I've just bought a copy.
Always glad to support PSX developers.
Search found 161 matches
- December 18th, 2013, 7:09 am
- Forum: Homebrew (Homepage)
- Topic: Yopaz IceStar, New Puzzle game, PSIO ready
- Replies: 23
- Views: 84626
- December 9th, 2013, 6:39 am
- Forum: Homebrew (Homepage)
- Topic: Yopaz IceStar, New Puzzle game, PSIO ready
- Replies: 23
- Views: 84626
Re: Yopaz IceStar, New Puzzle game, available on sale!
I played the demo a few months ago and it was great fun, I'm so glad to see you've released it with such a professional presentation - I may buy a copy the next week.
Great job!
PD: BTW, where did you get the screen for the PS1?
Great job!
PD: BTW, where did you get the screen for the PS1?
- June 5th, 2013, 12:04 am
- Forum: General Chat & Messaging
- Topic: hello everybody!
- Replies: 2
- Views: 5787
Re: hello everybody!
Welcome Elia! I'll be glad to see your projects in a near future.
- April 7th, 2013, 7:55 am
- Forum: General Chat & Messaging
- Topic: Hi PSXDEV!
- Replies: 5
- Views: 9679
Re: Hi PSXDEV!
I haven't received any e-mail from you yet! Did you have any problems with the e-mail address?
- April 5th, 2013, 7:47 am
- Forum: General Chat & Messaging
- Topic: Hi PSXDEV!
- Replies: 5
- Views: 9679
Re: Hi PSXDEV!
PM with my e-mail sent!
- April 4th, 2013, 8:35 am
- Forum: General Chat & Messaging
- Topic: Hi PSXDEV!
- Replies: 5
- Views: 9679
Re: Hi PSXDEV!
Benvingut, Marc! Per part meva fa un temps que programo per a la PSX (utilitzant el PSXSDK en comptes de Psy-Q), i quina alegria trobar algú de Catalunya entusiasta per aquesta consola. Jo també tinc algunes idees en ment, però estic esperant a acabar el curs per començar-hi. I vés per on, esta...
- February 21st, 2013, 12:50 am
- Forum: Graphics/GPU
- Topic: Quick question about NTSC and PAL timing
- Replies: 8
- Views: 15213
Re: Quick question about NTSC and PAL timing
AFAIK, the PlayStation does NOT handle this automatically, so you should have a header file somewhere in your source code as a reference.
- January 15th, 2013, 10:33 pm
- Forum: Work Logs & Projects
- Topic: Potential Codeblast 2013 entry (WIP)
- Replies: 25
- Views: 55163
Re: Potential Codeblast 2013 entry (WIP)
This game looks absolutely awesome! Keeping it to 640x480 was a great idea indeed.
- December 19th, 2012, 11:28 pm
- Forum: General Chat & Messaging
- Topic: PlayStation 1 Scene
- Replies: 1
- Views: 3851
Re: PlayStation 1 Scene
Welcome torxe! I'll wait eagerly for your tools!
- December 19th, 2012, 12:21 am
- Forum: Work Logs & Projects
- Topic: Potential Codeblast 2013 entry (WIP)
- Replies: 25
- Views: 55163
Re: Potential Codeblast 2013 entry (WIP)
Cool stuff bro! What about Project Gunmary?
- December 19th, 2012, 12:06 am
- Forum: Other SDK
- Topic: linux for ps1 or someone has managed to install?
- Replies: 7
- Views: 32384
Re: linux for ps1 or someone has managed to install?
Linux for PS1 has never been released, AFAIK, but only for PS2 (PS3 maybe too? I don't have that console).
- December 15th, 2012, 7:19 am
- Forum: General Chat & Messaging
- Topic: Heya
- Replies: 1
- Views: 3715
Re: Heya
Welcome aboard.
- December 15th, 2012, 6:54 am
- Forum: General Chat & Messaging
- Topic: Hrm, I hate introductions...
- Replies: 2
- Views: 5572
Re: Hrm, I hate introductions...
Hey welcome! I saw your videos over a month ago and even sent you a PM through YouTube about that.
Your game looks great. Keep up the good work!
Your game looks great. Keep up the good work!
- December 15th, 2012, 5:46 am
- Forum: Other SDK
- Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
- Replies: 34
- Views: 140274
Re: [TUTORIAL] Setting up the PSXSDK under Cygwin
Hey, that's Tails92, not me. I'm just a PSXSDK user.CodeAsm wrote:Sadly your forum seems offline
- November 15th, 2012, 2:43 am
- Forum: General Chat & Messaging
- Topic: Hi, Everyone here.
- Replies: 2
- Views: 5956
Re: Hi, Everyone here.
Welcome Shin!
- November 2nd, 2012, 3:01 am
- Forum: Other SDK
- Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
- Replies: 34
- Views: 140274
Re: [TUTORIAL] Setting up the PSXSDK under Cygwin
Although nowadays this procedure isn't needed anymore unless you want to compile PSXSDK under Linux. There is an automatic installer which eases the job:
https://code.google.com/p/psxsdk/downlo ... e&can=2&q=
https://code.google.com/p/psxsdk/downlo ... e&can=2&q=
- November 1st, 2012, 9:02 pm
- Forum: Work Logs & Projects
- Topic: Help With Test Demo App
- Replies: 2
- Views: 7181
Re: Help With Test Demo App
Be careful using true and false values when writing in C, since they aren't supported natively. Instead, use 1 or 0, or write on the top of your source code: #define true 1 #define false 0 Apart from that, I've seen there are some syntax mistakes here: if (emove=true){ eship.x=eship_coordinates[0]+=...
- October 30th, 2012, 10:55 am
- Forum: Programming/CPU
- Topic: help my on PSXSDK
- Replies: 4
- Views: 9662
Re: help my on PSXSDK
I'll write below the post in Spanish. I know that's disrespectful for many of you, so I wrote it in English as well. Just check inside the spoiler box: Usa este pequeño ejemplo que hice hace cosa de un año. Simplemente es una imagen que se mueve al apretar las teclas de dirección, pero el código...
- October 26th, 2012, 2:26 am
- Forum: Other SDK
- Topic: PSXSDK WIP version pre-compiled toolchain for Linux
- Replies: 1
- Views: 14216
PSXSDK WIP version pre-compiled toolchain for Linux
Since it hasn't been released in PSXSDK's website yet, you can download the newest PSXSDK toolchain for Linux below. It's been compiled using GCC 4.5.1 and Binutils 2.21.1.
PSXSDK WIP toolchain for Linux
Installation notes and examples included. Enjoy!
PSXSDK WIP toolchain for Linux
Installation notes and examples included. Enjoy!
- October 25th, 2012, 7:41 am
- Forum: Documentation
- Topic: SPASM Assembler
- Replies: 21
- Views: 63949
Re: spasm assembler
I agree with T-Shirt: almost everything about the PS1 is outdated nowadays. Psy-Q isn't an exception either, remember that it was made with old Windows 9x systems in mind. I appreciate your post, BTW - even if writing code directly in ASM isn't handy at all, I think we should make as much informatio...