Thanks!MottZilla wrote: July 7th, 2023, 2:23 pm Correct the CPU has to tell the SPU what to do, it can't play a sequence on it's own. I wish I had something to add, but I haven't yet messed around with sequenced music, only standard CD audio.
Search found 16 matches
- August 4th, 2023, 8:56 pm
- Forum: Examples (Psy-Q)
- Topic: XMPlay Example + Tools
- Replies: 10
- Views: 83253
Re: XMPlay Example + Tools
- June 21st, 2023, 10:10 pm
- Forum: Examples (Psy-Q)
- Topic: XMPlay Example + Tools
- Replies: 10
- Views: 83253
Re: XMPlay Example + Tools
Does anyone know if the included SEQ players in the psyq, are faster than this library?.
I imagine the included MID/SEQ player is just another software program that reads midi files, so it will be as fast as any other program (like this XM player).
I read some psyq samples and docs, and it looks ...
I imagine the included MID/SEQ player is just another software program that reads midi files, so it will be as fast as any other program (like this XM player).
I read some psyq samples and docs, and it looks ...
- March 29th, 2020, 4:02 am
- Forum: Examples (Psy-Q)
- Topic: Cel-shaded TMD Rendering Example (plus low-level GTE stuff)
- Replies: 4
- Views: 52909
Re: Cel-shaded TMD Rendering Example (plus low-level GTE stuff)
I know this is a very old thread, but it would be awesome if someone could modify this to make environment mapping textures.
I tried with a simple "asteroid" shape... but my programming and math skills are really bad.
Maybe LameGuy64 will add env-mapping to PSn00bSDK.
EDIT: I copied one of the ...
I tried with a simple "asteroid" shape... but my programming and math skills are really bad.
Maybe LameGuy64 will add env-mapping to PSn00bSDK.
EDIT: I copied one of the ...
- March 12th, 2020, 10:13 am
- Forum: Research
- Topic: PSX homebrew on PSP
- Replies: 0
- Views: 23570
PSX homebrew on PSP
I was testing some demos in psy-q, and decided to try once more on PSP . I was not expecting it to work... But this time I managed to run a little ISO :).
So I used PSX2PSP , a little program to create PSP eboots from ps1 isos. You have to create a homebrew using NTSC settings, then pick any USA or ...
So I used PSX2PSP , a little program to create PSP eboots from ps1 isos. You have to create a homebrew using NTSC settings, then pick any USA or ...
- March 7th, 2020, 12:48 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 149014
Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
I forked PSn00bSDK to fix some issues that wouldn't let me compile it. Could you please test it yourself? Please remember to configure GCC path and version before compiling.
I finally could compile it without the "lzpack" util (anyway I'm not interested at all in it). If I have some time I can ...
- March 4th, 2020, 6:13 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 149014
Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Hi. Thanks for this awesome project!
I was playing with psyq and realized it may not be the best way to do things with so many 16 bit utils not working. So I decided to try this.
I'm using windows 10 64, I followed the steps but I just can't compile the tools and libs.
Calling "make" inside tools ...
I was playing with psyq and realized it may not be the best way to do things with so many 16 bit utils not working. So I decided to try this.
I'm using windows 10 64, I followed the steps but I just can't compile the tools and libs.
Calling "make" inside tools ...
- March 3rd, 2020, 8:51 am
- Forum: Graphics/GPU
- Topic: rsdlink and tmdsort for windows 64
- Replies: 2
- Views: 17500
Re: rsdlink and tmdsort for windows 64
You can always compare files before and after sorting.
I tested several models, they are exactly the same, even a big planet I created with lots of triangles (1680) was unchanged after sorting it (performance is very good).
So I can forget about tmdsort.
By the way, this is a bit off topic ...
- March 3rd, 2020, 4:28 am
- Forum: Graphics/GPU
- Topic: rsdlink and tmdsort for windows 64
- Replies: 2
- Views: 17500
rsdlink and tmdsort for windows 64
I know this has been asked a lot in the past years... is there any way to get 32 bit versions of these programs?.
I guess not... So is there another method of creating the TMD files?.
I could create a TMD, following the file structure (I think). But I don't know what tmdsort is doing to the file ...
I guess not... So is there another method of creating the TMD files?.
