Search found 33 matches
- October 10th, 2012, 12:24 am
- Forum: Documentation
- Topic: SPASM Assembler
- Replies: 21
- Views: 140641
Re: spasm assembler
Doesn't mean it's part of a decent standard anymore. The program is so ancient it doesn't even properly run on XP most of the times and it's permanently dead on even more recent platforms.
- October 9th, 2012, 1:35 pm
- Forum: Documentation
- Topic: SPASM Assembler
- Replies: 21
- Views: 140641
Re: spasm assembler
That's not "the" assembler. PSY-Q has way better tools for doing assembly, and so goes GCC MIPS. spasm could have been useful 16 years ago, but now it's just an ancient piece of software.
- July 15th, 2012, 12:46 am
- Forum: Homebrew (Homepage)
- Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
- Replies: 72
- Views: 322543
Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati
Well, i use to have one big exe but it was getting too big for memory to hold, so I decided to split it up into separate exes so I could program each boss/stage individually. I could fit more data since each boss/stage is a totally independent exe. Overlays were crete with the same idea, but instea...
- July 14th, 2012, 4:26 am
- Forum: Homebrew (Homepage)
- Topic: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstation)
- Replies: 72
- Views: 322543
Re: ROLL BOSS RUSH -{Homebrew Project}- (PSX/PSone/Playstati
You don't need stripISO or MakeCTI if you have Pixel's cd-tool. It can compile an ISO all right, even with XA sectors properly encoded. Also, may I ask you why you used so many exes? You should move all the stuff to overlays, they will improve loading performances quite a lot. Not to mention you cou...
- June 11th, 2012, 7:51 am
- Forum: Psy-Q SDK
- Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
- Replies: 12
- Views: 37824
Re: configuring and compiling the Psy-Q 4.6 to run homebrew
If you set the stuff like I told you several times in the previous replies instead of going your way trying to make it work as if it were still on a win98 system, the answer would be: no.
- June 11th, 2012, 6:26 am
- Forum: Psy-Q SDK
- Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
- Replies: 12
- Views: 37824
Re: configuring and compiling the Psy-Q 4.6 to run homebrew
I already told you in the post above: set the environment variables the proper way! That batch thing you have there won't do shit on XP and later systems. If the procedure I suggested you doesn't work, google is your friend. And stop using psymake.
- June 11th, 2012, 5:38 am
- Forum: Psy-Q SDK
- Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
- Replies: 12
- Views: 37824
Re: configuring and compiling the Psy-Q 4.6 to run homebrew
Copy cpe2exe to your psy-q bin folder and make sure said path is configured under your PATH global variable (for NT systems you need to set that from the control panel by going to System properties, advanced system settings, advanced, environment variables). If it's not, then no wonder it says the p...
- June 11th, 2012, 2:58 am
- Forum: Psy-Q SDK
- Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
- Replies: 12
- Views: 37824
Re: configuring and compiling the Psy-Q 4.6 to run homebrew
That's because you need to type in the console "make -f makefile.mak" and change the makefile to this: all: ccpsx -O3 -Xo$$80010000 main.c c:\psxdev\lib\none2.obj -omain.cpe cpe2psx main.cpe Make sure to change the "c:\psxdev\lib\none2.obj" part to whatever path your psy-q librar...
- June 11th, 2012, 2:46 am
- Forum: Documentation
- Topic: TMD file format doc.
- Replies: 1
- Views: 36805
Re: TMD file format doc.
This barely explains a thing about the TMD format. I'd suggest people who'd actually want to use it (no idea why tho, the format's so bloated it makes little sense) to check the FILEFRMT.PDF document. It gives all the info needed for TMD and a ton other PSY-Q formats.
- June 11th, 2012, 2:29 am
- Forum: Psy-Q SDK
- Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
- Replies: 12
- Views: 37824
Re: configuring and compiling the Psy-Q 4.6 to run homebrew
CPE2X (or it's counterpart made by Nagra, CPE2EXE) is a separate program, so no wonder it's not included in the binary package. Even if you don't have it, it doesn't matter. What the Psy-Q linker produces is a CPE file and you're gonna need a converter so that the console understands the executable ...
