Search found 247 matches

by Shendo
January 3rd, 2014, 12:15 pm
Forum: Work Logs & Projects
Topic: Tapper remake
Replies: 27
Views: 52794

Re: Tapper remake

You have two solutions: 1. Use different VRAM coordinates (texture pages) for each module, or 2. Re-upload textures from RAM to VRAM each time you load a new module. I suggest you give some official game a spin on pSX, Xebra or no$psx with "full VRAM" overview to see how they deal with tex...
by Shendo
January 2nd, 2014, 5:43 pm
Forum: General Chat & Messaging
Topic: PSX serial
Replies: 34
Views: 69125

Re: PSX serial

@AmiDog: Yes. Newer adapters have a jumper to select the voltage.
I have an older one (only 5V) and I placed a resistor on each line. Works fine already for a couple of months.

@jman: PL2303 seems to be using RS-232 logic so you need max232 chips to make it work.
Rest of your post looks OK to me.
by Shendo
December 31st, 2013, 9:05 pm
Forum: General Chat & Messaging
Topic: PSX serial
Replies: 34
Views: 69125

Re: PSX serial

AmiDog wrote: Seems too easy. What have I missed?
Nothing. It is that easy.

At first I was using Arduino but then i got CH340 module from ebay.
by Shendo
December 30th, 2013, 8:16 am
Forum: Work Logs & Projects
Topic: Tapper remake
Replies: 27
Views: 52794

Re: Tapper remake

Yes you can use your homebrew on a CFW PSP. I don't know about the POPS accuracy however as I haven't done any tests. I would suggest against CD burning every time you need to test something. You will end up with a bunch of coasters very quickly, not to mention it will be costly. But, using PSXSERIA...
by Shendo
December 29th, 2013, 12:42 pm
Forum: Work Logs & Projects
Topic: Tapper remake
Replies: 27
Views: 52794

Re: Tapper remake

I tested it on my PS2 slim because it can read RWs and it seems to work as it does in emulators- However CPU and GPU debug info is around 28 instead of 10. But the game seems to be on godlike difficulty. Drunkards are moving too fast and when I serve them they only take a step back. Edit: I see you ...
by Shendo
December 29th, 2013, 7:56 am
Forum: Work Logs & Projects
Topic: Nebula X Worklog
Replies: 25
Views: 46243

Re: Nebula X Worklog

That sprite looks nice t0rxe.
Love that demo Inc.

:clap
by Shendo
December 27th, 2013, 10:08 am
Forum: Work Logs & Projects
Topic: Sokoban for PS1
Replies: 26
Views: 55101

Re: Sokoban for PS1

Work continues :D Changed title screen: http://s10.postimg.org/4v2r37s45/screen009.jpg Made save header (icon + title): http://s30.postimg.org/j22nnh799/screen008.jpg Triangle works as back in pause menu now. I also got rid of mod music. I'm planning to use CD-DA. Currently I'm working on Memory Car...
by Shendo
December 21st, 2013, 9:06 am
Forum: Work Logs & Projects
Topic: PS1CardLink (WIP)
Replies: 24
Views: 54192

Re: PS1CardLink (WIP)

It just suits me better on a project like this where I'm freely able to design GUI with WinForms and not some 3rd party widgets or Win32 API. That's just one advantage but there are many more. Not all is lost however. I'm still able to use unmanaged dlls in my application. If you make a dll with exp...
by Shendo
December 21st, 2013, 2:18 am
Forum: Work Logs & Projects
Topic: PS1CardLink (WIP)
Replies: 24
Views: 54192

Re: PS1CardLink (WIP)

You mean MemcardRex. I have no plans of open sourcing it but I'll be willing to make a plugin interface. Currently it has a plugin support but only for save editors. I can easily add a new API for hardware communication. But the requirement is that it needs to be written in .net languages (C# or VB....
by Shendo
December 21st, 2013, 12:14 am
Forum: Hardware
Topic: [Hardware Mod] 8MB in (PU-18) Retail PSX
Replies: 64
Views: 201198

Re: [Hardware Mod] 8MB in (PU-18) Retail PSX

Awesome, nice guide.
Does your memory test work on retail units too?
I mean does it detect available memory and then tests it or it's for 8MB machines only?
by Shendo
December 21st, 2013, 12:07 am
Forum: Work Logs & Projects
Topic: PS1CardLink (WIP)
Replies: 24
Views: 54192

Re: PS1CardLink (WIP)

Sure. I've sent you a PM.
by Shendo
December 6th, 2013, 1:02 am
Forum: Work Logs & Projects
Topic: PS1CardLink (WIP)
Replies: 24
Views: 54192

Re: PS1CardLink (WIP)

I updated interface a bit and did more tests. Seems to work fine so far.

Image
by Shendo
December 6th, 2013, 12:24 am
Forum: General Chat & Messaging
Topic: PSP Vs. PSVITA for homebrew
Replies: 3
Views: 7375

Re: PSP Vs. PSVITA for homebrew

Agreed. PSP is the way to go. It has a mature toolchain with bunch of samples floating around. And if you don't want to compile toolchain from source there are precompiled versions available. From personal experience it's easy to program for (compared to PS1 for example) I don't know about Vita. Als...
by Shendo
December 4th, 2013, 5:40 pm
Forum: CD-ROM
Topic: My attempt of mastering PS1 discs without a mastering drive
Replies: 29
Views: 68577

Re: My attempt of mastering PS1 discs without a mastering dr

This thread explains in detail why it can't be done.
by Shendo
November 26th, 2013, 10:51 pm
Forum: Work Logs & Projects
Topic: PS1CardLink (WIP)
Replies: 24
Views: 54192

Re: PS1CardLink (WIP)

PM sent. Have fun.
by Shendo
November 26th, 2013, 9:30 am
Forum: Work Logs & Projects
Topic: PS1CardLink (WIP)
Replies: 24
Views: 54192

PS1CardLink (WIP)

Another new project :dance This one is fairly simple but I think it's a very useful one. As you may or may not know I made a MemcardRex application for management of Memory Card images. A while back I added support for DexDrive and MemCARDuino (Arduino based Memory Card reader). Both of those use se...
by Shendo
November 16th, 2013, 1:59 am
Forum: Work Logs & Projects
Topic: Sokoban for PS1
Replies: 26
Views: 55101

Re: Sokoban for PS1

Thanks for the input. The reason I used .mod music is because I'm uploading .EXEs to my PSone and the final EXE must not be over 1.8 MB. But you are right, there is plenty of space on the CD so I'll switch to testing on emulators and burning CDs for consoles. Luckily my slim PS2 with the replacement...
by Shendo
November 15th, 2013, 12:51 am
Forum: Work Logs & Projects
Topic: Sokoban for PS1
Replies: 26
Views: 55101

Re: Sokoban for PS1

OK, I'll send you guys a PM with the build to test.
by Shendo
November 13th, 2013, 12:59 pm
Forum: Homebrew (Homepage)
Topic: Yopaz IceStar, New Puzzle game, PSIO ready
Replies: 23
Views: 120156

Re: Yopaz IceStar, New Puzzle game, available on sale!

Maybe you should send some famous Youtube game reviewer a free copy to get the word out.
Majority of the people are unaware that there is an alive homebrew PS1 scene surfacing.
by Shendo
November 13th, 2013, 12:51 pm
Forum: Work Logs & Projects
Topic: Sokoban for PS1
Replies: 26
Views: 55101

Re: Sokoban for PS1

Title screen:
Image

I've recently acquired a PS1 mouse (SCPH-1090) and I was thinking of adding support for it in the level editor.