Search found 109 matches

by jman
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...
by jman
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...
by jman
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?
by jman
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...
by jman
November 6th, 2013, 5:42 pm
Forum: Work Logs & Projects
Topic: Sokoban for PS1
Replies: 26
Views: 54389

Re: Sokoban for PS1

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.
it's cute. Thumbs up! :-)
by jman
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 ...
by jman
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.
by jman
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...
by jman
November 2nd, 2013, 6:54 pm
Forum: Graphics/GPU
Topic: Question about timings
Replies: 3
Views: 6634

Re: Question about timings

Shendo wrote:The way I do it in my software is by using an int variable which holds a gamepad timeout value.
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.

thanks
by jman
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...
by jman
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

loltpily21 wrote: Do you know where I can find the open source toolchain?
I think it's here:
https://github.com/ps2dev

Some time ago I gave it a whirl, compiled a small demo and run onto PCSX2 (and it worked)
by jman
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. ...
by jman
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...
by jman
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 ...
by jman
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__....
by jman
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...
by jman
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...
by jman
October 22nd, 2013, 12:33 am
Forum: Other SDK
Topic: Error compiling against PSXLIB
Replies: 5
Views: 24233

Re: Error compiling against PSXLIB

Shendo wrote:You should declare all variables before calling any functions.
Errm... what? :)

It looks to me a bit of an awkard piece of advice.
by jman
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....
by jman
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 ...