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Chris
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Hello!

Post by Chris » July 3rd, 2013, 4:42 am

Hi, my name is Chris (I'm surprised that username hasn't already been taken!) I want to make a PS1 game. I have a Hello World thing done, but I want to do more, like put images in the game, et al. They don't have to be 3D I take it (i.e. SpongeBob SquarePants: SuperSponge! or Punky Skunk). I am really looking forward to learning how to program homebrew games for the PS1. Eventually I want to burn them to a disc and play them on a real PS1 instead of just an emulator, but first I have to make a game! Here's a link to what I want to do.
http://www.atari2600land.com/jackandthebeanstalk/

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inc^lightforce
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Post by inc^lightforce » July 3rd, 2013, 10:32 am

welcome. remove this green color from your website. we getting eye cancer.

in my Workshop, i'll also post next time how to use and control Sprites with the gamepad for 2d character.
used Sprite-Samle here:
[youtube]http://www.youtube.com/watch?v=iTzM7ocY_l0[/youtube]


Workshop:
http://www.psxdev.net/forum/viewtopic.php?f=41&t=272

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Post by Chris » July 3rd, 2013, 3:52 pm

I removed the green from the website.

I guess what I need is to dumb it down. How do I make a sprite in the first place? How would I, say, make a title screen picture saved as a .jpg or .png or .bmp file and display it on the screen?

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Post by t0rxe » July 3rd, 2013, 4:02 pm

"Nostalgia isn't a big enough word to describe the PlayStation from my eyes"

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Post by Chris » July 3rd, 2013, 5:18 pm

How do I make a .tim file?

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Post by t0rxe » July 3rd, 2013, 6:04 pm

Use TIMTOOL -> psyq\zips\timtool3b.zip
"Nostalgia isn't a big enough word to describe the PlayStation from my eyes"

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Post by Chris » July 4th, 2013, 6:45 pm

Are there any tutorials on how to get music into a game? I saw the sound section and it only had one topic in it.

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Post by t0rxe » July 4th, 2013, 6:51 pm

You can use CD-DA or XA for large music tracks, while background sounds and small loops use VAG. Sound effects also use VAG, but more commonly use VB/VH. VAG and VB/VH are loaded into SPU RAM and reside there until used, or cleared. Their pitch may also be changed, and SPU effects may be added, such as echoing or reverberation. VB/VH are known as a format to resemble MIDI. Crash Bandicoot is an example of SPU RAM streaming, as the music plays without the disc.

I suggest that you look a little harder:
http://www.psxdev.net/forum/viewforum.php?f=64
http://www.psxdev.net/help/psx_extended ... cture.html
"Nostalgia isn't a big enough word to describe the PlayStation from my eyes"

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Post by inc^lightforce » July 4th, 2013, 8:00 pm

i see you don't know much about PS1 programming. The best way is to start with "HELLO WORLD" :idea:


you can convert a GIF Animation into a Sprite Animation. the easiest way.

my source image was a BMP converted to TIM (black transparent) to " *.o "
Image
this is code of a used cracktro in the past:
it moves the Character from left to right and back without Game-PAD:

Code: Select all

void init_Mummy()
{
    int	i=0,j=0;
    unsigned char mummyxy[]={0,0,60,0,0,55,60,55};
    
    sprMummy[0].w=60;
    sprMummy[0].h=55;
    sprMummy[0].u=mummyxy[j++];
    sprMummy[0].v=mummyxy[j++];

	for(i=1;i<4;i++)
	{
        sprMummy[i]=sprMummy[0];
        sprMummy[i].u=mummyxy[j++];
        sprMummy[i].v=mummyxy[j++];
	}
}
see Video above.

the Tutorial incl. the sources + an executable for PS1 i'll post next time. feel free to visit my workshop each and every time.

inc

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Post by Chris » July 6th, 2013, 8:34 am

Can I use Audacity in place of Sound Forge?

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Post by inc^lightforce » July 6th, 2013, 8:06 pm

yes. when ever you can save instruments from a wav , you can use every sound program.

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Post by Chris » July 7th, 2013, 3:42 am

I know next to nothing about PSX. I know absolutely nothing about programming sound into a PSX game. Is there a tutorial on how to save instruments from a wav file anywhere?

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Post by Chris » July 7th, 2013, 4:02 am

Since I'm new with this, I edited my file so I only have one instrument. I still need to find an instrument, though. I'm not understanding this, though. Does the WAV file somehow know what notes its playing so it syncs them to another instrument, or what? :shrug

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Post by inc^lightforce » July 7th, 2013, 10:57 am

not good. as a musician you have to know all about making music and creating instruments. you can not load 1 "wav" as an instrument, because it's too big.

here you have the instruments and a XM fasttracker module. go on in composing.
http://rghost.net/47260723
cheers

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Post by Chris » July 8th, 2013, 6:58 am

So an "instrument" is just another word for a "note," I take it, judging from the files in the link. So what do I need in order to put instruments into the file to make it longer?

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Post by inc^lightforce » July 8th, 2013, 8:05 pm

Instruments and Samples are used in Tracker Programs
Notes in Midi Stuff --> it's not the same ;)
...
load the XM file into Fasttracker 2 and continue with composing. there are some useful tutorials in Youtube. your song is very easy to compose. should take 10 minutes to finish :)

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Post by Chris » May 11th, 2014, 4:50 pm

OK, after a year, I decided to return and try to make at least one second's worth of music. It's not going well at all. I downloaded FastTracker II on my Virtual PC and I can't make the arrow cursor move, let alone do anything. Is there some way to do this right or what? Also, I don't even know what an XM file is. Do I need to convert a wav file to an xm file and then use the xm file with FastTracker? Would that make the arrow cursor move?

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Post by Chris » May 11th, 2014, 10:02 pm

inc^lightforce wrote:i see you don't know much about PS1 programming. The best way is to start with "HELLO WORLD" :idea:


you can convert a GIF Animation into a Sprite Animation. the easiest way.

my source image was a BMP converted to TIM (black transparent) to " *.o "
Image
this is code of a used cracktro in the past:
it moves the Character from left to right and back without Game-PAD:

Code: Select all

void init_Mummy()
{
    int	i=0,j=0;
    unsigned char mummyxy[]={0,0,60,0,0,55,60,55};
    
    sprMummy[0].w=60;
    sprMummy[0].h=55;
    sprMummy[0].u=mummyxy[j++];
    sprMummy[0].v=mummyxy[j++];

	for(i=1;i<4;i++)
	{
        sprMummy[i]=sprMummy[0];
        sprMummy[i].u=mummyxy[j++];
        sprMummy[i].v=mummyxy[j++];
	}
}
see Video above.

the Tutorial incl. the sources + an executable for PS1 i'll post next time. feel free to visit my workshop each and every time.

inc
I put this code into my game and got the following response:
Image

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t0rxe
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Post by t0rxe » May 12th, 2014, 4:45 pm

Well have you defined 'sprMummy' as a GsSPRITE?
If you don't know at all what to do, just archive your project, upload it and I'll get it done if you wish...
"Nostalgia isn't a big enough word to describe the PlayStation from my eyes"

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Post by Chris » May 13th, 2014, 7:43 pm

What I did was just doubled everything I did for the title screen image and that didn't help. This included defining the sprite I want to move from right to left, as a GsSprite. I drew pictures of a bird flapping its wings and put it together as the mummy picture you showed, then I turned it into an h file. Nothing. I think it would help immensely to have some sample code of two sprites going at the same time. I am almost as new as possible to PSX homebrewing. I do, however, know C, but can't for the life of me figure this out. I've attached my project (albeit small) so far.
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