Search found 385 matches
- April 13th, 2019, 1:02 am
- Forum: Programming/CPU
- Topic: Fonts
- Replies: 1
- Views: 7035
Re: Fonts
You're going to have to write your own text drawing functions but it shouldn't be too difficult if you're familiar enough with doing 2D graphics on the PS1. You essentially have to composite together a sheet of characters arranged in tile grid format (ie. 8x8 or 8x16) and you select the characters b...
- April 10th, 2019, 12:39 pm
- Forum: Examples (Psy-Q)
- Topic: BS Image Loader Example
- Replies: 9
- Views: 36192
Re: BS Image Loader Example
Are you trying to show a sequence of BS'es? The recommended method would be to LoadBS to one part of the screen and use SetDispEnv to display the area the image was loaded to then you load the next BS on another part of the framebuffer which you then display with SetDispEnv. This closely resembles h...
- April 7th, 2019, 7:03 pm
- Forum: Homebrew (General)
- Topic: n00bDEMO - Demo made using my own SDK
- Replies: 21
- Views: 46887
Re: n00bDEMO - Demo made using my own SDK
I ain't listening to advice from a Unity3D Shader.
- April 6th, 2019, 2:30 pm
- Forum: Homebrew (General)
- Topic: n00bDEMO - Demo made using my own SDK
- Replies: 21
- Views: 46887
Re: n00bDEMO - Demo made using my own SDK
I'm proud to announce that PSn00bSDK is finally released which includes source code of this demo as an example program! While it is still currently a work in progress I believe it is currently the best starting point for making a 100% free and open source replacement of the official PS1 SDK as it ha...
- March 30th, 2019, 1:20 pm
- Forum: Examples (Psy-Q)
- Topic: 3D FPS Example
- Replies: 43
- Views: 110120
Re: 3D FPS Example
setUVWH() just sets all 4 UV coordinates of a quad based on the values you've specified to its arguments. The macro basically does: obj_ft4->u0 = U_out; obj_ft4->v0 = V_out; obj_ft4->u1 = U_out+W_out; obj_ft4->v1 = V_out; obj_ft4->u2 = U_out; obj_ft4->v2 = V_out+H_out; obj_ft4->u3 = U_out+W_out; obj...
- March 28th, 2019, 11:28 am
- Forum: Members Downloads
- Topic: LITELOAD - Yet another PS1 serial loader
- Replies: 13
- Views: 29495
Re: LITELOAD - Yet another PS1 serial loader
The first 15 elements of the int array are the EXEC parameters found in the header of a PS-EXE. The last element must contain a CRC32 checksum of the program text.
Its probably easier to look into the mcomms source code for the exact protocol and crc32 checksum algorithm used.
Its probably easier to look into the mcomms source code for the exact protocol and crc32 checksum algorithm used.
- March 21st, 2019, 5:20 pm
- Forum: Homebrew (General)
- Topic: n00bDEMO - Demo made using my own SDK
- Replies: 21
- Views: 46887
Re: n00bDEMO - Demo made using my own SDK
1. PSn00bSDK is a full software development kit or it's working under the Psy-Q? Yes, PSn00bSDK is entirely its own SDK that works with recent versions of the GNU GCC toolchain. It does not depend on any existing PS1 SDK. 2. It will be an open source SDK? Yes. 3. What software included in this SDK?...
- March 21st, 2019, 1:08 am
- Forum: Homebrew (General)
- Topic: n00bDEMO - Demo made using my own SDK
- Replies: 21
- Views: 46887
n00bDEMO - Demo made using my own SDK
hr n00bDEMO hr Username: Lameguy64 Project Title: n00bDEMO Time to Complete: 5 months SDK: PSn00bSDK Genre: Demo Latest Release: SDK Release In Development: May receive occasional updates Initial Release Date: 20-MARCH-2019 Last Date Updated: 06-APRIL-2019 (in Github repo) Controller: none Players:...
- March 20th, 2019, 11:23 am
- Forum: Examples (Psy-Q)
- Topic: BS Image Loader Example
- Replies: 9
- Views: 36192
Re: BS Image Loader Example
You can make the MDEC output 16-bit pixels instead of 24-bit so you can use the output as a texture since the GPU only supports drawing pixels in 16-bit color and reading textures in 16-bit color depth or less. This is how that video screen in one of the Tony Hawk games was achieved.
- March 9th, 2019, 2:56 pm
- Forum: Input/Output
- Topic: How to get controller state?
- Replies: 15
- Views: 25921
Re: How to get controller state?
