Search found 109 matches
- November 10th, 2013, 2:42 am
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 45664
Re: Nebula X Worklog
Here is the test sprite sheet. 256x256 image with 36 frames on a 30x30 grid. The left over room can be used for explosion animations, bullets, weapons, etc. http://i.imgur.com/iClWnsu.png Perhaps you mean a 10x10 grid or did I miss something? However, good idea of putting as many sprites as possibl...
- November 9th, 2013, 8:53 pm
- Forum: Members Downloads
- Topic: FreeWare/OpenSource PC Tools.
- Replies: 2
- Views: 9763
Re: FreeWare/OpenSource PC Tools.
Hi Matej, thank you very much for the links, I was just wondering about a sprite editor lately. Concerning the Allegro library, I'm afraid that linking external libraries into the official devkit is not possible as the Psy-Q SDK is closely tight to the hardware. In theory you would need a middle lay...
- November 7th, 2013, 9:56 am
- Forum: Psy-Q SDK
- Topic: line-by-line debugging possibility
- Replies: 7
- Views: 15551
Re: line-by-line debugging possibility
Just out of curiosity (didn't check myself yet).
scee_dev.pdf, page 13 and following: "3.1.2b DBUGPSX".
They talk about this debugger for PC-based development but don't get into details. Could it be a useful tool?
scee_dev.pdf, page 13 and following: "3.1.2b DBUGPSX".
They talk about this debugger for PC-based development but don't get into details. Could it be a useful tool?
- November 7th, 2013, 9:50 am
- Forum: Graphics/GPU
- Topic: Scrollable background: how?
- Replies: 2
- Views: 6776
Re: Scrollable background: how?
the rectangle code can be replaced with yout background image. feel free to use my code just stopped by to say thank you. Hope I'll have time this weekend to check your examples. The background now is ok, but when I send to the framebuffer (GsSortSprite) another sprite I have a second "ghost&q...
- November 6th, 2013, 5:42 pm
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 54389
Re: Sokoban for PS1
it's cute. Thumbs up!Shendo wrote: Anyway, player can be moved now and levels are solvable.
Collision detection is working and logic seems to be working pretty well.
I also added a 256 undo moves which are stored on a LIFO stack which diches the oldest data if it's full.
- November 4th, 2013, 3:00 am
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 54389
Re: Sokoban for PS1
Hm, never heard about it until now. Nice game I must say. Though it doesn't seem to contain 50 original levels which is what I'm aiming for. I used to play a Sokoban clone on my Palm Tungsten. If my memory serves, that clone touted the feature of being able to automatically import levels complying ...
- November 3rd, 2013, 10:19 pm
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 45664
Re: Nebula X Worklog
Hey, I like that ship
Good luck with your project.
Good luck with your project.
- November 3rd, 2013, 9:11 am
- Forum: Graphics/GPU
- Topic: Scrollable background: how?
- Replies: 2
- Views: 6776
Scrollable background: how?
Hello, I'm trying to make a simple scrollable background. I'm quite confused on how to accomplish this. There seems to be two ways to manage a background: 1) Load a single TIM file representing the whole "world" and generate a GsSPRITE from the resulting GsIMAGE. I should manually manage t...
- November 2nd, 2013, 6:54 pm
- Forum: Graphics/GPU
- Topic: Question about timings
- Replies: 3
- Views: 6634
Re: Question about timings
Ok, that's the correct way as I suspected. I have to control this behaviour programmatically instead of forcing a slower frame rate with longer Vsync() iterations.Shendo wrote:The way I do it in my software is by using an int variable which holds a gamepad timeout value.
thanks
- November 2nd, 2013, 4:35 am
- Forum: Graphics/GPU
- Topic: Question about timings
- Replies: 3
- Views: 6634
Question about timings
Hello, I've put up a basic thing that mimics the behaviour of an arcade "enter your name" type screen (I've borrowed the alphabet ribbon sprite from the 'abetro' demo found around here in the homebrew section). I've followed the PAL guidelines in the scee_dev.pdf document and this thread b...
