Search found 161 matches
- April 6th, 2019, 8:35 pm
- Forum: Homebrew (General)
- Topic: n00bDEMO - Demo made using my own SDK
- Replies: 21
- Views: 46910
Re: n00bDEMO - Demo made using my own SDK
This is an absolutely impressive work you made here, and I am expecting to see how far you can bring it. I really want this project to grow and become the new standard for PSX programming, so we all finally have a robust open-source SDK built by enthusiasts to enthusiasts and forget about closed-sou...
- February 6th, 2019, 5:14 pm
- Forum: Other SDK
- Topic: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
- Replies: 34
- Views: 146390
Re: [TUTORIAL] Setting up the PSXSDK under Windows and Linux
My repo is based on 20150729 but includes some experimental features here and there. However, there are some really interesting features I had missed from 20180115, so I might merge them into my repo so it is up to date while keeping those experimental features.
- February 5th, 2019, 11:41 pm
- Forum: Programming/CPU
- Topic: Optimization question floating point
- Replies: 6
- Views: 14089
Re: Optimization question floating point
libfixmath provides handy functions and types for fixed-point arithmetic on C and C++.
- December 17th, 2018, 5:04 pm
- Forum: Members Downloads
- Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
- Replies: 29
- Views: 55856
Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
In fact, many variables in stock PSXSDK 0.5.99 missed the "volatile" qualifier and because of this reason it would not work with compiler optimizations. That's one of the first changes that I made on my own fork of PSXSDK: https://github.com/XaviDCR92/psxsdk-20150729 As a rule of thumb, al...
- December 17th, 2018, 5:18 am
- Forum: Members Downloads
- Topic: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
- Replies: 29
- Views: 55856
Re: MinGW32 compiled GCC 7.2.0 Toolchain (mipsel-unknown-elf)
After ~7 years of using different versions of mipsel-unknown-elf (initially GCC 4, now 8.2.0), I have never found any compiler bugs. What assembly does GCC generate if you declare ival as volatile? It could be related to that.
- December 16th, 2018, 8:12 pm
- Forum: Members Downloads
- Topic: LITELOAD - Yet another PS1 serial loader
- Replies: 13
- Views: 29508
Re: LITELOAD - Yet another PS1 serial loader
The mcomms+PsNoob+LITELOAD combo looks fantastic. Great job! I haven't investigated further, but as you have already being discussing, binary data (e.g.: TIM, VAG, TMD files) must either be hardcoded into the PS-EXE or manually uploaded via a batch script. Why not use a simple bidirectional communic...
- December 9th, 2018, 6:51 pm
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 149102
Re: Airport - WIP
I'll also post the video down below, just in case you missed it.
https://invidious.snopyta.org/watch?v=ecAIbxQDJeY
https://invidious.snopyta.org/watch?v=ecAIbxQDJeY
- December 5th, 2018, 10:17 am
- Forum: Homebrew (General)
- Topic: Quadrilateral Conundrum
- Replies: 5
- Views: 16854
Re: Quadrilateral Conundrum
Don't get me wrong - I don't think you are a bad programmer at all. In fact, I liked the const-correctness of your code. That's definitely not something common to see.
- December 5th, 2018, 9:31 am
- Forum: Homebrew (General)
- Topic: Quadrilateral Conundrum
- Replies: 5
- Views: 16854
Re: Quadrilateral Conundrum
Looks really promising! However, why did you implement some function on a header file (DRW.H)? That could cause you big problems if including such file more than once.
- December 4th, 2018, 9:05 am
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 149102
Re: Airport - WIP
New features have been added! Check the original post for further info
- November 16th, 2018, 3:50 pm
- Forum: General Chat & Messaging
- Topic: Blade Libs + MIPSGCC + Jum SDK
- Replies: 10
- Views: 23273
Re: Blade Libs + MIPSGCC + Jum SDK
Actually, thanks to Kannagi's LMP3D , PSXSDK has some preliminary 3D support. I encourage you to check it out before discarding it. Also, Blade libs are old, unmantained and broken. Even if not under heavily active development, nextvolume releases some updates for PSXSDK from time to time. I even cr...
- November 12th, 2018, 7:57 pm
- Forum: Programming/CPU
- Topic: SERIOUS TOPIC : What about a full tutorial ?
- Replies: 28
- Views: 38546
Re: SERIOUS TOPIC : What about a full tutorial ?
I know this is a common catchphrase, but please start small; you will get overwhelmed otherwise. When I started back in 2011, I barely knew about C, but I surely knew I had to start with small projects. Even if they might appear uninteresting at first, everything you will learn from it will be extre...
- June 29th, 2018, 12:16 am
- Forum: General Chat & Messaging
- Topic: hoping to start psxdev as a hobby
- Replies: 12
- Views: 14855
Re: hoping to start psxdev as a hobby
Why don't you try PSXSDK? It supports most modern platforms (Windows 7/8/10 via Cywgin, Linux, BSD...) and is an open-spurce project.
http://unhaut.x10host.com/psxsdk
http://unhaut.x10host.com/psxsdk
- June 20th, 2018, 11:35 pm
- Forum: General Chat & Messaging
- Topic: hoping to start psxdev as a hobby
- Replies: 12
- Views: 14855
Re: hoping to start psxdev as a hobby
I started out with PSX development with barely no knowledge about C programming and, after many years, coding for the PSX allowed me to get a job on the embedded SW development area. You shouldn't feel discouraged for what people might tell you if you dream about coding for the PSX.
- May 1st, 2018, 10:25 pm
- Forum: Work Logs & Projects
- Topic: LMP3D 3D Library for Dreamcast, PS2, PS1
- Replies: 6
- Views: 12403
Re: LMP3D 3D Library for Dreamcast, PS2, PS1
You already know my opinion about this. You are awesome!!
- April 4th, 2018, 4:47 pm
- Forum: Graphics/GPU
- Topic: %d or %s... For custom font?
- Replies: 8
- Views: 14251
Re: %d or %s... For custom font?
For my video game "Airport" I am also using custom fonts along with a simple library I built. Check it out here: https://github.com/XaviDCR92/Airport/bl ... rce/Font.c
- April 3rd, 2018, 10:29 am
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 149102
Re: Airport - WIP
Source code is always updated into Github as soon as I make significant progress, so you can already check it out and learn as much as possible from it.MrQuetch wrote:Do you plan on releasing your source for the newer versions? It would be cool to learn from.
- April 2nd, 2018, 10:36 pm
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 149102
Re: Airport - WIP
It could be due to several reasons (incompatible compile-time flags, file not found, etc.). It is difficult to guess without debug output.
If you need a ready-to-burn CD-ROM image, please let me know and I will provide you one.
If you need a ready-to-burn CD-ROM image, please let me know and I will provide you one.
- March 20th, 2018, 10:57 pm
- Forum: Programming/CPU
- Topic: RAND and SRAND?
- Replies: 6
- Views: 21430
Re: RAND and SRAND?
I'm using another methode which measures how many VBlank interrupts have occurred until the player presses a button.
- March 5th, 2018, 9:55 am
- Forum: Homebrew (General)
- Topic: Escape from the North
- Replies: 8
- Views: 22719
Re: Escape from the North
Looks very good! It reminds me a lot to Orion's "Yopaz Ice Star". BTW, how did you get that star effect at the beginning? At least on PSXSDK, IIRC scaling is limited to multiples of 2 (x4, x8, x0.5...).