hope you do great things :)
by isufje
September 7th, 2012, 1:22 pm
Forum: Graphics/GPU
Topic: How can I layer TIM's and use multiple CLUT's?
Replies: 8
Views: 9086

Re: How can I layer TIM's and use multiple CLUT's?

simple, turn off gawd damm transparency. problem solved.
by isufje
August 14th, 2012, 12:30 pm
Forum: General Chat / Messaging
Topic: Hello there :)
Replies: 4
Views: 4441

Re: Hello there :)

thanks for the heads up on that ^_^ I guess my dreams of making an ACD pc engine game are going to have to wait... -_- ( Damn you, huC, to HELL!!! :D )
by isufje
August 13th, 2012, 4:23 pm
Forum: General Chat / Messaging
Topic: Hello there :)
Replies: 4
Views: 4441

Re: Hello there :)

dude, that pc engine CD /Arcade card tech demo is totally awesome! How hard is coding for arcade card usage? Did you use huC? if not, what... straight asm? I must know. I really want to make a pc engine game that utilizes the arcade card, like sapphire. any info would help. thanks/
by isufje
July 30th, 2012, 2:22 am
Forum: Graphics/GPU
Topic: How can I layer TIM's and use multiple CLUT's?
Replies: 8
Views: 9086

Re: How can I layer TIM's?

No, it does work.

GsSortSprite(&tim3, ot, 0);
GsSortSprite(&tim2, ot, 0);
GsSortSprite(&tim1, ot, 0);

^works. tim3 gets drawn on top. tim2 gets drawn down one. tim1 gets drawn down one more. (That's the way i do it anyway)
by isufje
July 14th, 2012, 10:21 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

Well, i use to have one big exe but it was getting too big for memory to hold, so I decided to split it up into separate exes so I could program each boss/stage individually. I could fit more data since each boss/stage is a totally independent exe. I know i could use a BIN with sectors, i suppose, b...
by isufje
July 13th, 2012, 3:23 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

If your trying it out on real hardware, use the hardware mode 320x240. 640x480 don't work cause of the GPU slowdown problem. I've read somewhere that it's solvable, but I haven't given all my time and effort into fixing it yet. Honestly, I'm not sure if I can actually solve it, but I know it has som...
by isufje
July 1st, 2012, 6:13 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

I'll try to put more comments and stuff to explain functions, but I like to comment out a lot of functions just because they'll be useful later on. If you want to do some tests, try this... open ICE_CODE.h goto the start of game play : line 618 add WEAPON_QUICK_FLG=ON; before the start of the game l...
by isufje
June 30th, 2012, 12:25 pm
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

OK, here's a better version. The gameover Layout is more intuitive now. Your not forced to go to stage select anymore. It let's you fight the same boss over again which cuts the loading times since it doesn't have to reload everything. The new load indicator is also very helpful/distracting ^_^. I'l...
by isufje
June 30th, 2012, 4:06 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

Yeah, my older brother had the same problem. He also noted that the character's chests were too big. I don't know what i can do about the chests, but I'll be uploading some better source soon with a better work around with loading times.
by isufje
June 29th, 2012, 5:32 am
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati

thanx... for making me feel old! j/k ((( I'm 29 >_< ))) But yeah, i appreciate the comment. The power absorb kinda has that "Valkyrie Profile soul search" thing going at the end.
by isufje
June 28th, 2012, 4:29 pm
Forum: Homebrew (Homepage)
Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
Replies: 72
Views: 128923

Re: ROLL BOSS RUSH -{Homebrew Project}-(PSX/PSone/Playstatio

I've been working on this and a couple of other things off and on since 2008. I half made the engine in late 2008 then left it alone for over a year. The first source code on my computer labeled "ROLL_001a.c" is dated 9/3/2010 so...