- June 10th, 2012, 8:23 am
- Forum: Psy-Q SDK
- Topic: Configuring and Compiling PSY-Q 4.6 to run Homebrew
- Replies: 12
- Views: 37824
Re: configuring and compiling the Psy-Q 4.6 to run homebrew
That's a rather simple operation which I'm kinda surprised nobody mentioned ever before. First step: don't use psymake, but make win32 instead. Second step: replace cpe2x/cpe2exe with my cpe2psx . I'd also suggest to use psylib2 and slink instead of psylib and psylink. The rest of the toolchain work...
- May 19th, 2012, 8:28 am
- Forum: PSXDEV Downloads
- Topic: [DOWNLOAD] PlayStation 1 BIOS Collection
- Replies: 136
- Views: 4070991
Re: PlayStation 1 BIOS's [DOWNLOAD]
As expected, it's just additional hardware for extending the capability of the console to reproduce VCD. Seems very similar to what the VCD extention for the Saturn does.
- May 18th, 2012, 2:22 am
- Forum: PSXDEV Downloads
- Topic: [DOWNLOAD] PlayStation 1 BIOS Collection
- Replies: 136
- Views: 4070991
Re: PlayStation 1 BIOS's [DOWNLOAD]
It's a shame 5903 hasn't been dumped, but something tells me it wouldn't matter anyways since it's probably using a regular ROM (fact: it can play regular games, so it's got to have all the vanilla features for legacy) with the VCD parts embedded somewhere else in the hardware.
- April 3rd, 2012, 3:46 am
- Forum: Graphics/GPU
- Topic: Creating and using TMD, HMD , PMD for ps1.
- Replies: 3
- Views: 12425
Re: Creating and using TMD, HMD , PMD for ps1.
It's basically the same that can be done when you implement a custom image format, so all it needs is a way to translate (or cache) data efficiently into something the GTE can understand, like vertex_s16 arrays.
- March 31st, 2012, 4:02 am
- Forum: Work Logs & Projects
- Topic: Let's create a program IDE (engine) for ps1.
- Replies: 12
- Views: 36403
Re: Let's create a program IDE (engine) for ps1.
Dude, just get the damn thing and configure it yourself! You didn't even try and you're already asking? That's so lazy it hurts, it's almost worse than not even googling the program's name. -_-
- March 29th, 2012, 8:50 am
- Forum: Work Logs & Projects
- Topic: Let's create a program IDE (engine) for ps1.
- Replies: 12
- Views: 36403
Re: Let's create a program IDE (engine) for ps1.
Google is your friend.
- March 29th, 2012, 5:13 am
- Forum: Work Logs & Projects
- Topic: Let's create a program IDE (engine) for ps1.
- Replies: 12
- Views: 36403
Re: Let's create a program IDE (engine) for ps1.
And Code::Blocks is software indeed. You also seem to be mixing things with what an IDE is and what an engine is supposed to represent. Those are quite different and have nothing in common at all.
- March 28th, 2012, 7:46 am
- Forum: Work Logs & Projects
- Topic: Let's create a program IDE (engine) for ps1.
- Replies: 12
- Views: 36403
Re: Let's create a program IDE (engine) for ps1.
Like I said in the other thread, there's no need for one.
- March 28th, 2012, 7:45 am
- Forum: Programming/CPU
- Topic: Anyone know the set DevC + + to compile PS1 (psyq).
- Replies: 1
- Views: 6938
Re: Anyone know the set DevC + + to compile PS1 (psyq).
Why would one use an ancient IDE such as DevC++? There are way better alternatives which are still supported by developers, like Code::Blocks.
- March 28th, 2012, 7:44 am
- Forum: Graphics/GPU
- Topic: Creating and using TMD, HMD , PMD for ps1.
- Replies: 3
- Views: 12425
Re: Creating and using TMD, HMD , PMD for ps1.
At this point there isn't even a point in creating TMD models and using such old formats. Given how those are simply translated into GTE compatible vertexes, one can just use whatever better and more updated format without going all the mess of converting through the process described above.