Search found 120 matches
- October 27th, 2019, 3:39 am
- Forum: General Chat & Messaging
- Topic: New user! Curious about how to reverse PS1 data files
- Replies: 5
- Views: 10658
Re: New user! Curious about how to reverse PS1 data files
It's good to know that there's some amount of standardization at least, even with custom format headers thrown into the mix. If anyone happens to have experience ripping 3D models and can share how they tend to work, that'd be awesome. In the meantime, I'll try PSYQ docs! I'm assuming they're part ...
- October 21st, 2019, 8:18 am
- Forum: General Chat & Messaging
- Topic: New user! Curious about how to reverse PS1 data files
- Replies: 5
- Views: 10658
Re: New user! Curious about how to reverse PS1 data files
1) Your best bet is the PSYQ documentation/examples, but there aren't many games implementing the common formats you mentioned; the majority of them implemented their own headers/formats. The good news is that, unlike in DOS where everyone pretty much implemented their own custom data formats, there...
- August 31st, 2019, 1:05 am
- Forum: CD-ROM
- Topic: Trying to read the TIM file.
- Replies: 7
- Views: 19600
Re: Trying to read the TIM file.
Ok fine, I'll stop asking for help, if you don't! This is it! I'll go myself, no one believe me I'm new! ...Yeah, you totally understood the point of my post :roll: There's "being new to PSX programming" and "being new to programming in general", and judging by the look of your ...
- August 30th, 2019, 10:13 pm
- Forum: CD-ROM
- Topic: Trying to read the TIM file.
- Replies: 7
- Views: 19600
Re: Trying to read the TIM file.
Judging from the source you posted, you're trying to read a TIM image by merely compiling the code without creating any disc image whatsoever... If you aren't that familiar with creating psx disc images you're better off embedding the TIM file inside the exe. Also I don't understand why you're alloc...
- August 12th, 2019, 7:02 am
- Forum: General Chat & Messaging
- Topic: New user, aspiring dev
- Replies: 3
- Views: 6957
Re: New user, aspiring dev
I don't know which psyq version you got, but I have both 2000.DOC and 2500.DOC along with their pdf conversions under the TECHNOTE folder, though unless you got your hands on a DTL-H2000 or a DTL-H2500 they really aren't an essential read. As for an introduction to MIPS assembly I'd suggest this ; i...
- August 11th, 2019, 4:46 am
- Forum: Graphics/GPU
- Topic: Easiest way to make a Sprite?
- Replies: 13
- Views: 22827
Re: Easiest way to make a Sprite?
I already know programming, what are you talking about? :| Your posts regarding such basic issues would say otherwise, but I'll give you the benefit of the doubt :D Oh sorry, I didn't know what is that mean, and that's what I think is, but... How can I get the CLUT array? (Is that fine?) I'll repea...
- August 11th, 2019, 2:30 am
- Forum: Graphics/GPU
- Topic: Easiest way to make a Sprite?
- Replies: 13
- Views: 22827
Re: Easiest way to make a Sprite?
It's not quite clear if you mean the CLUT address as in the x/y coordinates on VRAM, or the address inside the TIM file itself. No, you don't know what is CLUT address, the CLUT address is like this: [...] No, no and NO; what you posted is an array definition containing a collection of CLUTs for 4b...
- August 10th, 2019, 11:07 pm
- Forum: General Chat & Messaging
- Topic: New user, aspiring dev
- Replies: 3
- Views: 6957
Re: New user, aspiring dev
Welcome aboard :) Honestly, I see the lack of hand-holding / guided tutorials as a plus... granted, it can feel like you're wandering in the dark without a clear direction, but as frustrating and time-consuming as it can be you'll acquire invaluable problem-solving skills by reading Sony's docs and ...
- August 10th, 2019, 9:17 am
- Forum: Graphics/GPU
- Topic: Easiest way to make a Sprite?
- Replies: 13
- Views: 22827
Re: Easiest way to make a Sprite?
It's not quite clear if you mean the CLUT address as in the x/y coordinates on VRAM, or the address inside the TIM file itself. Assuming the latter, it really requires 1st grade algebra to figure it out... https://web.archive.org/web/20130123153509/http://wiki.qhimm.com/images/1/18/PSX_TIM_file_layo...
- June 29th, 2019, 8:57 pm
- Forum: Programming/CPU
- Topic: PS-X EXE Loader
- Replies: 10
- Views: 25299
Re: PS-X EXE Loader
I don't mean to stick my nose in someone else's business, everyone is free to do whatever they want afterall, but... was there a specific reason to solve the problem in PM, rather than on the thread itself in such a way to also help other people who might stumble upon a similar issue in the future? ...
