PSXIndieDev LOL
"Independent" what now?
This isn't twitter Dorothy
re VM, try a different player or I think Virtual Box can open VM images...
Search found 290 matches
- February 28th, 2019, 9:12 am
- Forum: Miscellaneous & Off Topic
- Topic: Can't Get VM Image Working
- Replies: 5
- Views: 23993
- 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...
- 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...
- 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.. ...
- 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...
- 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...
- February 4th, 2019, 8:13 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
maybe use Xavi92's repo (the airport dev)?
https://github.com/XaviDCR92/psxsdk-20150729
https://github.com/XaviDCR92/psxsdk-20150729
- 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.
- 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!
- 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...
- 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...
- 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...
- 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!
... you are a brave man!
Good work... thanks for sharing!
- 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!
- 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...
- 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...
- December 17th, 2018, 8:11 am
- Forum: Members Downloads
- Topic: LITELOAD - Yet another PS1 serial loader
- Replies: 13
- Views: 33640
- 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?
- 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...
- 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...