Search found 385 matches
- July 19th, 2019, 12:42 pm
- Forum: Work Logs & Projects
- Topic: [DEV] - Flash Boot Rom PS1
- Replies: 25
- Views: 70271
Re: [DEV] - Flash Boot Rom PS1
That's a pretty sick BIOS ROM mod kit Xrider! I imagine this would be most useful in turning PsOnes into compact development units by storing a serial loader or a customized BIOS menu with serial loading capabilities into BIOS ROM.
- July 19th, 2019, 12:29 pm
- Forum: Members Downloads
- Topic: sioloader
- Replies: 33
- Views: 54652
Re: sioloader
Huh? This is interesting, I couldn't even get reliable communications to work at 230,400 baud. I suppose it could just be the fact that I was using a CH340 based UART and not an FTDI.
- July 19th, 2019, 12:25 pm
- Forum: Members Downloads
- Topic: LITELOAD - Yet another PS1 serial loader
- Replies: 13
- Views: 31171
Re: LITELOAD - Yet another PS1 serial loader
Just published LITELOAD 1.2 which has been ported to PSn00bSDK, making it the first homebrew to be ported from an official SDK to PSn00bSDK with only a few modifications done. The switch also made LITELOAD over 50% smaller than the previous versions, which were built with PsyQ/Programmer's Tool SDK....
- July 18th, 2019, 6:05 pm
- Forum: Work Logs & Projects
- Topic: [CANCELLED] Marilyn Fan-game Project Thread
- Replies: 57
- Views: 137467
Re: [CANCELLED] Marilyn Fan-game Project Thread
Uhh, why not you just draw original graphics instead? I don't think the creator of Marilyn would want that.
- July 18th, 2019, 11:21 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 89936
Re: PSn00bSDK - My very own PS1 SDK project
I do not have any plans on adding C# support into my SDK, and I don't have much experience in C# to get a Mono to target the PS1. I don't see the point of supporting it since C/C++ is generally preferred on PS1 development. Meanwhile, I finally published a commit yesterday that adds the long awaited...
- July 15th, 2019, 8:51 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 89936
Re: PSn00bSDK - My very own PS1 SDK project
I've made quite a bit of progress on PSn00bSDK as of late, mainly C++ support which I'm going to push out in the next commit, along with a few bug fixes which I've ran into after further testing on real hardware. I've also done a bit of restructuring to make it a bit more convenient to compile and u...
- July 1st, 2019, 3:13 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 89936
Re: PSn00bSDK - My very own PS1 SDK project
I pushed an update last week that adds the aforementioned features to PSn00bSDK. The Serial I/O support also includes a SIOCONS tty driver replacement for not outputting printf messages to serial but also to receive tty input from serial using a serial terminal and gets() and getchar() functions. I'...
- July 1st, 2019, 2:29 pm
- Forum: General Chat & Messaging
- Topic: 17 blocks on memory card
- Replies: 9
- Views: 16139
Re: 17 blocks on memory card
Interesting, but the memory card file system was only really designed to handle up to 15 file entries. It might just be something about the memory card that is screwing with how the BIOS is drawing icons.
Can you actually fill more than 15 file entries on that card though?
Can you actually fill more than 15 file entries on that card though?
- June 14th, 2019, 8:10 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 89936
Re: PSn00bSDK - My very own PS1 SDK project
Lately, I've managed to implement a global interrupt service routine handler that makes handling interrupts a lot easier and Serial I/O support onto PSn00bSDK. Hopefully, I'll be releasing these updates by next week.
You can find more details about it here.
You can find more details about it here.
- June 7th, 2019, 7:16 pm
- Forum: Work Logs & Projects
- Topic: Homebrew AR/PSX blaster like project
- Replies: 9
- Views: 12738
Re: Homebrew AR/PSX blaster like project
ASMPSX and ARMIPS can be used to create expansion ROM programs complete with header data. I even have a cart based CD booter program made using GNU assembler (not recommended) though its quite crude.
