Search found 290 matches

by gwald
February 28th, 2019, 9:12 am
Forum: Miscellaneous & Off Topic
Topic: Can't Get VM Image Working
Replies: 5
Views: 23993

Re: Can't Get VM Image Working

PSXIndieDev LOL
"Independent" what now?
This isn't twitter Dorothy :P

re VM, try a different player or I think Virtual Box can open VM images...
by gwald
February 27th, 2019, 6:43 pm
Forum: Work Logs & Projects
Topic: SIOCONS compatible USB Cable
Replies: 64
Views: 130434

Re: SIOCONS compatible USB Cable

Hi welcome... yes the parts are correct. from OP This is a simple guide on how to make a SIOCONS compatible USB-SIO cable that works under dosbox...... Just to add.. I have used an FTDI which was configured for 5v use and it worked fine, but i would really recommend getting the proper 3.3v module ju...
by gwald
February 27th, 2019, 8:09 am
Forum: General Chat & Messaging
Topic: Windows 98SE Hardware
Replies: 12
Views: 17431

Re: Windows 98SE Hardware

I need to build a machine that is actually built with parts from that time. So, is there any advice for that? You can natively load win95/98 on any new machine I believe, I know DOS still works. The hard part is the partitioning, DOS has to be first. re hardware, Look for stuff made 1998 to 2001 (w...
by gwald
February 20th, 2019, 7:41 pm
Forum: General Chat & Messaging
Topic: New and eager to learn!
Replies: 7
Views: 11653

Re: New and eager to learn!

yeah, not sure I would recommend the Net Yaroze route, I was recommending to stick to libGS. Saying that Net Yaroze has the auto/siocons stuff which makes it pretty easy to send exe/data to a real playstation or build a single psx.exe (https://github.com/gwald/Yarexe), which is very fast to build.. ...
by gwald
February 19th, 2019, 10:40 pm
Forum: General Chat & Messaging
Topic: New and eager to learn!
Replies: 7
Views: 11653

Re: New and eager to learn!

Welcome.. You should be fine with just libGS (Graphic System libraries) you wont need anything deeper. LibGS has great 2D features and its pretty quick and easy to use. Which is what the net yaroze uses and I think is a good learning starting point. You'll probably struggle with the toolchain and th...
by gwald
February 4th, 2019, 6:36 pm
Forum: General Chat & Messaging
Topic: Symbol 'System_Init' not defined
Replies: 8
Views: 14354

Re: Symbol 'System_Init' not defined

Hmm.. just had a quick look at what you are trying to do, load two tim files and display them.. via main.c: // These are a group of files we want to load DataManager_Files game_datas[] = { {"sprite.tim", 0}, {"blur.tim", 0}, {NULL, 0} }; I think you have two issues: #1 I don't se...
by gwald
February 4th, 2019, 8:08 am
Forum: General Chat & Messaging
Topic: Symbol 'System_Init' not defined
Replies: 8
Views: 14354

Re: Symbol 'System_Init' not defined

you might want to be more verbose with what you're doing if you want help, we're not mind readers.. yet.
by gwald
February 3rd, 2019, 10:41 am
Forum: Other SDK
Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
Replies: 34
Views: 184238

Re: [TUTORIAL] Setting up the PSXSDK under Windows and Linux

Nice one, you make it look really easy! :D
by gwald
February 3rd, 2019, 10:35 am
Forum: General Chat & Messaging
Topic: Symbol 'System_Init' not defined
Replies: 8
Views: 14354

Re: Symbol 'System_Init' not defined

This is pretty basic CC stuff, Symbol not defined means it tried linking to the library and couldn't find it, it's the .a or .lib file, it should go into the lib folder or in your working folder and you tell the compiler to use the library via the -L (library path if it's in a non standard folder) a...
by gwald
February 3rd, 2019, 10:30 am
Forum: Examples (Psy-Q)
Topic: 3D FPS Example
Replies: 43
Views: 145208

