Search found 120 matches
- December 18th, 2018, 12:11 am
- Forum: Members Downloads
- Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
- Replies: 29
- Views: 58944
Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
And there was also an instance where performing an OR operation behaved like I was doing an = operation instead: // To avoid confusion, these are from homebrew libs of my own that follow Sony's syntax typedef struct { unsigned int tag; unsigned int code[1]; } DR_TPAGE; DR_TPAGE *tpri = (DR_TPAGE*)n...
- December 17th, 2018, 8:31 am
- Forum: Members Downloads
- Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
- Replies: 29
- Views: 58944
Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
I'm not the best C coder, but isn't do while(1); an infinite loop? I think he means that the compiler discards the dummy multiplication/addition operations followed by the two calls to somefunc(), rather than doing a 1:1 assembly translation... It's hard to guess since he didn't post the code for s...
- December 13th, 2018, 9:48 am
- Forum: Members Downloads
- Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
- Replies: 29
- Views: 58944
Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
I know, I was wondering if he declared the hardware register he was talking about as volatile and the compiler still optimized it away, or if he declared it as a "normal" variable and had to resort to the kludge he mentioned... in the latter case I wouldn't call it a compiler-related bug, ...
- December 10th, 2018, 10:32 pm
- Forum: Members Downloads
- Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
- Replies: 29
- Views: 58944
Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
Well, the only compiler related bug I've encountered was having a while() statement that waits for a specific hardware register to change with no code in it would sometimes produce an indefinite loop (branch instruction jumping to itself) but that was fixed by putting some dummy logic into said whi...
- December 5th, 2018, 9:40 pm
- Forum: Homebrew (General)
- Topic: Quadrilateral Conundrum
- Replies: 5
- Views: 18076
Re: Quadrilateral Conundrum
Aside from putting function definitions inside another .c file rather than inside headers, you should also put include guards in your header files to avoid problems such as the one mentioned by Xavi. It's no hassle at all, e.g. in DRW.H you should put something like this at the beginning of the file...
- November 12th, 2018, 2:40 am
- Forum: Programming/CPU
- Topic: SERIOUS TOPIC : What about a full tutorial ?
- Replies: 28
- Views: 38938
Re: SERIOUS TOPIC : What about a full tutorial ?
For Yagotzirck, I just propose to do a full tutorial BECAUSE I can't find it on the internet (this is too specific). And it's not "for me", but for beginners, because if they learn with the tutorial, they will want to try themselves to make a game with what they learn. You think I'm just ...
- November 9th, 2018, 11:18 am
- Forum: Programming/CPU
- Topic: SERIOUS TOPIC : What about a full tutorial ?
- Replies: 28
- Views: 38938
Re: SERIOUS TOPIC : What about a full tutorial ?
You didn't ask for help; asking for help would have been along the lines of "I tried everything I could to achieve X but I couldn't find a way around it, what can I do?" What you did instead was asking for someone else to do all the heavylifting for you without giving any hint about what y...
- June 30th, 2018, 2:13 am
- Forum: Sound/SPU
- Topic: How Can I Rip Resident Evil 3 Background Theme ?
- Replies: 1
- Views: 12125
Re: How Can I Rip Resident Evil 3 Background Theme ?
You can't rip it as a sound since it's sequenced music(think of MIDI with a custom soundfont), and you won't find any tool that automatically extracts it; the process to extract PSFs is a bit complicated . The good news though is that RE3's OST has been ripped already: link You'll need one of those ...
- June 22nd, 2018, 2:17 am
- Forum: General Chat & Messaging
- Topic: hoping to start psxdev as a hobby
- Replies: 12
- Views: 15055
Re: hoping to start psxdev as a hobby
I don't think anyone was being 'discouraging' here, just giving real advice . It's not 1998, PC/mobile/web development is a lot easier now, even embedded development is 'child friendly'. And C, even in embedded development its regarded as old. Android developer, generally means java, which is what ...
- June 20th, 2018, 10:18 am
- Forum: General Chat & Messaging
- Topic: hoping to start psxdev as a hobby
- Replies: 12
- Views: 15055
Re: hoping to start psxdev as a hobby
I don't mean to discourage you or anything but if you have a hard time making games for android, making them for the psx is probably going to be an even bigger challenge since unlike android, abstraction is pretty much nonexistent and you're forced to interact with the hardware at a low level even f...
- April 9th, 2018, 8:02 am
- Forum: Work Logs & Projects
- Topic: Project Scarlet - My very own 3D engine for the PSX
- Replies: 30
- Views: 66656
Re: Project Scarlet - My very own 3D engine for the PSX
That's some commitment over there - well done
- April 9th, 2018, 7:52 am
- Forum: General Chat & Messaging
- Topic: Is there a way to launch PSX exe’s from PS2 App?
