Search found 161 matches
- November 18th, 2023, 9:10 am
- Forum: Homebrew (General)
- Topic: Mission: Paper Airplane
- Replies: 13
- Views: 29016
Re: Mission: Paper Airplane
I had missed this contribution until now, and it looks great! Looks very impressive for someone who considers himself/herself a "novice developer". I mostly agree with the feedback from nocash: The up=up/down=down controls are confusing for airplanes (think of how real-life airplanes are c...
- July 1st, 2023, 12:37 pm
- Forum: General Chat & Messaging
- Topic: Greetings PS1 Developers
- Replies: 2
- Views: 13905
Re: Greetings PS1 Developers
Welcome, Cyndanera! Your engine sounds interesting, is it free and open source software, so others can learn from it?
- July 1st, 2023, 11:31 am
- Forum: General Chat & Messaging
- Topic: Greetings, PS1 Family
- Replies: 2
- Views: 14694
Re: Greetings, PS1 Family
Welcome, DarkTaker1990! Aside from older Windows versions, I recommend you to use a modern, POSIX operating system such as GNU/Linux or FreeBSD and modern SDKs such as PSn00bSDK or PSXSDK, so you can make use of modern tools with better diagnostics and optimization.
Looking forward to your game idea!
Looking forward to your game idea!
- April 22nd, 2023, 8:51 pm
- Forum: Work Logs & Projects
- Topic: I need help with increasing the content of psx files
- Replies: 3
- Views: 19164
Re: I need help with increasing the content of psx files
Not sure if this helps, but isn't it possible to dump the BIN/CUE contents into a directory, insert the new files and create the BIN/CUE image pair again, possibly using PSn00bSDK's tools?
- March 15th, 2023, 7:16 am
- Forum: Hardware
- Topic: Noticed a co processor
- Replies: 3
- Views: 11834
- March 13th, 2023, 12:17 pm
- Forum: General Chat & Messaging
- Topic: How to compile Warcraft 2: The Dark Saga?
- Replies: 2
- Views: 12308
Re: How to compile Warcraft 2: The Dark Saga?
Some months ago, I started writing a free (GPLv3-or-later-licensed) real-time strategy video game that currently works on the PlayStation 1, Unix-like operating systems and Microsoft Windows (Win9x included): https://git.sr.ht/~xavi92/rts It is largely unfinished, but maybe it makes more sense to co...
- March 13th, 2023, 12:12 pm
- Forum: General Chat & Messaging
- Topic: How do I join the PSXDEV IRC Channel to chat with members?
- Replies: 6
- Views: 71484
Re: How do I join the PSXDEV IRC Channel to chat with members?
I haven't installed anything, I just use the web client, it runs fine... A web browser still downloads and runs non-free JavaScript on the machine, which is still often undesirable for users in FOSS and hacker communities. I think discord is one of the better "social" platforms. I politel...
- December 6th, 2022, 11:50 am
- Forum: Homebrew (General)
- Topic: PadTest
- Replies: 10
- Views: 80703
Re: PadTest
Great work, Shendo. I have been long missing mouse support for PSXSDK, and I would like to merge it into my fork. Is there source code available under a free software license?
- December 6th, 2022, 11:40 am
- Forum: Work Logs & Projects
- Topic: joymon - R/W/X-capable monitor over the controller port
- Replies: 14
- Views: 28607
Re: joymon - R/W/X-capable monitor over the controller port
Awesome job, socram! There is definitely some interesting, unexploited potential to the controller ports.
- December 3rd, 2022, 11:20 am
- Forum: General Chat & Messaging
- Topic: How do I join the PSXDEV IRC Channel to chat with members?
- Replies: 6
- Views: 71484
Re: How do I join the PSXDEV IRC Channel to chat with members?
I don't see why you would want to use IRC in 2022. IRC is still popular in free software and hacking communities. Popular free software projects such as Linux, ffmpeg or git are hosted on Libera Chat, which is an IRC network that was created on 2021. Nowadays we have Discord which is a modern day r...