- June 7th, 2019, 8:54 am
- Forum: Work Logs & Projects
- Topic: Homebrew AR/PSX blaster like project
- Replies: 9
- Views: 12909
Re: Homebrew AR/PSX blaster like project
Can you share some info about that breakout board(more specifically where you found it/how you built it)? I've been searching for a PSX parallel port male connector for a while with pretty much your same goal in mind, but to no avail :shrug Brutalizing an existing cartridge is out of the question, b...
- March 12th, 2019, 2:38 am
- Forum: Input/Output
- Topic: How to get controller state?
- Replies: 15
- Views: 28536
Re: How to get controller state?
I suppose that the Examples (Psy-Q) section should do. As for whether it's good or not to post it, that's highly subjective - I for one would say to go for it and let people judge for themselves (even though like I said in a previous post the code is a bit messy and with a lot of room for improvemen...
- March 11th, 2019, 11:51 pm
- Forum: Input/Output
- Topic: How to get controller state?
- Replies: 15
- Views: 28536
Re: How to get controller state?
If the code's structure hasn't changed from the project you hosted it's pretty easy to figure out the issue: int main(void) { initialize(); while(1) { update(); draw(); display(); } } That piece of code is located in initialize(), which means it's executed only once at startup and never executed aga...
- March 10th, 2019, 10:33 am
- Forum: Input/Output
- Topic: How to get controller state?
- Replies: 15
- Views: 28536
Re: How to get controller state?
Ah, glad you sorted it out :) It could've been deduced from LIBOVR46.PDF that PadGetState is meant to be used with PadInitDirect and not with PadInit(even though it wasn't specified in an explicit manner), but I didn't read it thoroughly enough to figure that out :shrug As for the noob part, that's ...
- March 10th, 2019, 9:09 am
- Forum: Input/Output
- Topic: How to get controller state?
- Replies: 15
- Views: 28536
Re: How to get controller state?
OK, it looks like PadGetState() isn't liked by emulators at all - the best I could achieve was with no$psx using an original BIOS instead of nocash BIOS clone and it gave no errors, but still freezes at a black screen nonetheless :/
I'll try it on a real psx tomorrow and see what happens.
I'll try it on a real psx tomorrow and see what happens.
- March 10th, 2019, 4:47 am
- Forum: Input/Output
- Topic: How to get controller state?
- Replies: 15
- Views: 28536
Re: How to get controller state?
That's a rather redundant way to check if controllers are connected, I'd advise to replace it with this: con_a = PadGetState(0) != PadStateDiscon; con_b = PadGetState(0x10) != PadStateDiscon; Notice that I used 0x10 since that's the correct code for pad 2 (you used 1 which is actually the code for M...
- March 10th, 2019, 3:29 am
- Forum: Input/Output
- Topic: How to get controller state?
- Replies: 15
- Views: 28536
Re: How to get controller state?
Rhetorical question: did you bother to check the documentation LameGuy addressed you to? :? int PadGetState(int port) [...] Return value: [...] Value Macro (libpad.h) Controller connection state 0 PadStateDiscon Controller disconnected It took me literally 5 seconds to find it :roll:
- February 13th, 2019, 11:20 pm
- Forum: Graphics/GPU
- Topic: Convert TIM to BMP and Retain Semi-Transparency Data
- Replies: 2
- Views: 9154
Re: Convert TIM to BMP and Retain Semi-Transparency Data
http://www.psxdev.net/forum/viewtopic.php?f=51&t=953 If the only transparencies involved are either full or 50%(mode 0) it should be trivial to code an ad-hoc converter (I could do it myself later on); if it has only full transparency all you'd have to do is check the palette's index correspondi...
- January 31st, 2019, 11:46 am
- Forum: General Chat & Messaging
- Topic: Needed Help With VAG Playback!
- Replies: 2
- Views: 5776
Re: Needed Help With VAG Playback!
That example definitely needs some fixing - aside from the fact that it's meant to be used with xploder + caetla, even after adjusting it for emulators by embedding the .VAG file in the exe it works only with pedobear.vag, for the simple reason that it uploads the file to SPU RAM starting from offse...
- December 18th, 2018, 1:26 am
- Forum: Members Downloads
- Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
- Replies: 29
- Views: 59886
Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
How are tpri->code[0]'s lower 2 bytes undefined (Unless the "xxxx" part means something else)? I initially guessed that you used LUI instruction, but AFAIK it zeroes out the lower 2 bytes :shrug Anyway, any clue about how it got fixed, or did a simple recompilation without changing anythin...