How to?

General help for the PSY-Q SDK, such as setting the SDK up, compiling correctly, linking and debugging
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CrisMataTuto
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How to?

Post by CrisMataTuto » May 26th, 2014, 12:00 pm

I like to create a game but i initiate, how to move the object and how to change the object? Tanks.
Cristiano Hoffmann dos Santos

Tommy
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Re: How to?

Post by Tommy » May 26th, 2014, 2:44 pm

It sounds like possibly you don't know how to program in general? If so then the PlayStation isn't a good learning platform.

The tools are awkward — the compiler is out of date (especially by virtue of predating C99) and you're unlikely to get a debugger to work. I don't think there's any means to profile.

The environment is very quirky — the PS1 sits on the inflection point between straight-to-the-hardware programming and within-an-OS programming. You don't even get a heap automatically.

The hardware is peculiar by modern standards — in PC land, fixed point went out with the 486.

If you already know plenty about writing games then just follow this site's getting started tutorial and read the overview and reference documentation that comes with the compiler.

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Shadow
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Re: How to?

Post by Shadow » May 26th, 2014, 4:32 pm

Tommy wrote:The environment is very quirky — the PS1 sits on the inflection point between straight-to-the-hardware programming and within-an-OS programming. You don't even get a heap automatically.
Thou shalt not speak of blasphemy towards the PlayStation 1 :evil:
You may only when you have made fun of Nintendo instead ;)
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

Tommy
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Re: How to?

Post by Tommy » May 27th, 2014, 2:05 am

Shadow wrote:You may only when you have made fun of Nintendo instead ;)
The Atari Lynx, 1989: a frame buffer with a scaling blitter and hardware support for line drawing and filled polygon drawing; a maths coprocessor oriented towards 3d transformations.

The Gameboy Advance, 2001: tiles and sprites, much like everything back to the ColecoVision, with some special-case background rotation and scaling effects. Decent CPU and the ability to end-run around the video hardware is the only saving grace.

Nintendo's hardware has nearly always been at least a generation behind everyone else's. It's just not a priority for them or for their customers. Had Sony not entered the console race when it did then it's very unlikely gaming would have been that mainstream for another decade, with Sega having no clarity of thought in terms of direction or hardware design until it had decent competition and Nintendo alienating all its third parties and settling into a routine of identikit franchise 3d platformers.

Better?

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Shadow
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Re: How to?

Post by Shadow » May 27th, 2014, 2:11 am

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Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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