Search found 20 matches
- September 18th, 2024, 8:27 am
- Forum: Graphics/GPU
- Topic: How to do texture tiling?
- Replies: 4
- Views: 10069
Re: How to do texture tiling?
The limit is 256x256 (or perhaps something like 255x255 in practice), not 128x128.
Either way, 32x32 doesn't exceed those limits.
The GPU has MASK and OFFSET features for sizes like repeating 32x32 textures.
If your 32>>3 is meant to set the MASK, try replacing it by 31/8, or (255-31)/8.
The ...
- September 14th, 2024, 1:34 pm
- Forum: Graphics/GPU
- Topic: How to do texture tiling?
- Replies: 4
- Views: 10069
How to do texture tiling?
There is a way to achieve texture tiling? I have a 256 texture and I want o make 32x32 repeat on the polygon, but I only got the other part of the texture:
my uv is:
DVECTOR uvs[4] = {
{ 0, 127 },
{ 127, 127 },
{ 127, 0 },
{ 0, 0 },
};
RECT texRect = {0, 0, 32>>3, 32>>3};
DR_TWIN* ptwin ...
my uv is:
DVECTOR uvs[4] = {
{ 0, 127 },
{ 127, 127 },
{ 127, 0 },
{ 0, 0 },
};
RECT texRect = {0, 0, 32>>3, 32>>3};
DR_TWIN* ptwin ...
- June 30th, 2023, 1:59 am
- Forum: Graphics/GPU
- Topic: TIM transparency
- Replies: 14
- Views: 34722
Re: TIM transparency
In the mode=0 picture, it's visible that your light-beam polygon is MUCH larger than the actual light beams, and it looks as if you were doing something like using a texture with diagonal beams (and lots of unused blank/black space).
Better would be to use a tiny texture (about 32x32pixels max ...
- June 28th, 2023, 12:38 pm
- Forum: Graphics/GPU
- Topic: TIM transparency
- Replies: 14
- Views: 34722
Re: TIM transparency
After reading PSn00bSDK documentation I found this:
getTPage
Calculates and returns a texture page value
Library Header File Original Introduced Date Documented
libpsxgpu.a psxgpu.h No R1 07/16/2019
Syntax
getTPage(
tp, Texture color depth (0: 4-bit, 1: 8-bit, 2: 16-bit)
abr, Blend operator ...
getTPage
Calculates and returns a texture page value
Library Header File Original Introduced Date Documented
libpsxgpu.a psxgpu.h No R1 07/16/2019
Syntax
getTPage(
tp, Texture color depth (0: 4-bit, 1: 8-bit, 2: 16-bit)
abr, Blend operator ...
- June 27th, 2023, 8:15 am
- Forum: Graphics/GPU
- Topic: TIM transparency
- Replies: 14
- Views: 34722
Re: TIM transparency
The results from the PS1 SCHP-7001
BLEND: ADD:
SUB:
NOT MUL
This is the good effect, not exactly sure what it is happening, any good names for this?
BLEND: ADD:
SUB:
NOT MUL

This is the good effect, not exactly sure what it is happening, any good names for this?
- June 27th, 2023, 4:00 am
- Forum: Graphics/GPU
- Topic: TIM transparency
- Replies: 14
- Views: 34722
Re: TIM transparency
You can clearly see that the fourth picture doesn't multiply anything (all pixels multiplied with color 0 would be become all black, and that doesn't happen).
All that GPU stuff is documented here, https://problemkaputt.de/psxspx-graphics-processing-unit-gpu.htm
It's not multiplication, the ...
- June 25th, 2023, 12:15 am
- Forum: Graphics/GPU
- Topic: TIM transparency
- Replies: 14
- Views: 34722
Re: TIM transparency
I don't know if color multiplication is a thing, but there something there that is happening that make some sense, maybe there another name to this effects, but this is all the results on the emulator:
Color::Blend
color_blend.png
Color::Add
color_add.png
Color::Sub
color_sub.png
Color ...
Color::Blend
color_blend.png
Color::Add
color_add.png
Color::Sub
color_sub.png
Color ...