- Replies: 2
- Views: 6172
Re: Is there a way to launch PSX exe’s from PS2 App?
Yes and no...
-No as in: http://www.psxdev.net/forum/viewtopic.php?p=3229#p3229, and
-Yes as in you should be able to launch them with ps2psxe; keep in mind that it's an emulator and it's not using ps2's hardware backward compatibility though.
-No as in: http://www.psxdev.net/forum/viewtopic.php?p=3229#p3229, and
-Yes as in you should be able to launch them with ps2psxe; keep in mind that it's an emulator and it's not using ps2's hardware backward compatibility though.
- April 5th, 2018, 11:34 am
- Forum: Miscellaneous & Off Topic
- Topic: Looking for a way to record FF8's sound effects
- Replies: 3
- Views: 25794
Re: Looking for a way to record FF8's sound effects
Like someone mentioned in the qhimm forum final fantasy 8 creates sounds effects on the fly at runtime so I think there's no point in trying to capture sound effects there. Can you elaborate on this/do you have anything to backup these claims? It seems highly unlikely to me, since synthesizing soun...
- February 13th, 2018, 2:23 am
- Forum: Input/Output
- Topic: XP-compatible PSEXE.COM replacement?
- Replies: 2
- Views: 11780
Re: XP-compatible PSEXE.COM replacement?
uops... I did a search before opening this thread, but evidently I didn't do so thoroughly enough . Thanks
- February 12th, 2018, 12:30 am
- Forum: Input/Output
- Topic: XP-compatible PSEXE.COM replacement?
- Replies: 2
- Views: 11780
XP-compatible PSEXE.COM replacement?
Hi there, I recently got an Xploder and I'm planning to build a setup to do some psx programming in real hardware; I was looking at the caetla's toolset and PSEXE.COM seems to be pretty neat since it allows to upload files to the psx without having to embed them in the exe... the issue is that from ...
- March 21st, 2016, 11:52 pm
- Forum: Graphics/GPU
- Topic: PSX semitransparency to ARGB
- Replies: 2
- Views: 8637
Re: PSX semitransparency to ARGB
Yeah, I came to the conclusion the modes 1-3 are just exotic simple arithmetic blending modes and it's impossible to have an exact conversion to ARGB... though I've used an approximation method as follows: -Convert each 16-bit CLUT pixel to ARGB32, left-shifting each color component by 3 values if S...
- March 21st, 2016, 3:22 am
- Forum: Graphics/GPU
- Topic: PSX semitransparency to ARGB
- Replies: 2
- Views: 8637
PSX semitransparency to ARGB
Hello, i'm trying to convert sprites from a PSX game(Disruptor) to a PC-friendlier ARGB TGA format. No big issues, except for the way the PSX handles semitransparency. The library reference describes these 4 methods in GetTPage(): Semitransparency rate 0: 0.5 x Back + 0.5 x Forward 1: 1.0 x Back + 1...
- January 29th, 2016, 12:14 am
- Forum: Input/Output
- Topic: Beta PS1 BIOS startup?
- Replies: 8
- Views: 39690
Re: Beta PS1 BIOS startup?
I've counted a total of 6 colours and lots of subsequent identical pixels, so with something as simple as a 4 bit CLUT(theoretically even 3 would be enough but I don't think the psx supports that) and RLE encoding it might be way smaller than one might think and fit in ROM perfectly... then again th...
- December 1st, 2014, 2:45 am
- Forum: Miscellaneous
- Topic: Protecting the PS1 from Power Surges/Spikes
- Replies: 2
- Views: 9779
Re: Protecting the PS1 from Power Surges/Spikes
I use an APC e10 SurgeArrest since quite some years to protect my PC from that kind of stuff: http://zive.v.mfstatic.cz/files/obrazky/art/comp/APC2.jpg Definitely a life saver :) Not quite sure if that's still on the market, but googling "powerstrip with surge protector" might help you fin...
- October 25th, 2014, 5:04 am
- Forum: Hardware
- Topic: PS1 RGB/S-Video cable/output type questions
- Replies: 45
- Views: 88886
Re: PS1 RGB/S-Video cable/output type questions
I don't understand the need to go through all that hassle, since TVs are able to strip sync from composite signal on their own
Besides, the rgb scart standard itself uses composite for synchronization so I don't really get what that retrorgb article is all about
Besides, the rgb scart standard itself uses composite for synchronization so I don't really get what that retrorgb article is all about