Is this thing worth buying?
- Killer_Code
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Is this thing worth buying?
Hello fellow PSX developers.I want to get into PlayStation development,and i saw this thing http://store.imgtec.com/us/product/mips-creator-ci20/ is MIPS based. So my question is can i learn MIPS Assembly on this? (I started programming 2-3 years ago is it early to get into such a thing?)
It's not the amount of the ram. It's how you use it.
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Administrator Verified
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You don't need to buy that to learn assembly. You can learn assembly on your Windows PC. Even so, you don't need to know assembler to program for the PSX anyway. You use C. Assembler was only used for highly optmised engine routines, or lower level controllability of the machine itself. I have found people that can program in assembler however, can not program in C (and vice versa).
I guess once you're a fluent assembler programmer, you don't really use anything else
I guess once you're a fluent assembler programmer, you don't really use anything else

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.
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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Verified
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interesting device, but price is big))Killer_Code wrote:Hello fellow PSX developers.I want to get into PlayStation development,and i saw this thing http://store.imgtec.com/us/product/mips-creator-ci20/ is MIPS based. So my question is can i learn MIPS Assembly on this? (I started programming 2-3 years ago is it early to get into such a thing?)
- Killer_Code
- Interested PSXDEV User
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- PlayStation Model: SCPH-7502
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Thanks for the quick reply! Anyway I want to buy a developer board that's a little more serious than my current one. It is based on a PIC 16F877 so i'm very limited 

It's not the amount of the ram. It's how you use it.
Unfortunately Raspberry Pi 2 is cheaper, but the CI20 has more stuff built in. So if you were going to buy the add ons for the Pi 2 then the CI20 works out cheaper.Killer_Code wrote:Thanks for the quick reply! Anyway I want to buy a developer board that's a little more serious than my current one. It is based on a PIC 16F877 so i'm very limited
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sickle Verified
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Wait what?
If you're dead set on ASM, why not just do it on an actual playstation?
There's ASMPSX from the PSY-Q SDK (see downloads section) or spASM (by Hitmen, google it) and you can test on actual hardware or practice on no$psx which is accurate as all hell and has a debugger built in: http://problemkaputt.de/psx.htm
If you're dead set on ASM, why not just do it on an actual playstation?
There's ASMPSX from the PSY-Q SDK (see downloads section) or spASM (by Hitmen, google it) and you can test on actual hardware or practice on no$psx which is accurate as all hell and has a debugger built in: http://problemkaputt.de/psx.htm
- Killer_Code
- Interested PSXDEV User
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- Joined: Feb 14, 2015
- I am a: Student
- Motto: Keep It Short & Simple
- PlayStation Model: SCPH-7502
- Location: Hungary
Of course i will learn Assembly on a PlayStation but i want to try out this device since my current development board is based on an 8 bit PIC and i want something more advanced.sicklebrick wrote:Wait what?
If you're dead set on ASM, why not just do it on an actual playstation?
There's ASMPSX from the PSY-Q SDK (see downloads section) or spASM (by Hitmen, google it) and you can test on actual hardware or practice on no$psx which is accurate as all hell and has a debugger built in: http://problemkaputt.de/psx.htm
It's not the amount of the ram. It's how you use it.
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gwald Verified
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Hey Sicklebrick, @nocash, guys.. I'm trying to send via psexe.com to no$psx using the Xboo port LPT1/378H but can't seem get it anything going.sicklebrick wrote:Wait what?
If you're dead set on ASM, why not just do it on an actual playstation?
There's ASMPSX from the PSY-Q SDK (see downloads section) or spASM (by Hitmen, google it) and you can test on actual hardware or practice on no$psx which is accurate as all hell and has a debugger built in: http://problemkaputt.de/psx.htm
Not sure what to boot up on no$psx.. I want to dev in C not in asm.
Any advice would be great

