Search found 385 matches
- March 16th, 2021, 11:22 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 125358
Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Depends on how skilled you are overall really.
- February 18th, 2021, 12:12 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 125358
Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Managed to compile together a pre-compiled binary release of PSn00bSDK for 64-bit Windows with MSys2. The package includes a pre-compiled and pre-configured GCC 10.2.0 toolchain and a few other tools of mine included. It depends on MSys2 not only for the run-time libraries that the toolchain and inc...
- February 4th, 2021, 11:58 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 125358
Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Apologies for not keeping up with this thread for a very long while, hope people just checked the Github repo for updates being implemented to the SDK while I was inactive on the forums for awhile. Lameguy, do you have tutorials or anything on how to use your tools? Ive not checked and just being la...
- February 4th, 2021, 11:32 am
- Forum: Programming/CPU
- Topic: Lameguy's PlayStation Programming Tutorial Series
- Replies: 6
- Views: 32473
Re: Lameguy's PlayStation Programming Tutorial Series
I've just made the tutorial series easier to access on my website a few weeks ago, as you no longer have to do a SVN login just to view it. The SVN repo is still up however, and is what I still use to sync stuff around more easily. I should mention that the tutorial series has got some controller an...
- December 15th, 2020, 1:00 pm
- Forum: Hardware
- Topic: USB replacement instead of parallel port for Caetla
- Replies: 9
- Views: 16658
Re: USB replacement instead of parallel port for Caetla
If I can build or find a USB comms interface schematic that doesn't suck (ie. doesn't just emulate a parallel port talking to Caetla's protocol), I could implement support for such a thing in n00bROM and it'd probably be implemented more elegantly rather than following/mimicking the bit banging prot...
- October 5th, 2020, 11:41 am
- Forum: Work Logs & Projects
- Topic: n00bROM - Open Source Caetla Alternative
- Replies: 3
- Views: 14307
Re: n00bROM - Open Source Caetla Alternative
Haven't really tested parallel port upload speeds very much, though I usually hit ~75KB/s on my workstation running Linux using a CH384 based PCIE serial + parallel port card. Perhaps inpout32's overhead is slowing things down a bit.
- October 3rd, 2020, 10:59 pm
- Forum: Work Logs & Projects
- Topic: n00bROM - Open Source Caetla Alternative
- Replies: 3
- Views: 14307
n00bROM - Open Source Caetla Alternative
This project's actually been out for quite sometime now, but haven't got around to write a post about it until now. Though the delay was probably a good thing as it's been polished up to its current pristine state since it was first released on Github and on my website. This is effectively my own sp...
- November 22nd, 2019, 12:23 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 125358
Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
Just released the CD-ROM library to the main repo along with a boatload of bugfixes that have accumulated since the last commit. I've also added new hardware timer, render to texture and CD-XA audio examples.
I recommend reading the changelog in the github repository for more details.
I recommend reading the changelog in the github repository for more details.
- November 20th, 2019, 12:56 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 125358
Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
I just got my own implementation of CdSearchFile() working and used that to get around testing XA audio streaming. I got it working as shown in the video linked below. Audio stutters a lot because my test disc is just trash. Link to video I also got XA looping working by simply using the same CdRead...
- November 18th, 2019, 7:12 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 125358
Re: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
My libraries should perform a lot better than Sony's original libraries, as the latter is comprised mostly of unoptimized compiler generated code and other bloat whereas PSn00bSDK's libraries are a mix of optimized compiler generated and assembly. Programs compiled with PSn00bSDK usually yields a mu...
- November 18th, 2019, 12:15 pm
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 125358
Re: PSn00bSDK - My very own PS1 SDK project
Been working semi full-force on the long awaited CD-ROM library for PSn00bSDK that doesn't just use the limited BIOS routines. I managed to get CD IRQ handling and command processing down pat that I got CD track querying and CD audio playback working very reliably. I've also got CD data read stuff w...
- November 15th, 2019, 12:06 pm
- Forum: Graphics/GPU
- Topic: I have a problem with 2D sprite in 3D game
- Replies: 20
- Views: 39223
Re: I have a problem with 2D sprite in 3D game
If there's an OT overflow going on the program should become unstable as data around the data segment is being corrupted or crash immediately if the overflow went to the other OT, as the latter would likely cause a GPU deadlock in a double OT/primitive buffer setup.
- November 13th, 2019, 1:10 pm
- Forum: Graphics/GPU
- Topic: I have a problem with 2D sprite in 3D game
- Replies: 20
- Views: 39223
Re: I have a problem with 2D sprite in 3D game
That's likely the limits of painter's sort algorithm really as the depth value for Z sorting is computed by averaging the Z coordinates of a polygon, which is typically the center of said polygon. The best way to work around this is to subdivide polygons with the Z depth computed on each subdivided ...
- November 12th, 2019, 11:58 am
- Forum: Graphics/GPU
- Topic: I have a problem with 2D sprite in 3D game
- Replies: 20
- Views: 39223
Re: I have a problem with 2D sprite in 3D game
If what you're looking for is bill-boarding sprites in a 3D space, there's a billboard example in PSn00bSDK that demonstrates just that.
- November 12th, 2019, 11:44 am
- Forum: Graphics/GPU
- Topic: Better method for scrolling textures?
- Replies: 3
- Views: 11073
Re: Better method for scrolling textures?
Its not included in the github repository yet, but it is on my self hosted SVN. Its in the render2tex example.
- November 8th, 2019, 11:51 am
- Forum: Graphics/GPU
- Topic: Better method for scrolling textures?
- Replies: 3
- Views: 11073
Re: Better method for scrolling textures?
You have to do texture scrolling by manipulating the UV coordinates of the sprite or textured polygon primitive. You will also need to use the DR_TWIN and SetTexWindow to place texture window primitives so you can set the texture window constraint to allow for textures smaller than 256x256 to be wra...
- October 31st, 2019, 9:07 pm
- Forum: Work Logs & Projects
- Topic: Project Scarlet - My very own 3D engine for the PSX
- Replies: 30
- Views: 76512
Re: Project Scarlet - My very own 3D engine for the PSX
This project has been put in the back burner for awhile in favor of my PSn00bSDK project, which this engine will soon be ported to. Should be perfectly doable as PSn00bSDK has full GPU and GTE support.
- October 30th, 2019, 12:15 pm
- Forum: Members Downloads
- Topic: PSn00b Debugger - Homebrew debugger for retail consoles
- Replies: 15
- Views: 49784
Re: PSn00b Debugger - Homebrew debugger for retail consoles
I've forgotten to post about an update of this debugger I released last month. I improved the debug interface a bit, rewrote the debug kernel for ARMIPS, improved comms protocol, added single data access breakpoint and data watchpoints. I plan to implement Commslink support soon once my bi-direction...
- October 23rd, 2019, 11:46 am
- Forum: General Chat & Messaging
- Topic: PSX Low Poly Character Animation
- Replies: 1
- Views: 9124
Re: PSX Low Poly Character Animation
It depends from game to game. Many PS1 games use a bone style system but the models are modeled in a way that each articulating part is its own 3D model, so they have a bit of an action figure look. There have also been games that used a bone style system that manipulates vertices of the model so th...
- October 23rd, 2019, 11:36 am
- Forum: Hardware
- Topic: PlayStation 1 controller combo reset mod
- Replies: 10
- Views: 28738
Re: PlayStation 1 controller combo reset mod
I have thought about an entirely software based solution for awhile that basically polls the controller on every V-Blank IRQ alongside the BIOS and libpad controller handler and jump to BIOS ROM base address when the right button combination is entered. But I think it would screw with memory card ac...