Tajmiing

General homebrew games, programs and PlayStation PS-EXE's
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AmiDog
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Tajmiing

Post by AmiDog » February 16th, 2016, 11:21 pm


Tajmiing

Username: AmiDog
Project Title: Tajmiing
Time to Complete: Too much :-)
SDK: None
Genre: Demo
Latest Release: Version 1.1
In Development: No
Initial Release Date: 14-FEBRUARY-2016
Last Date Updated: 03-MARCH-2016
Controller: None
Players: 1
Memory Card: 0 Block
Languages: Eng
Region: Auto
Burn and Play: Yes
Executable Included: Yes
Source Included: No

This is my first multi-part demo for any platform. All effects in this PSX/PS1/PSOne demo are created by modifying the display registers. No polygons are rendered. This demo should work on both PAL and NTSC units.

Image

PS-EXE, CUE + BIN: http://psx.amidog.se/lib/exe/fetch.php? ... jmiing.zip
Mirror: http://www.psxdev.net/forum/download/fi ... iew&id=863
Youtube: https://youtu.be/sGV_odmYlpY

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Last edited by AmiDog on March 5th, 2016, 9:57 pm, edited 4 times in total.

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Shadow
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Post by Shadow » February 17th, 2016, 4:35 pm

Nice work! I'll add it to the PSXDEV Homebrew page when I can.
I've also added a mirror link for you too.
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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gwald
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Post by gwald » February 17th, 2016, 5:05 pm

looks pretty good..
it doesn't emulate well..
It works but then just stops with no$psx: http://problemkaputt.de/psx.htm
And doesn't run at all on pcsxr: http://pcsxr.codeplex.com/

old school impressive!

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Shadow
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Post by Shadow » February 23rd, 2016, 6:24 pm

Doesn't seem to work on a NTSC 5501 with PSIO.
Just says the timing is off, press X to continue. Then then it displays a black screen.

I'm not sure what you're calibrating for either. The only thing you can do is a comparison check for the free running timer versus the VSync period where you check for collision detection. If it's off, then you'll know you're running PAL logic on an NTSC machine (or vice versa). I could be wrong about this though, but this seems what you may be doing.
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.

AmiDog
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Post by AmiDog » March 1st, 2016, 12:35 am

Yes, it's PAL only for now. I'll fix that as soon as I can.

The calibration measures the number of CPU clocks per rasterline. It's a fractional number, and to be able to do any kind of timing sensitive effects I need to adjust my timing each rasterline based on that number. You will get the warning if the measured number is more than 0.1 cycles (if I remember correctly) from the expected value.

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Shadow
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Post by Shadow » March 1st, 2016, 12:44 am

Ah, my mistake. I overlooked when you simply stated that it was "PAL only".
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.

AmiDog
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Post by AmiDog » March 5th, 2016, 9:58 pm

I've uploaded a version of the demo which also works on NTSC units. Also made a capture and uploaded to youtube.

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