Search found 287 matches
- October 26th, 2018, 3:03 pm
- Forum: Work Logs & Projects
- Topic: SIOCONS compatible USB Cable
- Replies: 64
- Views: 128646
Re: SIOCONS compatible USB Cable
Basically, avoid eBay and anything that is cheap. Amazon have a few - see attached picture (depends on your location, not sure about Australia) - this model says that it is genuine. To check if you have a genuine, try changing some of the values in FTprog, you will find that the changes are always ...
- October 26th, 2018, 2:45 pm
- Forum: General Chat & Messaging
- Topic: Hello All!
- Replies: 5
- Views: 7442
Re: Hello All!
Hi and welcome!
Good to see you got it going
Good to see you got it going
- October 26th, 2018, 2:40 pm
- Forum: Work Logs & Projects
- Topic: SIOCONS compatible USB Cable
- Replies: 64
- Views: 128646
Re: SIOCONS compatible USB Cable
Basically, avoid eBay and anything that is cheap. Amazon have a few - see attached picture (depends on your location, not sure about Australia) - this model says that it is genuine. To check if you have a genuine, try changing some of the values in FTprog, you will find that the changes are always ...
- October 25th, 2018, 11:53 am
- Forum: General Chat & Messaging
- Topic: Hi folks!
- Replies: 9
- Views: 9982
Re: Hi folks!
Honestly, I'm trying to learn much more about programming. I have a very basic grip of C at the moment and I'm trying to learn more, so I wanted to take a shot at PSX homebrew, specifically demos; I like new challenges and I love working with older platforms :) Cool, there's a big learning curve, a...
- October 25th, 2018, 11:47 am
- Forum: Work Logs & Projects
- Topic: SIOCONS compatible USB Cable
- Replies: 64
- Views: 128646
Re: SIOCONS compatible USB Cable
I didn't want to spam that PSXERIAL USB cable thread, so replying here. no problem. I did write a guide on here. If you struggle following it let me know I will help you build one then edit the guide. The hardest part of the whole build is just working out which pin in the connector belongs to which...
- October 24th, 2018, 3:21 pm
- Forum: General Chat & Messaging
- Topic: Hi folks!
- Replies: 9
- Views: 9982
Re: Hi folks!
welcome...
what do you want to do?
what do you want to do?
- October 24th, 2018, 2:00 pm
- Forum: Work Logs & Projects
- Topic: ESP8266 Wifi Experiments
- Replies: 27
- Views: 34863
Re: ESP8266 Wifi Experiments
Very impressive!
- October 24th, 2018, 12:35 pm
- Forum: Software & Hardware Trading
- Topic: PSXSERIAL USB Cables
- Replies: 16
- Views: 45315
Re: PSXSERIAL USB Cables
Thanks for the info!
That's fare enough, and not a bad price.
I might give it a try as a DIY project.
That's fare enough, and not a bad price.
I might give it a try as a DIY project.
Yeah, it's a great little system to understand C, 2D and basic 3D for sure!
- October 23rd, 2018, 8:21 pm
- Forum: Software & Hardware Trading
- Topic: PSXSERIAL USB Cables
- Replies: 16
- Views: 45315
Re: PSXSERIAL USB Cables
how much more?
I would be interested in a Net Yaroze compatible cable
I would be interested in a Net Yaroze compatible cable
- September 30th, 2018, 7:37 pm
- Forum: Graphics/GPU
- Topic: Custom Image/Texture Format?
- Replies: 1
- Views: 7731
Re: Custom Image/Texture Format?
Oh you mean converting binary to C code? Linux has a program called od or google bin2c, which does that, but I wouldn't recommend it, it's a waste of RAM, unless you plan on reusing that space again. "For example, the Nintendo 64 uses arrays of colors for the textures. There is a function where...
- July 19th, 2018, 12:04 pm
- Forum: Members Downloads
- Topic: Various goodies for y'all :)
- Replies: 9
- Views: 18153
Re: Various goodies for y'all :)
Anyone actually used early V3? It's not 2.X it's the update to V3 (no English translations on libs docs), I'm keen to see anything from 2.X Interesting to see it.. I can't believe in 1995 they still only had libGS?? is that correct? I'm still trying to figure out when Sony gave up on it :shrug I'm s...
- June 21st, 2018, 1:12 pm
- Forum: General Chat & Messaging
- Topic: hoping to start psxdev as a hobby
- Replies: 12
- Views: 15230
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...
- June 20th, 2018, 4:51 pm
- Forum: General Chat & Messaging
- Topic: hoping to start psxdev as a hobby
- Replies: 12
- Views: 15230
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 li...
- June 20th, 2018, 11:18 am
- Forum: General Chat & Messaging
- Topic: hoping to start psxdev as a hobby
- Replies: 12
- Views: 15230
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...
- June 20th, 2018, 10:57 am
- Forum: Research
- Topic: Does anyone have any info about the early PSX 'OS' SDK?
- Replies: 5
- Views: 20517
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 ...
- June 19th, 2018, 11:40 am
- Forum: Research
- Topic: Does anyone have any info about the early PSX 'OS' SDK?
- Replies: 5
- Views: 20517
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...
- June 18th, 2018, 12:20 pm
- Forum: General Chat & Messaging
- Topic: Recommended Programs for stuff?
- Replies: 21
- Views: 28082
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
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
- June 18th, 2018, 12:10 pm
- Forum: Graphics/GPU
- Topic: Mantain the original CLUT on TIM & Work on Gimp!
- Replies: 5
- Views: 19100
Re: Mantain the original CLUT on TIM & Work on Gimp!
Yeah, TIMTOOL is great fun
Simple tool, takes a while to figure out how to use it well tho.. someone should make a game out if tho
Glad you figured it out!
Simple tool, takes a while to figure out how to use it well tho.. someone should make a game out if tho
Glad you figured it out!
- June 18th, 2018, 12:07 pm
- Forum: Research
- Topic: Does anyone have any info about the early PSX 'OS' SDK?
- Replies: 5
- Views: 20517
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.
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.
- February 27th, 2018, 3:19 pm
- Forum: Graphics/GPU
- Topic: How to split view
- Replies: 5
- Views: 10682
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 ju...