I could create a TMD, following the file structure (I think). But I don't know what tmdsort is doing to the file ...
- March 2nd, 2020, 10:06 am
- Forum: CD-ROM
- Topic: PCinit causes black screen
- Replies: 3
- Views: 27035
Re: PCinit causes black screen
Thanks, I guess creating an ISO every time I compile won't be too hard because it is a very small game.Shadow wrote: March 2nd, 2020, 10:01 am It won't work with ePSXe. You need to use real development hardware (DTL-H2000, CAETLA, CATFLAP, etc).
- March 2nd, 2020, 5:45 am
- Forum: CD-ROM
- Topic: PCinit causes black screen
- Replies: 3
- Views: 27035
PCinit causes black screen
Some time ago I made a little demo using psyq, now I wanted to test loading things from CD.
Cd functions (init, search etc) worked well, but I have to create an ISO every time I want to test. So I tried PCinit:
int file,size;
char *filebuffer;
PCinit();
file = PCopen("\\model\\PTEX.TIM;1", 0, 0 ...
Cd functions (init, search etc) worked well, but I have to create an ISO every time I want to test. So I tried PCinit:
int file,size;
char *filebuffer;
PCinit();
file = PCopen("\\model\\PTEX.TIM;1", 0, 0 ...
- May 10th, 2016, 2:28 am
- Forum: Members Downloads
- Topic: RSD Export Plug-in for Blender
- Replies: 22
- Views: 171186
Re: RSD Export Plug-in for Blender
Thanks LameGuy64, Do you know if there is a function to read files from the cd in psy q?.
I mean, not converting the TMD with bin2h and including it in main.exe, but loading it from outside, like fread or fopen.
I mean, not converting the TMD with bin2h and including it in main.exe, but loading it from outside, like fread or fopen.
- May 10th, 2016, 12:58 am
- Forum: Members Downloads
- Topic: RSD Export Plug-in for Blender
- Replies: 22
- Views: 171186
Re: RSD Export Plug-in for Blender
Check the RSD in a text editor and see if it is a coloured vector.
My RSD looks like this:
# Created by Blender 2.76 (sub 0) - www.blender.org, source file: 'untitled.blend'
# Exported using PlayStation RSD plug-in by Jobert 'Lameguy' Villamor (Lameguy64/TheCodingBrony)
@RSD940102
PLY=title ...
- May 8th, 2016, 9:42 pm
- Forum: Members Downloads
- Topic: RSD Export Plug-in for Blender
- Replies: 22
- Views: 171186
Re: RSD Export Plug-in for Blender
If you're dealing with a textured model...
I saw in your first image, you can render textured models, and they also have vertex colors.
My textured models are not showing the vertex colors when rendered on the ps1, what's missing?
More questions:
Is it possible for ps1 to scale the models in ...
I saw in your first image, you can render textured models, and they also have vertex colors.
My textured models are not showing the vertex colors when rendered on the ps1, what's missing?
More questions:
Is it possible for ps1 to scale the models in ...
- May 6th, 2016, 6:43 am
- Forum: Members Downloads
- Topic: RSD Export Plug-in for Blender
- Replies: 22
- Views: 171186
Re: RSD Export Plug-in for Blender
My first PS1 scene 

320x240. not bad...

320x240. not bad...
- May 5th, 2016, 5:18 am
- Forum: Members Downloads
- Topic: RSD Export Plug-in for Blender
- Replies: 22
- Views: 171186
Re: RSD Export Plug-in for Blender
To render a TMD model, see this example .
It is working great.
But i can't load textures, I UV map the object in blender, then I export to rsd... etc and the texture is not showing on the models. The ground object is showing the wrong texture as you see.
https://db.tt/Navw2It7
Could you ...
- May 3rd, 2016, 11:28 pm
- Forum: Members Downloads
- Topic: RSD Export Plug-in for Blender
- Replies: 22
- Views: 171186
Re: RSD Export Plug-in for Blender
S I've decided to make something much more convenient and flexible to use and that is by making a custom export script for Blender...
...If you encounter any issues or have useful suggestions, please let me know...
HI! I tested your plugin and it is not working with last blender 2.76 :(.
EDIT ...
...If you encounter any issues or have useful suggestions, please let me know...
HI! I tested your plugin and it is not working with last blender 2.76 :(.
EDIT ...