- June 24th, 2023, 2:49 am
- Forum: Graphics/GPU
- Topic: TIM transparency
- Replies: 14
- Views: 34722
Re: TIM transparency
After some time with ChatGPT I found the possible values:
enum BlendMode {
Blend = 0,
Add = 1,
Sub = 2,
Mul = 3
};
pol4->tpage = getTPage(texture->mode, BlendMode::Mul, texture->prect->x, texture->prect->y);
And with this settings and 2 textured quads I got this effect:
level_oblivion ...
enum BlendMode {
Blend = 0,
Add = 1,
Sub = 2,
Mul = 3
};
pol4->tpage = getTPage(texture->mode, BlendMode::Mul, texture->prect->x, texture->prect->y);
And with this settings and 2 textured quads I got this effect:
level_oblivion ...
- June 23rd, 2023, 3:37 pm
- Forum: Graphics/GPU
- Topic: TIM transparency
- Replies: 14
- Views: 34722
Re: TIM transparency
I was doing some random changes in the code (I don't know much from the parameters of each function) and after I changed this line:
pol4->tpage = getTPage(texture->mode, 0, texture->prect->x, texture->prect->y);
to
pol4->tpage = getTPage(texture->mode, 1, texture->prect->x, texture->prect->y);
It ...
pol4->tpage = getTPage(texture->mode, 0, texture->prect->x, texture->prect->y);
to
pol4->tpage = getTPage(texture->mode, 1, texture->prect->x, texture->prect->y);
It ...
- June 23rd, 2023, 1:05 pm
- Forum: Graphics/GPU
- Topic: TIM transparency
- Replies: 14
- Views: 34722
Re: TIM transparency
I did the untextured gourad shaded with POLY_G4 with setSemiTrans, but I'm not aware of how to address the color addition, there is a command for it?nocash wrote: June 23rd, 2023, 12:33 pm The first picture looks as simple as drawing an untextured black/gray gouraud-shaded polygon with color addition.
- June 23rd, 2023, 3:40 am
- Forum: Graphics/GPU
- Topic: TIM transparency
- Replies: 14
- Views: 34722
TIM transparency
Hi! I'm making a "demake" from Oblibion, and started to model the first room.
I'm using PSn00bSDK
So everething is going ok, added some physics (not completed), gourad shading, but there is one thing that I'm not achieving that is simulate a "light shaft" effect:
My goal:
blender_goal.png
This ...
I'm using PSn00bSDK
So everething is going ok, added some physics (not completed), gourad shading, but there is one thing that I'm not achieving that is simulate a "light shaft" effect:
My goal:
blender_goal.png
This ...
- August 25th, 2021, 6:57 am
- Forum: Graphics/GPU
- Topic: Help about gte_sqr12()
- Replies: 0
- Views: 21189
Help about gte_sqr12()
Hello guys, can you help me with some gte stuff?
So it's about the gte_sqr12 instruction, when I load my vector input, I only can use number until 8<<12 (32768) because the register utilized by gte_sqr12() is only 16bits. I'm doing something wrong or It was doing exactly what is supposed to do ...
So it's about the gte_sqr12 instruction, when I load my vector input, I only can use number until 8<<12 (32768) because the register utilized by gte_sqr12() is only 16bits. I'm doing something wrong or It was doing exactly what is supposed to do ...
- November 29th, 2020, 12:19 pm
- Forum: Programming/CPU
- Topic: Calculate normal
- Replies: 1
- Views: 18454
Re: Calculate normal
I got it!
The base color of the terrain was too dark to see the ligth changes. It was gray (128, 128, 128)
Now it looks ok!
EDIT: It was not what I stated above. My error is that I was not normalizing the cross, now I'm using the VectorNormalS function.
The base color of the terrain was too dark to see the ligth changes. It was gray (128, 128, 128)

Now it looks ok!

EDIT: It was not what I stated above. My error is that I was not normalizing the cross, now I'm using the VectorNormalS function.
- November 29th, 2020, 1:15 am
- Forum: Programming/CPU
- Topic: Calculate normal
- Replies: 1
- Views: 18454
Calculate normal
Hi guys, I'm making some terrain using perlin noise and my normals for lighting are not looking right, can someone help me find the error?
const auto x1y1 = perlin.noise2d(x1, y1),
x0y0 = perlin.noise2d(x0, y0),
...;
mesh[meshIdx] = {X+1 , x1y1, Z+1, 0};
mesh[meshIdx+1] = {X , x0y0, Z , 0 ...
const auto x1y1 = perlin.noise2d(x1, y1),
x0y0 = perlin.noise2d(x0, y0),
...;
mesh[meshIdx] = {X+1 , x1y1, Z+1, 0};
mesh[meshIdx+1] = {X , x0y0, Z , 0 ...
