Search found 120 matches

by Yagotzirck
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...
by Yagotzirck
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...
by Yagotzirck
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, ...
by Yagotzirck
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...
by Yagotzirck
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...
by Yagotzirck
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 ...
by Yagotzirck
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...
by Yagotzirck
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 ...
by Yagotzirck
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 ...
by Yagotzirck
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...
by Yagotzirck
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 :clap
by Yagotzirck
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.
by Yagotzirck
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...
by Yagotzirck
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 :oops:. Thanks :)
by Yagotzirck
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 ...
by Yagotzirck
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...
by Yagotzirck
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...
by Yagotzirck
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...
by Yagotzirck
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...
by Yagotzirck
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 :shrug