Search found 20 matches
- November 25th, 2023, 1:37 pm
- Forum: Homebrew (General)
- Topic: Mission: Paper Airplane
- Replies: 13
- Views: 43664
Re: Mission: Paper Airplane
Can you explain the game mechanics: How do you gain speed, or lose speed?
The only way to gain speed (other than the green powerup) is to point the plane towards the ground, while the only way to lose speed is to point the plane towards the sky (there are no other tricks, I swear!). That idea ...
- November 24th, 2023, 10:27 am
- Forum: Homebrew (General)
- Topic: Mission: Paper Airplane
- Replies: 13
- Views: 43664
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 ...
- March 14th, 2023, 9:14 am
- Forum: Homebrew (General)
- Topic: Mission: Paper Airplane
- Replies: 13
- Views: 43664
Re: Mission: Paper Airplane
The HBRW_000.01 naming scheme could be an interesting idea, but everyone would end up accidentally mixing serial numbers without a strong central authority (like Sony).
I've updated MPA.7z and instead renamed the exe to "MZXTUELK.001". The naming scheme is <AUTHOR>.<GAME#> which should work more ...
I've updated MPA.7z and instead renamed the exe to "MZXTUELK.001". The naming scheme is <AUTHOR>.<GAME#> which should work more ...
- March 6th, 2023, 12:18 pm
- Forum: Homebrew (General)
- Topic: Mission: Paper Airplane
- Replies: 13
- Views: 43664
Re: Mission: Paper Airplane
I guess I should've gotten more feedback from more people other than my mom. I still consider myself a novice developer and I'll do my best to improve. Thanks for the critique, nocash 

- March 5th, 2023, 12:43 pm
- Forum: Homebrew (General)
- Topic: Mission: Paper Airplane
- Replies: 13
- Views: 43664
Re: Mission: Paper Airplane
For lighting: I can't see any lighting, neither gouraud shaded, nor flat shaded. Especially the tubes would benefit from lighting (or from more colors in general, like using different colors for floor/walls/ceiling and perhaps different brightness for near/distant sections).
How did you manage to ...
- February 25th, 2023, 7:13 pm
- Forum: Homebrew (General)
- Topic: Mission: Paper Airplane
- Replies: 13
- Views: 43664
Re: Mission: Paper Airplane
Thanks for the feedback Shadow! The reason why many of the levels are low resolution is because each level utilizes only one texture page, which is an engine-specific issue I need to fix. Regarding the framerate, I'm not sure if I'm skilled enough to achieve a stable 60fps, but I'll try anyway for ...
- February 23rd, 2023, 4:30 am
- Forum: Homebrew (General)
- Topic: Mission: Paper Airplane
- Replies: 13
- Views: 43664
Mission: Paper Airplane
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Mission: Paper Airplane
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Username: mzxtuelkl
Project Title: Mission: Paper Airplane
Time to Complete: 4 months
SDK: Psy-Q + Custom
Genre: Game
Latest Release: Version 1.0
In Development: No
Initial Release Date: 18-FEBRUARY-2023
Last Date Updated: 13-MARCH-2023
Controller: Digital ...
Mission: Paper Airplane
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Username: mzxtuelkl
Project Title: Mission: Paper Airplane
Time to Complete: 4 months
SDK: Psy-Q + Custom
Genre: Game
Latest Release: Version 1.0
In Development: No
Initial Release Date: 18-FEBRUARY-2023
Last Date Updated: 13-MARCH-2023
Controller: Digital ...
- June 11th, 2022, 8:19 pm
- Forum: Homebrew (General)
- Topic: gym rat (prototype)
- Replies: 0
- Views: 20221
gym rat (prototype)
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gym rat (prototype)
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Username: mzxtuelkl
Project Title: gym rat (prototype)
Time to Complete: 9 months
SDK: Psy-Q
Genre: Game
Latest Release: -
In Development: No
Initial Release Date: 11-JUNE-2022
Last Date Updated: 11-JUNE-2022
Controller: Analog
Players: 1
Memory Card: -
Languages ...
gym rat (prototype)
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Username: mzxtuelkl
Project Title: gym rat (prototype)
Time to Complete: 9 months
SDK: Psy-Q
Genre: Game
Latest Release: -
In Development: No
Initial Release Date: 11-JUNE-2022
Last Date Updated: 11-JUNE-2022
Controller: Analog
Players: 1
Memory Card: -
Languages ...
- May 29th, 2022, 8:57 pm
- Forum: Work Logs & Projects
- Topic: [WiP] Breakout for PSX
- Replies: 5
- Views: 27713
Re: [WiP] Breakout for PSX
I'd personally prefer a more subtle camera that didn't move as much, but the smoothness of the camera itself is nice. The game's fine so far!
- April 15th, 2022, 11:04 pm
- Forum: Graphics/GPU
- Topic: GsIMAGE spanning multiple texture pages possible?
- Replies: 2
- Views: 16730
Re: GsIMAGE spanning multiple texture pages possible?
I have these tileset images that I would prefer not having to split up into several smaller 256x256 subsets. If i understand the psyq documentation correctly then it is not possible, but I've seen some hints here and there in other projects that it is.
The 256x256 limit is a hardware ...
- April 3rd, 2022, 1:29 pm
- Forum: General Chat & Messaging
- Topic: Wipeout Source Code Release - trying to build?
- Replies: 4
- Views: 15091
Re: Wipeout Source Code Release - trying to build?
Welp. Was hoping the build process would be quick and dirty, but unfortunately it is not. Found a version of the compiler toolchain bundled with the runtime libraries v4.6 that runs correctly under DOSBox, but I could not find the libraries the devs were actually using themselves. I assumed it was ...
