It's got my vote. Great work!Shadow wrote:This will be very difficult to beat in the competition...
Search found 44 matches
- May 21st, 2014, 2:13 pm
- Forum: Competition #03 (Codeblast '14)
- Topic: Competition #03 (Codeblast'14) - Marilyn: In the Magic World
- Replies: 16
- Views: 165282
Re: Competition #03 (Codeblast'14) - Marilyn: In the Magic W
- May 20th, 2014, 3:04 pm
- Forum: Competition #03 (Codeblast '14)
- Topic: Competition #03 (Codeblast '14) — Early 3D Demo
- Replies: 6
- Views: 41424
Competition #03 (Codeblast '14) — Early 3D Demo
hr Competition #03 - Early 3d Demo hr Username: Tommy Project Title: Early 3d Demo Time to Complete: Five hours, spread over around a month SDK: PSY-Q Genre: Pointless demo Latest Release: 0.1 In Development: Yes Initial Release Date: 19th of May 2014 Last Date Updated: 21st of May 2014 Controller:...
- May 19th, 2014, 10:31 am
- Forum: Programming/CPU
- Topic: Testing interlaced code; no real hardware to hand
- Replies: 15
- Views: 31435
Re: Testing interlaced code; no real hardware to hand
Oops. You mean, during vsync (...AND vblank?), the hardware is always using the SAME lines as target? Not switching between even/odd target lines? So rendering during vblank won't work. That would be bad. Well, per the documentation the flag always has the same, predictable value during retrace. So...
- May 13th, 2014, 2:13 pm
- Forum: Programming/CPU
- Topic: Testing interlaced code; no real hardware to hand
- Replies: 15
- Views: 31435
Re: Testing interlaced code; no real hardware to hand
AmiDog: in case it helps you understand what we're talking about, see the attached .zip. (aside: it's now a rotating quad that you walk around, with poor arithmetic precision, no conscious attempt at clipping, and probably with very poor timing; use X + pad to strafe) WithODEFix.exe works as Sony wo...
- May 13th, 2014, 1:14 am
- Forum: Programming/CPU
- Topic: Testing interlaced code; no real hardware to hand
- Replies: 15
- Views: 31435
Re: Testing interlaced code; no real hardware to hand
@Tommy Hmm, I'm trying to understand your problem, but seem to fail miserably :) What exactly doesn't work as you expect? Interlace mode of the PSX is nothing special. It will alternate between displaying odd and even lines from VRAM, It will also alternate between drawing odd and even lines to the...
- May 12th, 2014, 12:00 am
- Forum: Programming/CPU
- Topic: Testing interlaced code; no real hardware to hand
- Replies: 15
- Views: 31435
Re: Testing interlaced code; no real hardware to hand
I tested it on my 5502 for you and what I got is a little different from the emulator. First off, I needed to adjust my 1084S monitor as the display appears to be 640x480 resolution since the FntPrint() size is really small. Secondly, I noticed that the polygon rendering was significantly slower. I...
- May 11th, 2014, 10:41 am
- Forum: Programming/CPU
- Topic: Testing interlaced code; no real hardware to hand
- Replies: 15
- Views: 31435
Testing interlaced code; no real hardware to hand
Either none of the available emulators do a proper job of interlaced mode or I'm not doing a proper job of interlaced mode. Can anyone help me figure out which? I'm using No$PSX primarily, as it just about works under WINE, but found that although my dfe flag is definitely set, ignoring the document...
- May 7th, 2014, 10:04 am
- Forum: Hardware
- Topic: What modchip do I have and what can it do?
- Replies: 8
- Views: 23406
Re: What modchip do I have and what can it do?
I don't think any of the above mentioned is what really happens with colour showing in Sony Trinitron with NTSC PSX games.. Let me explain: 1st I connect the scart (composite in scart adapter - official ps stuff) in my grundig CRT TV. No colour on NTSC games. 2nd I connect the scart in my Sony Trin...
- May 7th, 2014, 9:25 am
- Forum: Hardware
- Topic: What modchip do I have and what can it do?
- Replies: 8
- Views: 23406
Re: What modchip do I have and what can it do?
EDIT: I connected the Playstation through simple SCART connector to a Sony Trinitron old TV, and now the NTSC games appear with colour!!!!! I wonder why though... What does that television make differently??? Your SCART is hopefully supplying an RGB signal. There is nothing inherently NTSC, PAL or ...
- May 6th, 2014, 1:42 am
- Forum: Graphics/GPU
- Topic: Atomicity, interlaced mode, buffered ordering tables
- Replies: 5
- Views: 10616
Re: Atomicity, interlaced mode, buffered ordering tables
I guess the EnterCriticalSection() and friends can be used to protect critical data structures. That's almost exactly what I was looking for but hadn't yet found, thanks! So I guess to mark a new table as prepared I'd disable interrupts for the length of time it takes to store a pointer and grab a ...