- December 3rd, 2022, 9:57 am
- Forum: Miscellaneous
- Topic: Cd functions when using exe
- Replies: 2
- Views: 9352
Re: Cd functions when using exe
I'd recommend using some malloc routines when using the CD so you can load data into the heap, use it as needed and then free that heap space for other stuff later. If using fread(3) to read CD-ROM data, a more space-efficient (although possibly a bit slower) alternative is buffered I/O. This means...
- October 15th, 2022, 2:03 pm
- Forum: Documentation
- Topic: How to get started with PSX game development
- Replies: 0
- Views: 21921
How to get started with PSX game development
I would like to add some technical insights, in the context of PS1 development: Choice of programming languages - The original PlayStation CPU is based on MIPS I, so a compatible toolchain is required. gcc supports it with the `mipsel-unknown-elf` target. There are some instructions on how to set up...
- November 4th, 2021, 6:24 pm
- Forum: Programming/CPU
- Topic: Is it worth it to make programs in full assembly ?
- Replies: 3
- Views: 14209
Re: Is it worth it to make programs in full assembly ?
I feel it is kind of subjective. While it is true hand-written MIPS assembly might lead to more optimized code (size and/or memory-wise) compared to a C compiler in specific situations, IMHO usually it is not worth the extra effort nowadays, or at least for application-level code. Modern optimizing ...
- November 2nd, 2021, 5:11 am
- Forum: Homebrew (General)
- Topic: [Homebrew Release] Snake
- Replies: 4
- Views: 17414
Re: [Homebrew Release] Snake
It looks amazing! I agree with Shadow's suggestions: just make it run faster and smoother and the game is good to go. ![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- November 2nd, 2021, 5:05 am
- Forum: Work Logs & Projects
- Topic: [Game] PSXPONG - A small pong to test PSY-Q stuff
- Replies: 4
- Views: 17833
Re: [Game] PSXPONG - A small pong to test PSY-Q stuff
Very nice for a first effort! Possibly a few monochrome rectangles (instead of variable-sized, texture-blending sprites) could had already done the job given the simplicity of this project, but it's definitely a good start.
Eagerly waiting to see new projects from you!![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Eagerly waiting to see new projects from you!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- October 26th, 2021, 7:54 am
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 181132
- January 3rd, 2021, 1:14 pm
- Forum: Homebrew (Homepage)
- Topic: Airport - WIP
- Replies: 24
- Views: 181132
Re: Airport - WIP
Lately, I have done some improvements and bugfixes on this game e.g.: CMake support for easier building, fixed some bugs on PSXSDK and a couple of game bugs:
https://github.com/XaviDCR92/Airport/releases/tag/v0.1
https://github.com/XaviDCR92/Airport/releases/tag/v0.1
- January 1st, 2021, 2:37 pm
- Forum: Work Logs & Projects
- Topic: GDB server for PCSXR
- Replies: 8
- Views: 32446
Re: GDB server for PCSXR
gdb-multiarch Exception caught while booting Guile. Error in function "make_objcode_from_file": bad header on object file: "\x7fELF\x02\x01\x01ÿ\x00\x00\x00\x00\x00\x00\x00\x00" gdb-multiarch: warning: Could not complete Guile gdb module initialization from: /usr/share/gdb/guil...
- December 31st, 2020, 11:39 am
- Forum: Research
- Topic: PSX Physics
- Replies: 3
- Views: 19332
Re: PSX Physics
IMHO it depends entirely on how complex the physics are and a lot of other factors e.g.: game logic, code optimization, GPU performance, etc. When we wrote Deathball , we implemented circle-to-circle collision, circle-to-polygon collision, gravity and bouncing using fixed-point arithmetic and the ga...
- December 31st, 2020, 10:16 am
- Forum: Work Logs & Projects
- Topic: GDB server for PCSXR
- Replies: 8
- Views: 32446
Re: GDB server for PCSXR
First, the gdbstub revision pinned for the submodule no longer exists--it looks like it was removed with a force push or something. I updated it to the latest `master` and now the project checks out and builds OK. More like I forgot to push the commits stored in my computer. :lol: I have just pushe...