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isufje
08-15-2011, 01:27 PM
updated 12-29-2015

------------------------------------------------
OK, Here's the latest update

http://41.media.tumblr.com/a692347535e9947cd83ff91969d046b8/tumblr_ms6h1tHqJQ1sy302go1_1280.png



-Added YELLOW DEVILETTE
DownloadGame: http://forum.rockmanpm.com/index.php?topic=6560.0

Youtube - Glitches http://www.youtube.com/watch?v=Bg0xstPVPGw

Any feedback would be nice.
------------------------------------------------

Are there any forum members out there, besides me, that know how to, or have in the past, or are currently, or even occasionally programming for the PSX (PS1/PSONE). This would include any former Yaroze Users out there. And when I say "programming" i mean making a game. NOT PSF coders (SEQ/VAB) or even Translators (i.e. Tales of Phantasia) but origianl content Programmers, one's that program Games from scratch.

Also, are there any console programmer FORUM MEMBERS for other systems? SNES/GEN/DC/GBA/-ANYTHING-
If so, have you ever released your work.

98PaceCar
08-15-2011, 01:46 PM
Send a PM to ProgrammingAce.

WelcomeToTheNextLevel
08-16-2011, 11:09 AM
Gotta be. People program for the Atari 2600 with 40 million sold back in 1977-1986. Surely the PS1, 120 million sold from 1995-2004, has an even larger base of programmers. And it has the Net Yaroze.

isufje
08-16-2011, 04:48 PM
Surely the PS1, 120 million sold from 1995-2004, has an even larger base of programmers.

You would think..., Oh well. Do you think it'd be alright if I post a link HERE to a Alpha/Beta DEMO Release once I get there?, you know, just to show the GAME MECHANICS. Maybe get a few FORUM MEMBERS to beta test it and give me some feed back.

Frankie_Says_Relax
08-16-2011, 04:50 PM
You would think..., Oh well. Do you think it'd be alright if I post a link HERE to a Alpha/Beta DEMO Release once I get there?, you know, just to show the GAME MECHANICS. Maybe get a few FORUM MEMBERS to beta test it and give me some feed back.

I think it'd be better than alright.

I think that the community would be more than happy to play-test a homebrew PS1 game and give you constructive criticism.

isufje
08-16-2011, 04:56 PM
Cool. Then I think I'll post a beta soon. Thanks.

Frankie_Says_Relax
08-16-2011, 05:01 PM
Cool. Then I think I'll post a beta soon. Thanks.

Neat.

What type of game?

isufje
08-16-2011, 05:07 PM
2D Action Platformer using 3D Models instead of Sprites.

isufje
08-16-2011, 11:49 PM
OK, Here's a proof of concept (ALPHA).

http://199.91.154.91/9mc2gub0hcig/4065cowdfdcrs5x/output2.iso

Any feedback would be nice.

To Whom ever tests this:
Make sure you turn off Alpha Multipass in ePSXe otherwise transparencies won't work.

3-2-2012
(update, FIXED)
FIXED transparencies. Don't need to turn on Alpha Multipass anymore in ePSXe. (Not for this build though...)

Greg2600
08-17-2011, 12:21 AM
Interesting, like the Polygonal platform 2D choice. Wasn't much of that by the late 90's anymore :(. Polygon/Texture work is nice (though I am accelerating in ePSXe). Sound was good too. Frankly I didn't know people were writing new stuff for PSX. Honestly, though I don't really seek the stuff out, I think you're kind of blazing your own trail though. Very little substantive programming happening for systems 16-bit or newer. Granted there's a lot of cool stuff on the net that look like that era, 16 or 32 bit, but the games were developed for PC, not the original consoles.

isufje
08-17-2011, 12:38 AM
Yeah, Cave Story and La-Mulana come to mind. But your right, they're made for PC or Next-Gen systems... I really hope I'm not the only one programming for the PSX.:(

Greg2600
08-17-2011, 06:56 PM
Like I said, there aren't many people programming for anything beyond the old Coleco/Atari systems. NES is really still kind of in an infant stage. Programming on PSX I would think would be a pretty time consuming prospect.

Assembler Games (http://www.assemblergames.com/forums/forumdisplay.php?f=36) is a popular development forum, though it tends to be hardware mostly.

Here's an odd question, as I'm assuming you know much about the PS1 by now. How similar is it to say the old Windows 95/98 environment? It always seemed like games were ported on both quite frequently, so I always wondered if there were a lot of similarities beyond the CD-ROM.

isufje
08-17-2011, 09:35 PM
DirectX SDK != PSY-Q SDK (I'm guess'en), but both are the reason why games were ported so frequently (I'm SURE)... they were programmed in C.