- May 5th, 2014, 1:23 pm
- Forum: Programming/CPU
- Topic: Understanding Dynamic Memory Allocation (malloc)
- Replies: 9
- Views: 18598
Re: Understanding Dynamic Memory Allocation (malloc)
I noticed another interesting thing: apparently GsIMAGE and GsSPRITE structs are already allocated when the application starts and they are *never* deallocated. If I declare a global Gs* object and I print their address right at the beginning of the main() they are not null. Should I be concerned a...
- May 5th, 2014, 5:58 am
- Forum: Graphics/GPU
- Topic: Atomicity, interlaced mode, buffered ordering tables
- Replies: 5
- Views: 10616
Atomicity, interlaced mode, buffered ordering tables
I've decided I'm going to base my work exclusively around interlaced mode. Obviously that means that I have only one video buffer. So as I understand it the normal arrangement is: use multiple ordering tables for buffering rather than multiple video buffers — you're buffering geometry you will dra...
- May 2nd, 2014, 2:49 am
- Forum: Graphics/GPU
- Topic: Subdivision and texture coordinates
- Replies: 1
- Views: 5029
Subdivision and texture coordinates
Sony recommends that large polygons be subdivided, often as part of the rendering pipeline rather than in advance, so as better to behave with affine texture mapping, per-primitive clipping and the texture and frame buffer caches. However, it looks like the GPU takes only integral, 8-bit texture coo...
- April 26th, 2014, 6:01 am
- Forum: Programming/CPU
- Topic: Understanding Dynamic Memory Allocation (malloc)
- Replies: 9
- Views: 18598
Re: Understanding Dynamic Memory Allocation (malloc)
Yeah, well, it tries to initialize the heap to EMPTY size, and does then corrupt that setting. ... If I dare head off at a tangent slightly, what you've done for documenting the PlayStation and in implementing your emulator/debugger is fantastic. I haven't found a single other emulator that bothers...
- April 24th, 2014, 1:56 pm
- Forum: Examples (Psy-Q)
- Topic: Simple 3D graphics sample
- Replies: 7
- Views: 47394
Re: Simple 3D graphics sample
Good stuff. Re: the dangling comment about RotMeshPrimS_F3; my reading of the documentation is that the MeshPrimS functions expect a triangle strip — the first three vertices define one triangle, then every subsequent vertex defines one further triangle. You've listed each triangle uniquely — th...
- April 24th, 2014, 4:56 am
- Forum: Graphics/GPU
- Topic: Regurgitating what I think I learnt
- Replies: 1
- Views: 4981
Re: Regurgitating what I think I learnt
... and this is what I think I now know about the GTE, again just from the documentation: The GTE sits directly on the CPU die as one of the MIPS coprocessors. So in contrast to the GPU it has no independent relationship with the system bus. It merely augments the processor instruction set (specific...
- April 23rd, 2014, 2:35 am
- Forum: Graphics/GPU
- Topic: Regurgitating what I think I learnt
- Replies: 1
- Views: 4981
Regurgitating what I think I learnt
I'm new. I had a quick read through some of the documentation last night; can anyone read my attempted summary of the GPU basics and confirm, deny, correct, annotate, etc? There is 1mb VRAM. It forms a 1024x512 15-bit drawing area. The current screen output is some portion of that display, typically...
- April 22nd, 2014, 9:54 am
- Forum: Miscellaneous & Off Topic
- Topic: Is the Psy-Q development kit abandonware?
- Replies: 8
- Views: 13951
Re: Is the Psy-Q development kit abandonware?
Abandonware is a term with no legal basis — if want to know whether you're likely to get sued then you need to make that judgment on its own merits. Legally speaking, you could be. But how much would that cost and what would the claimant expect to gain? As a general rule, people sue in order to ac...
- April 22nd, 2014, 8:34 am
- Forum: Graphics/GPU
- Topic: [SRC] 3D Projection & Textured Quad
- Replies: 10
- Views: 22775
Re: [SRC] 3D Projection & Textured Quad
The PlayStation doesn't use true perspective correct texturing because it's expensive: one divide per pixel. Affine/linear interpolation eliminates that divide. Because you specify the texture coordinates directly at vertices, they're always correct there. So the more vertices you specify, the more ...
- April 22nd, 2014, 8:21 am
- Forum: Graphics/GPU
- Topic: 3D Camera + Object Rotation
- Replies: 6
- Views: 11995
Re: 3D Camera + Object Rotation
Assuming you're talking about a bunch of different objects that all move individually, one of which is the player, you'd normally retain position and orientation for each individually. In something like Battlezone position may be a 2d vector (it's a 2d battleground) and orientation a single scalar (...