PS: I can't search the forum for it either, it doesn't like the $

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Greg Verified
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you can run your PSX EXE file in no$psx, click on "File" then "Load Disk Image" and choose your exe file or iso file.
1 x SCPH-7501, 2 x SCPH-7001, 2 x SCPH-5501
1 x Pro Action Replay with "Dual Rom Mod", ROM 1: Caetla, ROM 2: UNIROM
1 x Xplorer V2 with Caetla
1 x GameShark V2.1
1 x GameShark Pro V3.0
1 x CommLinkUSB
1 x XLinkUSB
1 x Pro Action Replay with "Dual Rom Mod", ROM 1: Caetla, ROM 2: UNIROM
1 x Xplorer V2 with Caetla
1 x GameShark V2.1
1 x GameShark Pro V3.0
1 x CommLinkUSB
1 x XLinkUSB
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gwald Verified
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Hey Greg, thanks for the tip, yip I got that going but need to load assets into memory etc.Greg wrote:you can run your PSX EXE file in no$psx, click on "File" then "Load Disk Image" and choose your exe file or iso file.
I know there's an program that combines assets into the exe.
Shame, it's a versitle program

Thanks again

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Greg Verified
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You can use WinBin2Src, BIN2H or RAW2SRCto convert your asset in C file
you can found them here: http://www.psxdev.net/downloads.html
Once you've got your binary in C format, you then compile it to an object file using the compiler
GCC/Yaroze: gcc -c
PSY-Q: ccpsx -c
Accessing object files from your code:
first you must declare it like so:
extern char arrayname[];
then you can access it like this: (example is for a tim file)
u_long *ptr;
ptr=((u_long*)arrayname);
ptr++;
GsGetTimInfo(ptr,&A_GsIMAGE);
Final Compilation: (simplified)
ccpsx image.obj main.c -o main.cpe
Some cool stuff here: http://www.oocities.org/farinez/PSxfaq.html
The other option is to use combine2.exe but only for yaroze, link: http://hitmen.c02.at/files/tools/psx/combine2.zip
you can found them here: http://www.psxdev.net/downloads.html
Once you've got your binary in C format, you then compile it to an object file using the compiler
GCC/Yaroze: gcc -c
PSY-Q: ccpsx -c
Accessing object files from your code:
first you must declare it like so:
extern char arrayname[];
then you can access it like this: (example is for a tim file)
u_long *ptr;
ptr=((u_long*)arrayname);
ptr++;
GsGetTimInfo(ptr,&A_GsIMAGE);
Final Compilation: (simplified)
ccpsx image.obj main.c -o main.cpe
Some cool stuff here: http://www.oocities.org/farinez/PSxfaq.html
The other option is to use combine2.exe but only for yaroze, link: http://hitmen.c02.at/files/tools/psx/combine2.zip
1 x SCPH-7501, 2 x SCPH-7001, 2 x SCPH-5501
1 x Pro Action Replay with "Dual Rom Mod", ROM 1: Caetla, ROM 2: UNIROM
1 x Xplorer V2 with Caetla
1 x GameShark V2.1
1 x GameShark Pro V3.0
1 x CommLinkUSB
1 x XLinkUSB
1 x Pro Action Replay with "Dual Rom Mod", ROM 1: Caetla, ROM 2: UNIROM
1 x Xplorer V2 with Caetla
1 x GameShark V2.1
1 x GameShark Pro V3.0
1 x CommLinkUSB
1 x XLinkUSB
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gwald Verified
- Net Yaroze Enthusiast
- Posts: 342
- Joined: Sep 18, 2013
- I am a: programmer/DBA
- PlayStation Model: Net Yaroze
- Contact:
Hey GregGreg wrote:You can use WinBin2Src, BIN2H or RAW2SRCto convert your asset in C file
you can found them here: http://www.psxdev.net/downloads.html
Once you've got your binary in C format, you then compile it to an object file using the compiler
GCC/Yaroze: gcc -c
PSY-Q: ccpsx -c
Accessing object files from your code:
first you must declare it like so:
extern char arrayname[];
then you can access it like this: (example is for a tim file)
u_long *ptr;
ptr=((u_long*)arrayname);
ptr++;
GsGetTimInfo(ptr,&A_GsIMAGE);
Final Compilation: (simplified)
ccpsx image.obj main.c -o main.cpe
Some cool stuff here: http://www.oocities.org/farinez/PSxfaq.html
The other option is to use combine2.exe but only for yaroze, link: http://hitmen.c02.at/files/tools/psx/combine2.zip

Yeah, that looks like the best way forward using an emulator at least.
I tried combine2.. couldn't get it to work.
Thanks for the info
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