The simplest way to read controller input is through PadInit() and PadRead the latter of which would return a bit field of button states which you can mask off using PADL<direction> and PADR<direction> definitions. The more advanced way of reading controller input that also allows you to control the...
- March 3rd, 2019, 3:24 pm
- Forum: Graphics/GPU
- Topic: [Question] Poly-F3/4 lighting ._.''
- Replies: 4
- Views: 10957
Re: [Question] Poly-F3/4 lighting ._.''
Just be sure you multiply the float values of the normals by 4096 when converting them to integers. Using all integer math on the PS1 is recommended because the PS1 has no FPU and the compiler will resort to floating point emulation which is going to be slow.
- March 2nd, 2019, 1:47 pm
- Forum: Graphics/GPU
- Topic: [Question] Poly-F3/4 lighting ._.''
- Replies: 4
- Views: 10957
Re: [Question] Poly-F3/4 lighting ._.''
Normals are basically vectors the plane is facing to whether it be a triangle or a quad. Normals are essential for anything lighting related and should typically be generated by a 3D modelling program though it is possible to compute them manually all in integers on the PS1. The lighting system of t...
- February 26th, 2019, 10:46 pm
- Forum: Work Logs & Projects
- Topic: PSXNET Library - Connect the PlayStation to the Internet!
- Replies: 17
- Views: 37144
Re: PSXNET Library - Connect the PlayStation to the Internet!
The PS Classic is just some ARM based SoC running Linux and a modified PCSXR emulator. If you can get a custom Linux firmware running on it you can just stick a WiFi dongle to the USB ports of the system.
- February 25th, 2019, 2:35 pm
- Forum: Work Logs & Projects
- Topic: PSXNET Library - Connect the PlayStation to the Internet!
- Replies: 17
- Views: 37144
Re: PSXNET Library - Connect the PlayStation to the Internet!
I haven't worked on this project in an incredibly long time as I've moved onto other things but are still PS1 related. The PsOne actually still has a serial interface in the form of test points on the board which you can solder wires to for Tx, Rx and Ground. There should be a guide about that in th...
- February 16th, 2019, 4:33 pm
- Forum: Programming/CPU
- Topic: How to properly send commands to the CD controller (low-level)
- Replies: 1
- Views: 7979
How to properly send commands to the CD controller (low-level)
I've been trying to figure this one out in awhile but was unable to figure it out. I'm working on some low level CD routines that allow me to send any command to the CD controller but it would often miss commands when I send a string of them to the controller judging by observing the CD-ROM command ...
- February 6th, 2019, 3:07 pm
- Forum: Work Logs & Projects
- Topic: SIOCONS compatible USB Cable
- Replies: 64
- Views: 118346
Re: SIOCONS compatible USB Cable
Huh, when I did tests with my own loader at more than 115200 baud I got receiving issues on the PSX side and would frequently miss bytes. I'll have to take a look into it again I suppose.
- February 4th, 2019, 12:19 am
- Forum: Examples (Psy-Q)
- Topic: 3D FPS Example
- Replies: 43
- Views: 110120
Re: 3D FPS Example
The seams happen when there are two connecting polygons (tris and quads) that are subdivided at different levels and the point of the quad that is subdivided does not always line up with the edge of a lesser subdivided or undivided quad. Usual workarounds according to the PlayStation documents is to...
- January 27th, 2019, 11:55 pm
- Forum: Members Downloads
- Topic: PSn00b Debugger - Homebrew debugger for retail consoles
- Replies: 15
- Views: 34281
Re: PSn00b Debugger - Homebrew debugger for retail consoles
My debugger does not require any handshaking so Tx, Rx and Ground is typically enough.
- January 23rd, 2019, 11:59 am
- Forum: Members Downloads
- Topic: PSn00b Debugger - Homebrew debugger for retail consoles
- Replies: 15
- Views: 34281
Re: PSn00b Debugger - Homebrew debugger for retail consoles
Just released a small 0.26b update that fixes some bugs on the disassembler and a bug on the memory browser when you save a project with the bookmarks window open.
I'm thinking of getting proper Linux support working on the debugger so I can start implementing support for ELF symbols.
I'm thinking of getting proper Linux support working on the debugger so I can start implementing support for ELF symbols.
- January 21st, 2019, 11:32 am
- Forum: Programming/CPU
- Topic: Optimization question floating point
- Replies: 6
- Views: 14083
Re: Optimization question floating point
I don't recommend making extensive use of floating point math on the PS1 as FPU emulation is just very slow on the already slow R3000 so fixed point integer math is recommended. Try using ratan2(), SquareRoot0(), csin() and ccos() and convert your arithmetic to fixed point integer math. Using 12-bit...