Alright. All done. You say you know C, but I saw no effort in the code you specified that remotely attempted your goal.

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It has always been a safe and clean forum with no spam for other members interested in the PlayStation 1 to meet and make new friendships.
It's a place for those who are interested in learning about programming, reverse engineering and experimenting with hardware/software for the console.
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Thank you for your contribution


Search found 139 matches
- May 16th, 2014, 1:22 am
- Forum: General Chat & Messaging
- Topic: Hello!
- Replies: 24
- Views: 41834
- May 12th, 2014, 4:45 pm
- Forum: General Chat & Messaging
- Topic: Hello!
- Replies: 24
- Views: 41834
Re: Hello!
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...
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...
- March 19th, 2014, 1:35 pm
- Forum: Work Logs & Projects
- Topic: SDK - Project part 2
- Replies: 2
- Views: 8725
Re: SDK - Project part 2
Orion is right and you should be using strcpy();
- March 6th, 2014, 11:57 am
- Forum: Work Logs & Projects
- Topic: Compilation Woes
- Replies: 4
- Views: 10890
Re: Compilation Woes
No problem. Here is the correct way on how to go about putting your files. It's just an example. Edit it to your liking and ensure you have the license files pointed correctly. After creating the .ISO from STRIPISO.EXE, patch the image with 'Disc Patcher'. Define LicensePath c:\cdgen\licenseDefine L...
- March 4th, 2014, 7:55 pm
- Forum: Work Logs & Projects
- Topic: Compilation Woes
- Replies: 4
- Views: 10890
Re: Compilation Woes
What does your CTI table (DATA.CTI) look like?
- January 22nd, 2014, 7:39 pm
- Forum: Programming/CPU
- Topic: Possible PSX 3D Engine
- Replies: 6
- Views: 15275
Re: Possible PSX 3D Engine
Interesting. See what you can do 
The headers:
00029 #include <libgte.h>
00030 #include <libgpu.h>
00031 #include <libetc.h>
00037 #include <kernel.h>
are part of the Psy-Q library.

The headers:
00029 #include <libgte.h>
00030 #include <libgpu.h>
00031 #include <libetc.h>
00037 #include <kernel.h>
are part of the Psy-Q library.
- January 5th, 2014, 6:39 pm
- Forum: Work Logs & Projects
- Topic: [CANCELLED] Marilyn Fan-game Project Thread
- Replies: 57
- Views: 132086
Re: Marilyn Fan-game Project Thread
The game is coming along nicely 
Sony has a widescreen example under the Psy-Q samples directory.

Sony has a widescreen example under the Psy-Q samples directory.
- December 28th, 2013, 1:58 am
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 44249
Re: Nebula X Worklog
A 3D rendered sprite of the concept art.
I have it in the game with the sprite sheet completed.
I'll be using CLUT's to palette swap, hence saving framebuffer room.

I have it in the game with the sprite sheet completed.
I'll be using CLUT's to palette swap, hence saving framebuffer room.
- December 5th, 2013, 1:24 pm
- Forum: General Chat & Messaging
- Topic: PSP Vs. PSVITA for homebrew
- Replies: 3
- Views: 6938
Re: PSP Vs. PSVITA for homebrew
PSP all the way.
- December 5th, 2013, 3:28 am
- Forum: Work Logs & Projects
- Topic: Adventure game Elansar & Philia
- Replies: 6
- Views: 12095
Re: Adventure game Elansar & Philia
Seems like an interesting game, but I would have to vote no. It made me feel sleepy while watching the video. The graphics are good and all and it looks interesting, but it's not my type of a game to play. Maybe make an action game. That's what I'm going for. Those are really popular these days and ...
- December 4th, 2013, 8:23 pm
- Forum: CD-ROM
- Topic: My attempt of mastering PS1 discs without a mastering drive
- Replies: 29
- Views: 65239
- December 4th, 2013, 1:15 pm
- Forum: CD-ROM
- Topic: My attempt of mastering PS1 discs without a mastering drive
- Replies: 29
- Views: 65239
Re: My attempt of mastering PS1 discs without a mastering dr
Very difficult. Strong knowledge about how CD-ROM's work in their mathematical sense is required, as well as strong knowledge of assembler. It's quite complex stuff.
- December 3rd, 2013, 8:22 pm
- Forum: CD-ROM
- Topic: My attempt of mastering PS1 discs without a mastering drive
- Replies: 29
- Views: 65239
Re: My attempt of mastering PS1 discs without a mastering dr
No. You need to create custom burner firmware that can burn a SCEx wobble to do that.
- November 28th, 2013, 1:39 pm
- Forum: CD-ROM
- Topic: My attempt of mastering PS1 discs without a mastering drive
- Replies: 29
- Views: 65239
Re: My attempt of mastering PS1 discs without a mastering dr
Don't forget High Society and TRSI 

- November 26th, 2013, 12:59 am
- Forum: Work Logs & Projects
- Topic: Nebula X Worklog
- Replies: 25
- Views: 44249
Re: Nebula X Worklog
Thanks for the suggestions.
I'm just working on modelling the low poly 3D model at the moment.
Some concept art:

I'm just working on modelling the low poly 3D model at the moment.
Some concept art:

- November 25th, 2013, 5:05 pm
- Forum: Programming/CPU
- Topic: Understanding Dynamic Memory Allocation (malloc)
- Replies: 9
- Views: 17652
Re: Understanding Dynamic Memory Allocation (malloc)
Yes, you must initialise the heap. It only needs to be initialised once. The code below will allocate 1MB of RAM as heap. The heap is a set chunk of the remaining RAM that can only be used for malloc functions. Any other RAM left can be used for other things if you wish, but it is wise to try and ge...
- November 22nd, 2013, 7:41 pm
- Forum: Sound/SPU
- Topic: Need help on looping XA audio tracks
- Replies: 7
- Views: 19403
Re: Need help on looping XA audio tracks
Execute each line separately (comment them out) and find the line that is causing the crash. From there, check your pointers and bit shifts. Maybe output them to a printf to ensure you are getting the results needed. Also check the Psy-Q Library References PDF to make sure the functions do no exceed...
- November 20th, 2013, 2:08 pm
- Forum: Sound/SPU
- Topic: Need help on looping XA audio tracks
- Replies: 7
- Views: 19403
- November 16th, 2013, 2:38 pm
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 52596
Re: Sokoban for PS1
I would be up for trying to make some music in Music 2000. It would be better I reckon if you just went on YouTube though and searched for 'free music' or 'free video game music'. There are many great artists out there that provide free music :) The VHS rewind effect it very cool. Leave it as it is....
- November 15th, 2013, 5:40 pm
- Forum: Work Logs & Projects
- Topic: Sokoban for PS1
- Replies: 26
- Views: 52596
Re: Sokoban for PS1
Thanks for letting me BETA test. Here is my report list: I would highly suggest adding in higher quality music. The players need to feel something new every time, and since there is approximately 650MB of data free on the disc, I would suggest filling it with lots of XA music. Whilst in gameplay mod...