Search found 120 matches
- October 23rd, 2014, 4:35 am
- Forum: Hardware
- Topic: PS1 RGB/S-Video cable/output type questions
- Replies: 45
- Views: 89769
Re: PS1 RGB/S-Video cable/output type questions
You don't want to wrap the cable in tin foil? :lol: rofl, if there's a practical way to do that with each wire inside the main cover let me know :D Though on a serious note the interference is not external, but rather created by the video-related wires internally, since the buzzing is almost absent...
- October 22nd, 2014, 11:06 pm
- Forum: Hardware
- Topic: PS1 RGB/S-Video cable/output type questions
- Replies: 45
- Views: 89769
Re: PS1 RGB/S-Video cable/output type questions
glad we sorted that out
Just one more thing: do you get any buzzing sound when turning the sound volume up, or it stays clean no matter how bright the picture gets?
If so, can you link where you bought that cable from? I've been searching for a properly shielded scart cable for a while now
Just one more thing: do you get any buzzing sound when turning the sound volume up, or it stays clean no matter how bright the picture gets?
If so, can you link where you bought that cable from? I've been searching for a properly shielded scart cable for a while now
- October 22nd, 2014, 7:33 am
- Forum: Hardware
- Topic: PS1 RGB/S-Video cable/output type questions
- Replies: 45
- Views: 89769
Re: PS1 RGB/S-Video cable/output type questions
Is the cable bad or does it have wrong pinout ? if the pinout was wrong you wouldn't get any picture on the screen, so nah :) the "smoke and black dots" you're talking about is nothing else than dithering... a lot of games used that as a form of primitive shading, I remember games like si...
- October 21st, 2014, 7:32 am
- Forum: Hardware
- Topic: PS1 RGB/S-Video cable/output type questions
- Replies: 45
- Views: 89769
Re: PS1 RGB/S-Video cable/output type questions
lol don't cross the bridge until you come to it :D Anyway, once the cable has arrived and turns out it's the JAP type, you could try a JAP to EURO converter such as http://www.retrogamingcables.co.uk/european-scart-to-japanese-scart-converter.html But until then it's pointless to think about all the...
- October 18th, 2014, 10:56 pm
- Forum: Hardware
- Topic: PS1 RGB/S-Video cable/output type questions
- Replies: 45
- Views: 89769
Re: PS1 RGB/S-Video cable/output type questions
the only trouble you could get that I can think of is if you've bought the japanese rgb cable, which is identical to euroscart minus the different pinout: http://i125.photobucket.com/albums/p55/restqp/pinlayout002ju5.gif http://i125.photobucket.com/albums/p55/restqp/scartjpnpinoutyt0.jpg Other than ...
- October 17th, 2014, 1:02 am
- Forum: Hardware
- Topic: PS1 RGB/S-Video cable/output type questions
- Replies: 45
- Views: 89769
Re: PS1 RGB/S-Video cable/output type questions
Don't worry about that, rgb scart works with both psx and ps2(i switch them using the same cable all the time )
- October 16th, 2014, 4:59 am
- Forum: Hardware
- Topic: PS1 RGB/S-Video cable/output type questions
- Replies: 45
- Views: 89769
Re: PS1 RGB/S-Video cable/output type questions
I don't think so, the PCB you're talking about probably just includes 3 capacitors+1 resistor rather than having those components separately, and connects the various wires to its respective scart pin( see here for reference ). "best and REAL RGB-cables" would be the ones with each wire pr...
- August 27th, 2014, 4:02 am
- Forum: Work Logs & Projects
- Topic: Amateur made RPG game project
- Replies: 14
- Views: 29973
Re: Amateur made RPG game project
well yeah, unlike other systems sadly the psx always lacked of a solid developers/supporters community, which is kinda weird considering it's one of the most successful consoles ever sold...
- August 27th, 2014, 3:36 am
- Forum: Work Logs & Projects
- Topic: Amateur made RPG game project
- Replies: 14
- Views: 29973
Re: Amateur made RPG game project
Seeing how many Yopaz I've sold on the PS1, I'm a bit worried about how many people would actually buy a game on the PS1 (less than 10 for Yopaz) no offence but coding games for a 20 years old system and expecting them to be best-sellers is quite irrational, it's normal to have extremely limited am...