Re: 3D FPS Example

I think it's because of the lack of float precision (but I get this even with floats on 3DS :? ). The only way I know how to fix it, is to use vector lookups (indices), ie use the same exact vectors that the surrounding faces use. But it could be the emulator being over precise, try a different rend...
by gwald
January 12th, 2019, 8:55 am
Forum: Graphics/GPU
Topic: What's the better for PS1-3D?
Replies: 3
Views: 9280

Re: What's the better for PS1-3D?

level geometry: #Quads = if you're using like a doom style (texture brush I think it's called, ie BSP), where the texture (TIM) is the tile(wall/floor), everything is easier (level, coding) and faster and if enabled, can do auto division (into tris, to stop texture warping) when the camera gets clos...
by gwald
January 11th, 2019, 9:36 am
Forum: Yaroze SDK
Topic: Recompile Yaroze Source
Replies: 35
Views: 132715

Re: Recompile Yaroze Source

Welcome Chris!!!
... you are a brave man!
Good work... thanks for sharing!
by gwald
January 11th, 2019, 9:24 am
Forum: Graphics/GPU
Topic: [Question] Can i create TIM with multiple CLUT's?
Replies: 10
Views: 16182

Re: [Question] Can i create TIM with multiple CLUT's?

Yes, 16bit TIM's are very easy to create!
by gwald
January 10th, 2019, 9:23 am
Forum: Graphics/GPU
Topic: [Question] Can i create TIM with multiple CLUT's?
Replies: 10
Views: 16182

Re: [Question] Can i create TIM with multiple CLUT's?

I thought 16bit tims don't have CLUT's? I did 4bit clut generation and clut swapping.. via brute forcing it.. Saving a single image (different colours in a clut) and timtool that image (move it to the display buffer.. not needed) and clut (keep it safe), then in code you just swap between cluts. I'm...
by gwald
December 21st, 2018, 8:18 am
Forum: Examples (Psy-Q)
Topic: Psy-Q TIM EXAMPLE
Replies: 14
Views: 83869

Re: Psy-Q TIM EXAMPLE

Not sure what you mean by 'TIM editor'. If you want to create TIM's in PS1 RAM dynamically, you can, the 16bit format was the easiest for me anyway :roll: I was thinking I could just have an array of colors in my project, and somehow tell a textured primitive to take that data and use it. Is this po...
by gwald
December 17th, 2018, 8:11 am
Forum: Members Downloads
Topic: LITELOAD - Yet another PS1 serial loader
Replies: 13
Views: 33640

Re: LITELOAD - Yet another PS1 serial loader

Xavi92 wrote: December 16th, 2018, 8:12 pm Why not use a simple bidirectional communications protocol
Yes, that's what SioFS is, a PSX side client with mcomms as the PC side server.

@LameGuy64 thanks for the info and sample!
by gwald
December 17th, 2018, 8:01 am
Forum: Members Downloads
Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
Replies: 29
Views: 62474

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?
by gwald
December 14th, 2018, 8:16 am
Forum: Members Downloads
Topic: PSn00b Debugger - Homebrew debugger for retail consoles
Replies: 15
Views: 38782

Re: PSn00b Debugger - Homebrew debugger for retail consoles

my 2cents: Anything that requires old hardware is counter productive, even if it's faster. Accessibility is more important then usability etc. Net Yaroze comms cable, PS link cable, AR/Xplorer, old ISA/PCI slots & cards, and physical parallel and serial ports just make it harder. Anything that i...
by gwald
December 14th, 2018, 7:55 am
Forum: Members Downloads
Topic: LITELOAD - Yet another PS1 serial loader
Replies: 13
Views: 33640

Re: LITELOAD - Yet another PS1 serial loader

Interesting info, thanks! Would you happen to have an example of a batch loading script? I didn't see any references to it in the docs. Also, so I understand correctly SioFS: is a PS1 sdk that turns the PC into a drive mcomms: is the PC server to SioFS LITELOAD: is a standalone serial loader But lit...