Search found 247 matches
- 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...
- 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.
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.
- December 31st, 2013, 9:05 pm
- Forum: General Chat & Messaging
- Topic: PSX serial
- Replies: 34
- Views: 69125
Re: PSX serial
Nothing. It is that easy.AmiDog wrote: Seems too easy. What have I missed?
At first I was using Arduino but then i got CH340 module from ebay.
- 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...
- 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 ...
- 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.
Love that demo Inc.
- 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...
- 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...
- 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....
- 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?
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?
- 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.
- December 6th, 2013, 1:02 am
- Forum: Work Logs & Projects
- Topic: PS1CardLink (WIP)
- Replies: 24
- Views: 54192
- 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...
- 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.
- November 26th, 2013, 10:51 pm
- Forum: Work Logs & Projects
- Topic: PS1CardLink (WIP)
- Replies: 24
- Views: 54192
Re: PS1CardLink (WIP)
PM sent. Have fun.
- 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...
- 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...
- 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.
- 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.
Majority of the people are unaware that there is an alive homebrew PS1 scene surfacing.
- November 13th, 2013, 12:51 pm
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 55101