- April 10th, 2014, 1:04 am
- Forum: Programming/CPU
- Topic: GPU packets size
- Replies: 3
- Views: 8143
Re: GPU packets size
I wondered about the same thing a while ago: http://www.psxdev.net/forum/viewtopic.php?f=51&t=391 Though, nobody could give an exhaustive explanation :evil: Your best bet is to increase values until they fit to your project(for how clunky it sounds), or maybe it's explained somewhere in psyq's d...
- March 25th, 2014, 7:01 am
- Forum: Homebrew (Homepage)
- Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
- Replies: 72
- Views: 277387
Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati
Yeah, seems to work.. vab header gets shrunk big time(like 10x smaller)
Thanks again, and sorry for having derailed the thread so badly
Thanks again, and sorry for having derailed the thread so badly
- March 24th, 2014, 1:12 am
- Forum: Homebrew (Homepage)
- Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
- Replies: 72
- Views: 277387
Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati
Ahhh, you're my savior :D Just one more thing: you keep programs from 1 to 28 and 31-32-33 just to keep correct program numbers, right? If so, is it possible to delete those unused programs as well and change program numbers in the SEQ from 0 to 3 to match new programs' names? Awave studio is a bitc...
- March 23rd, 2014, 8:45 pm
- Forum: Homebrew (Homepage)
- Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
- Replies: 72
- Views: 277387
Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati
I don't see much sense in bothering with hard to find, expensive hardware relics such as Sound Delicatessen(I've actually thought about grabbing one at first, then I've been aware of its cost + the fact it's designed for Macintosh systems :\) Can you explain the steps you took to achieve that anyway...
- March 23rd, 2014, 10:22 am
- Forum: Homebrew (Homepage)
- Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
- Replies: 72
- Views: 277387
Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati
oh well that's weird:
which awave studio version are you using?
EDIT: try again with this one http://www.speedyshare.com/r8jNz/Scc1t2.zip
I'm guessing some CRC error occurred during hosting
which awave studio version are you using?
EDIT: try again with this one http://www.speedyshare.com/r8jNz/Scc1t2.zip
I'm guessing some CRC error occurred during hosting
- March 23rd, 2014, 9:09 am
- Forum: Homebrew (Homepage)
- Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
- Replies: 72
- Views: 277387
Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati
uops, that site's dumb and doesn't allow direct linking. here you go http://www.speedyshare.com/YdN9b/Scc1t2.sf2
- March 23rd, 2014, 9:00 am
- Forum: Homebrew (Homepage)
- Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
- Replies: 72
- Views: 277387
Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati
http://www.speedyshare.com/kxCc3/d-e1m1.mid
http://soundfonts.homemusician.net/files/Scc1t2.zip
I use awave studio as well, but i just can't get things right. I can upload my failed attempts if necessary (for what they're worth)
http://soundfonts.homemusician.net/files/Scc1t2.zip
I use awave studio as well, but i just can't get things right. I can upload my failed attempts if necessary (for what they're worth)
- March 23rd, 2014, 6:03 am
- Forum: Homebrew (Homepage)
- Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
- Replies: 72
- Views: 277387
Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati
Getting SEQ/VAB/VH/VB to work was a no brainer. Mind explaining how to play a midi file properly? Every time I've tried I've got nothing but cacophonic noise with wrong/distorted instruments... I've been struggling to figure out how to import instruments from a sound bank to a VB and properly assoc...
- December 5th, 2013, 1:59 am
- Forum: Work Logs & Projects
- Topic: Tapper remake
- Replies: 27
- Views: 52793
Re: Tapper remake
Those numbers are the VSync delays generated in a function of Orion_'s wrapper when drawing occurs Oh, my bad. Thought it was cpu/gpu % use, since it increases as time passes/more objects get generated. About the freeing objects part it could be everything, you could try using printf in critical po...
- December 4th, 2013, 7:05 am
- Forum: Work Logs & Projects
- Topic: Tapper remake
- Replies: 27
- Views: 52793
Re: Tapper remake
it's still a psx executable, I don't recall which differences are there from .EXEs(if there are any at all) Anyway I don't get why you just don't run it as cd image, running the standalone exe doesn't make any sense since it relies on tims in DATA folder. @jman: those values seem more like cpu and g...
- December 1st, 2013, 5:13 am
- Forum: Sound/SPU
- Topic: getting MIDIs to play on psx
- Replies: 2
- Views: 9193
Re: getting MIDIs to play on psx
I've tried it already but didn't find any option to import VAG samples. I'm messing with Awave Studio(kudos to ughman for suggesting that) and made a .vab out of FMOD's soundfont, although I just can't get it to work properly in any way(wrong/desynch'd instruments being played and whatnot when using...