- November 20th, 2020, 10:23 pm
- Forum: Hardware
- Topic: SCPH-1002 - New laser lens questions
- Replies: 2
- Views: 7742
Re: SCPH-1002 - New laser lens questions
Hi, I bought the BAM version for my SCPH-1001 (I believe the only difference is the region, my lens is on the left side. The cable fit, but the aliexpress lens that I bought was not working, so the guy who fixed it for me changed some parts using the aliexpress version on the 'original' lens. But if ...
- November 20th, 2020, 9:33 pm
- Forum: Hardware
- Topic: [Help] PS1 don't reconize any CD
- Replies: 8
- Views: 17098
Re: [Help] PS1 don't reconize any CD
Hi, after some time I found a guy that can make it work.
He told me some problems he found:
The chinese optical was not working
The original optical unit had the flat cable broken, so he replaced using some parts of the chinese one.
When I got it back was barely reading anything, so I tried to ...
He told me some problems he found:
The chinese optical was not working
The original optical unit had the flat cable broken, so he replaced using some parts of the chinese one.
When I got it back was barely reading anything, so I tried to ...
- October 26th, 2020, 11:04 am
- Forum: Hardware
- Topic: [Help] PS1 don't reconize any CD
- Replies: 8
- Views: 17098
Re: [Help] PS1 don't reconize any CD
The lens of the original laser don't even move (up and down) trying to read the disc.Mdv wrote: October 25th, 2020, 10:03 pm the chinese lasers are no good, you are better off using the laser from a ps1 slim.
what's wrong with the original laser?
- October 24th, 2020, 11:11 am
- Forum: Hardware
- Topic: [Help] PS1 don't reconize any CD
- Replies: 8
- Views: 17098
Re: [Help] PS1 don't reconize any CD
Power supply CN2, pins
1 - 7.41V
2 - 0 (GND)
3 - 3.41V
4 - 0 (GND)
5 - 3.44V
6 - 0 (GND)
7 - 3.35V
I don't know if this is in the correct order (1-4 right to left)
CN701, 1-4 door open / door closed with disc
1 SL- 3.42v/ 3.35v
2 SL+ 3.42v/ 3.25v
3 SP+ 3.42v/ 3.43 up to 4.0~5.0
4 SP- 3.38v/ 1.03 ...
1 - 7.41V
2 - 0 (GND)
3 - 3.41V
4 - 0 (GND)
5 - 3.44V
6 - 0 (GND)
7 - 3.35V
I don't know if this is in the correct order (1-4 right to left)
CN701, 1-4 door open / door closed with disc
1 SL- 3.42v/ 3.35v
2 SL+ 3.42v/ 3.25v
3 SP+ 3.42v/ 3.43 up to 4.0~5.0
4 SP- 3.38v/ 1.03 ...
- October 24th, 2020, 10:03 am
- Forum: Hardware
- Topic: [Help] PS1 don't reconize any CD
- Replies: 8
- Views: 17098
Re: [Help] PS1 don't reconize any CD
Hi!
Do you hear or see the sled move out? Do you see the audio tracks for an audio CD at the menu?
It moves only if i pull it a litle bit from center turning the motor with my hands. When I power on, it goes to the center. But I don't see any tracks even for audio CD.
The cd spins, the lens ...
Do you hear or see the sled move out? Do you see the audio tracks for an audio CD at the menu?
It moves only if i pull it a litle bit from center turning the motor with my hands. When I power on, it goes to the center. But I don't see any tracks even for audio CD.
The cd spins, the lens ...
- October 23rd, 2020, 2:40 pm
- Forum: Hardware
- Topic: [Help] PS1 don't reconize any CD
- Replies: 8
- Views: 17098
[Help] PS1 don't reconize any CD
Hello every one, I'm new here, I like to develop games and I'm trying to make some PS1 games (PSn00bSDK), so I bought one SCPH-1001, with broken laser.
So I bought a new laser KSM440-BAM from aliexpress (the broken one was this model), so I replaced, and every CD that I tried he start reading then ...
So I bought a new laser KSM440-BAM from aliexpress (the broken one was this model), so I replaced, and every CD that I tried he start reading then ...