That's a really good idea Shendo. You should never give up that easily Orion_.
As Shendo said, send some copies to popular YouTube gamers such as lukemorse1.
Search found 139 matches
- November 13th, 2013, 2:18 pm
- Forum: Homebrew (Homepage)
- Topic: Yopaz IceStar, New Puzzle game, PSIO ready
- Replies: 23
- Views: 110125
- November 13th, 2013, 2:15 pm
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 54754
Re: Sokoban for PS1
Title screen looks good.
I also have a PS1 mouse (SCPH-1090) so I would be happy to test it for you.
I also have a PS1 mouse (SCPH-1090) so I would be happy to test it for you.
- November 12th, 2013, 3:41 pm
- Forum: Programming/CPU
- Topic: Leaked commercial game source code (sort of)
- Replies: 4
- Views: 20914
Re: Leaked commercial game source code (sort of)
Nice find! Didn't think developers would hide their source on a commercial game.
Just downloaded and uploaded it: http://www.psxdev.net/forum/viewtopic.php?f=41&t=470
Just downloaded and uploaded it: http://www.psxdev.net/forum/viewtopic.php?f=41&t=470
- November 12th, 2013, 3:37 pm
- Forum: Programming/CPU
- Topic: Beatmania APPEND 5thMIX (1999.11.25) Psy-Q Source Code
- Replies: 0
- Views: 8232
Beatmania APPEND 5thMIX (1999.11.25) Psy-Q Source Code
[center]Beatmania APPEND 5thMIX - 1999.11.25 Psy-Q Source Code[/center] This is in regards to this topic here by Yagotzirc: http://www.psxdev.net/forum/viewtopic.php?f=41&t=469 It's full of all sorts of goodies for Psy-Q including the possibility of updated libs. It is in Japanese though so you...
- November 11th, 2013, 10:11 pm
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 45993
Re: Nebula X Worklog
Thanks for the suggestions! Currently I am having trouble with the 'freezing' of the game sprites. What I mean by that is, when I remove the controller from port 1, the game should freeze. No sprites should move whilst a message is displayed telling the user to re-connect the controller. How to free...
- November 11th, 2013, 1:12 am
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 45993
Re: Nebula X Worklog
I was using the rotation feature in R1 (see the first YouTube video). I didn't like how it drew the ship.
Besides, I need hard sprites because how else will I animate the ship exploding
For now I have lots of free VRAM (let's hope I didn't type so soon, lol).
Besides, I need hard sprites because how else will I animate the ship exploding
For now I have lots of free VRAM (let's hope I didn't type so soon, lol).
- November 9th, 2013, 9:46 pm
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 45993
Re: Nebula X Worklog
Here is the test sprite sheet. 256x256 image with 36 frames in a 30x30 grid array.
The left over room can be used for explosion animations, bullets, weapons, etc.
I have plenty of room in the framebuffer for more textures as I plan to make this game full out AWESOME
The left over room can be used for explosion animations, bullets, weapons, etc.
I have plenty of room in the framebuffer for more textures as I plan to make this game full out AWESOME
- November 9th, 2013, 7:31 pm
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 54754
Re: Sokoban for PS1
Very nice. Clean graphics and smooth game play. Now it just needs audio. VB/VH would be good for the effects, where XA can be used as the background music.
- November 9th, 2013, 1:54 am
- Forum: Research
- Topic: PlayStation Memory (RAM) Addressing Scheme/Layout
- Replies: 0
- Views: 10334
PlayStation Memory (RAM) Addressing Scheme/Layout
Hopefully this helps some people in getting to know how the PSX memory works.
Let me know if there are any mistakes, but I have confirmed with PSXDEV members on IRC that this is correct.
Let me know if there are any mistakes, but I have confirmed with PSXDEV members on IRC that this is correct.
- November 8th, 2013, 6:24 pm
- Forum: Psy-Q SDK
- Topic: line-by-line debugging possibility
- Replies: 7
- Views: 15758
Re: line-by-line debugging possibility
I didn't find anything for CAETLA. The closest thing I found was that you can download the RAM. The only way to debug at the moment is with SN Systems DBUGPSX.EXE on official development hardware. I'm sure the program could be cracked to work with CAETLA though by someone, but it would be difficult....
- November 7th, 2013, 7:56 pm
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 45993
Re: Nebula X Worklog
I'm just having trouble at the moment with the sprite sheet u and v coordinates. GsSPRITE in LIBGS.H is part of a defined structure that contains u_char u, v. It is assigned to an unsigned char (u_char). A signed char gives me the -128 to 127 value, and unsigned 0 to 255, so I can't use an image gre...
- November 7th, 2013, 6:41 pm
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 54754
Re: Sokoban for PS1
It's looking pretty good so far
- November 7th, 2013, 3:20 pm
- Forum: Psy-Q SDK
- Topic: line-by-line debugging possibility
- Replies: 7
- Views: 15758
Re: line-by-line debugging possibility
I too was looking at DBUGPSX last night actually
It's in the Psy-Q BIN folder and is part of the environment variables, so it can be called from anywhere, but we can't use it. I'm sure there is probably a way to debug with CAETLA. I will look into it.
It's in the Psy-Q BIN folder and is part of the environment variables, so it can be called from anywhere, but we can't use it. I'm sure there is probably a way to debug with CAETLA. I will look into it.
- November 5th, 2013, 2:37 pm
- Forum: Psy-Q SDK
- Topic: line-by-line debugging possibility
- Replies: 7
- Views: 15758
Re: line-by-line debugging possibility
I've actually thought about this, and I noticed that the PC compiles on itself and runs on itself, whereas the PlayStation compiles on the PC and runs on itself, so live debugging isn't possible without some sort of 'step by step' I/O check procedure. I just use the printf() function where and when ...
- November 4th, 2013, 1:26 am
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 54754
Re: Sokoban for PS1
Awesome! Can't wait to see what you create ^_^
- November 3rd, 2013, 9:24 pm
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 45993
Re: Nebula X Worklog
Ship sketches:
Sprite rendition:
Sprite rendition:
- November 3rd, 2013, 3:51 pm
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 45993
Nebula X Worklog
[center]Nebula X - Worklog[/center] Hi. I thought I would start a worklog on my game that I'm working on and the problems I encounter. My previous topic can be seen here: http://www.psxdev.net/forum/viewtopic.php?f=61&t=308 hr Do not bother trying to play the releases after R1 in an emulator. T...
- November 3rd, 2013, 2:07 pm
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 54754
Re: Sokoban for PS1
What about Pushy on the Yaroze? That is pretty much a Sokoban game
- October 29th, 2013, 12:53 am
- Forum: Graphics/GPU
- Topic: TIM file with black as main sprite color
- Replies: 8
- Views: 14965
Re: TIM file with black as main sprite color
If I remember correctly, the alpha channel in PNG images once imported get's converted to RGB 0, 0, 0 automatically, thus making it transparent. You can see I'm using a PNG. JPEG's also work well in some situations, but I prefer BMP over PNG for TIMTOOL. http://www.psxdev.net/forum/download/file.php...
- October 20th, 2013, 3:30 pm
- Forum: Homebrew (Homepage)
- Topic: Yopaz IceStar, New Puzzle game, PSIO ready
- Replies: 23
- Views: 110125
Re: Yopaz IceStar, New Puzzle game, available on sale!
This. Is. AWESOME. Did you make the disc artwork using a CD-ROM printer?