You can find it right here: https://github.com/Lameguy64/PSn00bSDK/ ... es/cartrom
You can find it right here: https://github.com/Lameguy64/PSn00bSDK/ ... es/cartrom
- June 6th, 2019, 5:17 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 89936
Re: PSn00bSDK - My very own PS1 SDK project
I'll try my best to keep working on this SDK for as long as I can. I want to make this SDK at least functional enough to make some interesting things with such as getting low-level CD-ROM and better SPU support working.
- June 6th, 2019, 5:13 pm
- Forum: Work Logs & Projects
- Topic: Homebrew AR/PSX blaster like project
- Replies: 9
- Views: 12738
Re: Homebrew AR/PSX blaster like project
Getting a EEPROM chip to work on the PS1's expansion port shouldn't be too difficult to do. Wiring up the address, data and chip select/output enable should work provided the EEPROM contains some code that the PS1 will execute. The AR and even the Xplorer's design isn't really all that complicated a...
- May 27th, 2019, 2:55 pm
- Forum: Work Logs & Projects
- Topic: Project Scarlet - My very own 3D engine for the PSX
- Replies: 30
- Views: 66416
Re: Project Scarlet - My very own 3D engine for the PSX
I haven't done benchmarks between current GCC and the old GCC from PsyQ yet. Though its possible the better optimized library functions in PSn00bSDK might offset the lower performance of current GCC if its slower than old GCC.
- May 24th, 2019, 12:05 pm
- Forum: Work Logs & Projects
- Topic: Project Scarlet - My very own 3D engine for the PSX
- Replies: 30
- Views: 66416
Re: Project Scarlet - My very own 3D engine for the PSX
This project has been in a bit of a hiatus as of late as my focus as switched to the PSn00b Debugger and PSn00bSDK projects. I'm still considering continuing development of this project but I'm most likely going to migrate it over to using PSn00bSDK instead of the official Programmers Tool/PsyQ SDK ...
- May 24th, 2019, 11:42 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 89936
Re: PSn00bSDK - My very own PS1 SDK project
Just pushed an update to the main Github repository that adds controller and CD-ROM support using BIOS functions. Relevant functions for controllers are _PadInit(), _PadStart() and _PadStop() and relevant functions for controllers and _InitCd() is for CD-ROM which basically wraps _96_init() with som...
- May 20th, 2019, 12:12 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 89936
Re: PSn00bSDK - My very own PS1 SDK project
Likely has something to do with how I'm currently hooking the VSync handler using the PS1 kernel's event system which is not exactly a good way of dealing with VSync IRQs as acknowledging the interrupt there breaks things like BIOS controller support which depends on the VBlank IRQ. PCSXR's high lev...
- May 18th, 2019, 11:28 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 89936
Re: PSn00bSDK - My very own PS1 SDK project
I just got controllers working using BIOS controller functions which are implemented as _PadInit(), _PadStart() and _PadStop() in the psxapi library. The advantage of using this is it automatically polls the controller data on every vsync but the downside is you can't send data to the controller yet...
- May 14th, 2019, 12:12 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 89936
PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
https://www.psxdev.net/forum/download/file.php?mode=view&id=2228 As the name suggests, this is an amateur PS1 SDK project of my very own creation. I guess I've gotten so good at programming the PS1 that I ended up making my own SDK for the console :). Unlike other open source SDK projects for t...
- April 28th, 2019, 10:38 am
- Forum: Members Downloads
- Topic: SMXTOOL - SMX and RSD model data editor
- Replies: 10
- Views: 25150
Re: SMXTOOL - SMX and RSD model data editor
Yeah, I've encountering a bunch of annoying issues with SMXTOOL that involves selection and painting attributes to faces. I just haven't found the time to squish them as of late as Scarlet Engine is in a bit of a hiatus at the moment. The source code is up on Github if anyone ants to fix it themselv...
- April 23rd, 2019, 9:09 pm
- Forum: Hardware
- Topic: Xplorer carts
- Replies: 110
- Views: 253658
Re: Xplorer carts
What about a PCI/PCIE I/O card that has a parallel port? I have one that's based on the CH384 chipset but I haven't tested it with caetla yet. Though in Linux/FreeBSD the parallel port portion appears as a standard parallel port device. There are also some new motherboards as recent as socket 1151/A...