Search found 139 matches

by t0rxe
October 20th, 2013, 3:27 pm
Forum: Psy-Q SDK
Topic: Psy-Q lib.c issues
Replies: 7
Views: 33215

Re: Psy-Q lib.c issues

Sony solved it by updating Malloc to Malloc3. So just use Malloc3. It's an updated version of Malloc :D As for how Malloc works, I'll dig up my drawings of the memory management so you can see how Malloc uses the memory . It's extremely useful, and makes working with the 2MB of RAM a lot easier and ...
by t0rxe
October 9th, 2013, 12:18 pm
Forum: Miscellaneous & Off Topic
Topic: Configuring C::B for Psy-Q
Replies: 8
Views: 58601

Re: Configuring C::B for Psy-Q

Awesome :D Thank you very much :) This isn't big thing but i wanted little bit comfortable way [phptoshop, and 3d apps behind many opened folders and cmds, can slow down system sometimes]. Your computer has a lot more power than what Sony had at the time. How do you think they did this in ~1994? :s...
by t0rxe
October 7th, 2013, 11:38 pm
Forum: Miscellaneous & Off Topic
Topic: Configuring C::B for Psy-Q
Replies: 8
Views: 58601

Re: Configuring C::B for Psy-Q

Awesome :D
by t0rxe
August 30th, 2013, 3:48 am
Forum: Homebrew (General)
Topic: [PocketStation] Neko Cat and variants
Replies: 3
Views: 26733

Re: [PocketStation] Neko Cat and variants

You're really into the PocketStation aren't you :D
Can't wait to see what else you make with it ;)
by t0rxe
August 21st, 2013, 4:31 pm
Forum: Miscellaneous & Off Topic
Topic: [PocketStation] NyanCat
Replies: 8
Views: 15732

Re: [PocketStation] NyanCat

Nice work Orion!
by t0rxe
August 16th, 2013, 12:32 pm
Forum: General Chat & Messaging
Topic: Hi everybody
Replies: 3
Views: 6146

Re: Hi everybody

Thank's for making the registry file! I was meaning to make such a file, but never got around to it :)
I added it here: http://www.psxdev.net/forum/viewtopic.php?f=49&t=206
by t0rxe
August 7th, 2013, 8:08 pm
Forum: Members Downloads
Topic: PlayStation 1 Audio and Video Converter
Replies: 2
Views: 8156

Re: PlayStation 1 Audio and Video Converter

Used this tool many times before. It's great :)
by t0rxe
August 3rd, 2013, 8:08 pm
Forum: Homebrew (Homepage)
Topic: Yopaz IceStar
Replies: 10
Views: 60697

Re: Yopaz IceStar (preview)

Awesomeness. Separate download links for each region would be a better option though ;)

CLASSIC
Level 1: 23 seconds.
Level 2: 24 seconds.
Level 3: 16 seconds.
Level 4: 4 minutes and 17 seconds :roll:
Level 5: 24 seconds.
by t0rxe
August 2nd, 2013, 4:36 pm
Forum: Input/Output
Topic: GameShark, Action Replay & Pro Comms Link pictures
Replies: 34
Views: 127885

Re: GameShark, Action Replay & Pro Comms Link pictures

Gradius wrote:Just buy a PCie Parallel port and you're good to go.
Won't work. Those PCI-E parallel ports don't work with SPP mode and cause a lot of issues.
by t0rxe
July 26th, 2013, 4:23 pm
Forum: Graphics/GPU
Topic: OT length and MAXPACKET values
Replies: 9
Views: 15188

Re: OT length and MAXPACKET values

From GPU.TXT found at http://psx.rules.org/gpu.txt -------------------------------------------------------------------------- Communication and OT's. -------------------------------------------------------------------------- All data regarding drawing and drawing environment are sent as packets to t...
by t0rxe
July 23rd, 2013, 5:59 pm
Forum: Graphics/GPU
Topic: How to encode STR video files
Replies: 24
Views: 117999

Re: How to encode STR video files

Solved! The problem was in the CTI (disc creation process) as I imagined. I was using XAFileAttributes Form1 Video . I should have been using just XASource since the XA is interleaved with it now and it is not just plain video data :mrgreen: I will make a tutorial soon 8-) Directory STR File VIDEO.S...
by t0rxe
July 23rd, 2013, 1:52 pm
Forum: Graphics/GPU
Topic: How to encode STR video files
Replies: 24
Views: 117999

Re: How to encode STR video files

Well I have made my STR successfully. Problem is though, it only works without audio. If I make the STR with the video stream only, it plays fine. When I interleave the XA audio stream in with the video, the STR won't play at all. In the emulator, I do see CD-ROM access, but no picture or audio play...
by t0rxe
July 17th, 2013, 10:59 pm
Forum: Work Logs & Projects
Topic: Posting to Facebook from the PSX
Replies: 4
Views: 8840

Re: Posting to Facebook from the PSX

Bloody. Awesome. Though, if you use serial, it would be an easier and faster method.
by t0rxe
July 5th, 2013, 5:15 pm
Forum: Graphics/GPU
Topic: LOGO & GFX TUTORIAL for your Demos
Replies: 1
Views: 7501

Re: LOGO & GFX TUTORIAL for your Demos

Awesome! This will be great for people who want to know how to make graphics for intros :D
by t0rxe
July 5th, 2013, 5:13 pm
Forum: General Chat & Messaging
Topic: Hi, I'm SCPH79
Replies: 3
Views: 6525

Re: Hi, I'm SCPH79

A very nice and simple intro. Good work!
by t0rxe
July 5th, 2013, 2:39 am
Forum: General Chat & Messaging
Topic: Hello there
Replies: 4
Views: 8634

Re: aaaaaaand Hello There ^^

C
by t0rxe
July 4th, 2013, 6:51 pm
Forum: General Chat & Messaging
Topic: Hello!
Replies: 24
Views: 43239

Re: Hello!

You can use CD-DA or XA for large music tracks, while background sounds and small loops use VAG. Sound effects also use VAG, but more commonly use VB/VH. VAG and VB/VH are loaded into SPU RAM and reside there until used, or cleared. Their pitch may also be changed, and SPU effects may be added, such...
by t0rxe
July 3rd, 2013, 8:08 pm
Forum: Examples (Psy-Q)
Topic: Psy-Q TIM EXAMPLE
Replies: 14
Views: 70958

Re: Psy-Q TIM EXAMPLE

Ah! Sorry, there is a small mistake in my code :(
Change it to this: image1[1].tpage=GetTPage(1, 2, 576, 0);

Before it was at 320 which is why it was messing up. My apologies.
I have updated the code to Version 1.2 above :)
by t0rxe
July 3rd, 2013, 6:04 pm
Forum: General Chat & Messaging
Topic: Hello!
Replies: 24
Views: 43239

Re: Hello!

Use TIMTOOL -> psyq\zips\timtool3b.zip
by t0rxe
July 3rd, 2013, 5:56 pm
Forum: Examples (Psy-Q)
Topic: Psy-Q TIM EXAMPLE
Replies: 14
Views: 70958

Re: Psy-Q TIM EXAMPLE

That is because the file 'image.h' contains the character to parse through into the linker. In this case, I named it 'image' IE: unsigned char image[] = { 0x00 ... } If you make a new header/binary, make sure you rename the u_char to the one that matches the extern u_char (unsigned char). You make a...