- October 31st, 2013, 5:47 pm
- Forum: Programming/CPU
- Topic: Psymake - Error reading sn.ini or psyq.ini
- Replies: 9
- Views: 17419
Re: Psymake - Error reading sn.ini or psyq.ini
I think it's here:loltpily21 wrote: Do you know where I can find the open source toolchain?
https://github.com/ps2dev
Some time ago I gave it a whirl, compiled a small demo and run onto PCSX2 (and it worked)
- October 30th, 2013, 12:09 am
- Forum: Programming/CPU
- Topic: Psymake - Error reading sn.ini or psyq.ini
- Replies: 9
- Views: 17419
Re: Psymake - Error reading sn.ini or psyq.ini
I am simply compiling some examples. Upon running psymake, I get the following error: ... Hi, in which directory did you place the Psy-Q SDK? Could the .reg file help you setting up paths? You can find it here ("Automatic Method"). It simply set all the paths and variables in PSPATH.BAT. ...
- October 28th, 2013, 11:43 pm
- Forum: Graphics/GPU
- Topic: TIM file with black as main sprite color
- Replies: 8
- Views: 14851
Re: TIM file with black as main sprite color
near black avatar. LameGuy64 said: the PSX is setting r0 g0 b0 full transparent. that's the rule of PS1 GFX usage made by SONY Thanks everyone for your answers. I wanted to be sure that [0,0,0] is a "reserved" color and thus not safe to use. I also think that is completely useless to crea...
- October 28th, 2013, 8:42 am
- Forum: Graphics/GPU
- Topic: TIM file with black as main sprite color
- Replies: 8
- Views: 14851
TIM file with black as main sprite color
Hello, while I think I've a firt grasp on importing TIM files, I still don't undestand if it's possible to convert an image such as the one attached. I would like to be able to "pierce" and discard the white background and keep the black as main color of the sprite: is it possible? How? I ...
- October 26th, 2013, 1:14 am
- Forum: Psy-Q SDK
- Topic: cpe2x file name limitation
- Replies: 0
- Views: 6363
cpe2x file name limitation
CPE2X as of version v1.5 apparently does not allow cpe files longer than 8 characters. >cpe2x 8_chars_.cpe CPE2X Ver1.5 Copyright (C) 1994,1995 by Sony Computer Entertainment Inc. convert from 8_chars_.cpee to 8_chars_.EXE for Japan area pc0:80108144 t_addr:80100000 t_size:0000d000 >cpe2x 9_chars__....
- October 24th, 2013, 8:34 am
- Forum: Graphics/GPU
- Topic: Tutorial & Lib for TIM Image/Sprite and BS Image
- Replies: 4
- Views: 10346
Re: Tutorial & Lib for TIM Image/Sprite and BS Image
A quick follow-up to provide more details of the issue. I've tried running a test source in no$psx to take advantage of its command line debug printing. Compiling all the source files together (see my first example), produces the following output when run in no$psx: Nocash PSX Kernel (c) 2008-2013 M...
- October 22nd, 2013, 8:17 am
- Forum: Other SDK
- Topic: Error compiling against PSXLIB
- Replies: 5
- Views: 24233
Re: Error compiling against PSXLIB
There's nothing "awkward" in what he said, C89 forces variables to be declared before instructions. Interesting. So ccpsx adheres to the C89 standard (at least in this respect). I dind't know that nor I've found any mention in the docs about a C89 compliancy (I've never met a compiler wit...
- October 22nd, 2013, 12:33 am
- Forum: Other SDK
- Topic: Error compiling against PSXLIB
- Replies: 5
- Views: 24233
Re: Error compiling against PSXLIB
Errm... what?Shendo wrote:You should declare all variables before calling any functions.
It looks to me a bit of an awkard piece of advice.
- October 21st, 2013, 8:28 am
- Forum: Other SDK
- Topic: Error compiling against PSXLIB
- Replies: 5
- Views: 24233
Error compiling against PSXLIB
Hello, I'm having a weird compile error if I use Orion_'s wrapper (PSXLIB). The following code (just a proof): #include "System.h" int main(void) { System_Init(MODE_PAL, VMODE_16BITS, 320, 240, GsNONINTER, 0); short sprt_x; return 0; } Produces this error: test.c: In function `main': test....
- October 21st, 2013, 1:16 am
- Forum: Members Downloads
- Topic: CLI replacement for PSXISOMaker
- Replies: 0
- Views: 6431
CLI replacement for PSXISOMaker
Hello, I felt the urge to have a CLI version of Freitas' tool for creating PSX CDROM images , which does the job very well but it can't used in automatic building script (ex. build your program and generate the CDROM altogether). So after a bit of googling I've found the source (at Tails92's PSXSDK ...