- April 2nd, 2022, 10:21 am
- Forum: General Chat & Messaging
- Topic: Wipeout Source Code Release - trying to build?
- Replies: 4
- Views: 15091
Re: Wipeout Source Code Release - trying to build?
Decided to give it a shot. Seems like it's possible to build it using v2.6 of the psyq runtime libraries, but for some reason the compiler spits out "Software Data Key, or Network Manager not found or present." I'm guessing this is an authentication check?
http://mzxtuelkl.qeeds6.net/images/psxdev ...
http://mzxtuelkl.qeeds6.net/images/psxdev ...
- March 1st, 2022, 4:31 pm
- Forum: Graphics/GPU
- Topic: Issues encoding STR+XA with MC32 and FFMPEG
- Replies: 5
- Views: 23028
Re: Issues encoding STR+XA with MC32 and FFMPEG
I've also had the same issue with mc32 producing a .STR with video playing slightly faster than the audio, but I couldn't figure out what the hell I was doing wrong and gave up
Set LEAP SECTOR to ON . Enabling this will cause the PlayStation to drop frames in order to keep the audio synched as ...
- March 1st, 2022, 5:18 am
- Forum: Graphics/GPU
- Topic: Issues encoding STR+XA with MC32 and FFMPEG
- Replies: 5
- Views: 23028
Re: Issues encoding STR+XA with MC32 and FFMPEG
I'm at a loss here. I may be using the wrong options in ffmpeg, but I don't even know if that is the case. Any ideas on what I might be doing wrong? Thanks in advance.
Perhaps try using a much older version of ffmpeg? Maybe the ffmpeg devs changed a few things around that made it not work nicely ...
Perhaps try using a much older version of ffmpeg? Maybe the ffmpeg devs changed a few things around that made it not work nicely ...
- February 23rd, 2022, 12:22 pm
- Forum: Graphics/GPU
- Topic: question about GsMap.index?
- Replies: 2
- Views: 17182
Re: question about GsMap.index?
From what I understand, first, each GsCELL is basically just a pair of UV coordinates. You'd make a 1-dimensional array of these GsCELLs (or use a CEL file), then have your GsMAP.base member point to the aforementioned array of GsCELLs. Each element's index in your GsMAP.base array designates a ...
- February 8th, 2022, 5:21 pm
- Forum: Homebrew (General)
- Topic: melinda (3d tech demo)
- Replies: 4
- Views: 22114
Re: melinda (3d tech demo)
This game shows a lot of potential! Hope to see more of it. Try and do some solid polygon shading (unless you want to keep it wireframe based) :)
My plan is to try flat-shaded polygons first (with some tricks), and if it still looks icky, switch to wireframe. The final result won't push the PS1 ...
- January 6th, 2022, 4:01 pm
- Forum: Homebrew (General)
- Topic: melinda (3d tech demo)
- Replies: 4
- Views: 22114
Re: melinda (3d tech demo)
Looks cool! But apparently, you seem to have forgotten to provide the atd_export plugin script for Blender.
I used to store the code for all my blender 2.78 scripts on my formerly deleted website, but I've now reinstated the site under a different host so you can now view the scripts here ...
- December 19th, 2021, 10:58 pm
- Forum: Homebrew (General)
- Topic: melinda (3d tech demo)
- Replies: 4
- Views: 22114
melinda (3d tech demo)
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melinda (3d tech demo)
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Username: mzxtuelkl
Project Title: melinda (3d tech demo)
Time to Complete: 4 Months
SDK: Psy-Q
Genre: Tech Demo
Latest Release: Version 1.0
In Development: No
Initial Release Date: 19-DECEMBER-2021
Last Date Updated: 19-DECEMBER-2021
Controller: Analog
Players: 1 ...
melinda (3d tech demo)
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Username: mzxtuelkl
Project Title: melinda (3d tech demo)
Time to Complete: 4 Months
SDK: Psy-Q
Genre: Tech Demo
Latest Release: Version 1.0
In Development: No
Initial Release Date: 19-DECEMBER-2021
Last Date Updated: 19-DECEMBER-2021
Controller: Analog
Players: 1 ...
- August 19th, 2021, 3:04 am
- Forum: Examples (Psy-Q)
- Topic: 2D Rope Physics Example
- Replies: 1
- Views: 18865
2D Rope Physics Example
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2D Rope Physics Example
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Username: mzxtuelkl
Project Title: 2D Rope Physics Example
Time to Complete: 2 weeks
SDK: Psy-Q
Genre: Example
Latest Release: Version 1.0
In Development: No
Initial Release Date: 18-AUGUST-2021
Last Date Updated: 31-AUGUST-2021
Controller: Digital
Players: 1 ...
2D Rope Physics Example
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Username: mzxtuelkl
Project Title: 2D Rope Physics Example
Time to Complete: 2 weeks
SDK: Psy-Q
Genre: Example
Latest Release: Version 1.0
In Development: No
Initial Release Date: 18-AUGUST-2021
Last Date Updated: 31-AUGUST-2021
Controller: Digital
Players: 1 ...
- July 26th, 2021, 6:38 pm
- Forum: Examples (Psy-Q)
- Topic: GsBG Problem
- Replies: 1
- Views: 17261
Re: GsBG Problem
Set the "base" member of your GsMAP to point to wherever you stored your CEL file in memory, then set all the other members of the GsMAP accordingly from a BGD file. It's best to check the associated sample in psyq because I've only glanced over it. The sample is called "BGSAMPLE" and is located in ...