Here's a quote from a C book...

"...the C compilers and runtime support on these four machines (IBM/Honeywell/Interdata/UNIX) are much more compatible than the supposedly ANSI standard versions of Fortran."

weirdguy
08-18-2011, 12:31 AM
Is it me or I really suck at this game... and it's only an Alpha build...

isufje
08-19-2011, 02:18 PM
Is it me or I really suck at this game

mmm..., I don't know. I'll have to see some gameplay footage to make that assessment.



Programming on PSX I would think would be a pretty time consuming prospect.


It wouldn't be if only I could clone myself. Damn human rights activists... (sorry for the bad jokes and my lack of class, but I got nothing else to do -_-)

Frankie_Says_Relax
08-19-2011, 02:36 PM
Will this ISO work if burned to a CDR and run in a chipped PSX?

I assume yes.

isufje
08-19-2011, 02:40 PM
It's suppose to, but since I kinda just shoved it out, I didn't check all the file sizes. They have to be a multiple of 4bytes. If just one file is not divisible by 4, i believe it freezes.

Frankie_Says_Relax
08-19-2011, 02:47 PM
It's suppose to, but since I kinda just shoved it out, I didn't check all the file sizes. They have to be a multiple of 4bytes. If just one file is not divisible by 4, i believe it freezes.

Ah. I see.

When you make a build that's formatted to run on a PSX proper let us know, I'd like to try it on actual hardware.

isufje
08-19-2011, 02:53 PM
You can burn one, test it, and let me know if it loads, cause it should. It saves me 5 minutes and 15 cents (USD) if it doesn't (O_O).

Frankie_Says_Relax
08-19-2011, 03:05 PM
You can burn one, test it, and let me know if it loads, cause it should. It saves me 5 minutes and 15 cents (USD) if it doesn't (O_O).

I'll be out of town till Monday, I'll give it a try then.

isufje
08-19-2011, 03:13 PM
Nah, you don't have to, I'll be home by 7pm (Pacific Time). I'll test it then. Also, if you want to wait, I'll be making a enemy select screen, game over screen, and some more odd stuff this weekend, maybe some code optimization (hopefully). Cause the PSX is gonna need it.

NoahsMyBro
08-20-2011, 03:51 PM
Sounds cool - be sure to update the thread with the updated iso.

Thanks, and Kudos!

DEBRO
08-20-2011, 05:58 PM
I've played with programming the PlayStation but haven't done anything original. What are you using? I've used Bladelib but it's limited because you can't set up interrupts.

bizarro2011
11-12-2011, 06:10 AM
How are you?
I'm Bernard, I'm from Brazil.
I'm programming ps1 (psyq)
send your email to send something to you.
I have examples, tools, and many documents.
I use emulator.
I have some doubts.
1 - how to animate characters and texture?
2 - how to edit sound?
3 - how do you attach the tmd and tim for the program?

Bernard
aber_35@hotmail.com

isufje
11-12-2011, 11:34 AM
Ah, Brazil... Home of the Legendary Rickson Gracie. Well anyway, thanks for the kind greeting, but you can forget the formalities, they're not necessary. I answer all your questions right here.

1 - how to animate characters and texture?

- There are many ways, but I use the a modified version of the standard Mime Function Library... I believe the file names are labeled MIME.c NMIME.c MIME.h NMIME.h. When I say modified, I mean hacked out all the Normal Calculation capabilities (cause I'm not using them) and only left the vertex difference information. Also there's some miss-written code in there that checks too many tmd objects. I reduced it to zero (which means 1 in PSX talk) which resolves a lot of issues. If you need these modified files (which I assume you will) I'll put them in my filefactory account and you can download them, OK.

Now once you understand how these mime function work. Your going to need a tmd (3d model) to animate. I'm assuming you know how to make these... but just in case you don't, you'll need to use a 3d modeler program (Don't laugh, I use 3d studio r4 [DOS], been using since I was a kid ^_^) and an animation program ->Milkshape will do nicely. After that, all you need to do is make a few frames that are different from each other, just like any other animation, but these frames should be separated quite a bit apart from each other.
For example this animation only uses only 4 individual frames, but the mime function calculates the difference and make the animation look smooth.

http://i1191.photobucket.com/albums/z476/vkp_JJ/balk3aa.gif



2 - how to edit sound?

- Are you serious?! This one's completely explained in the Ref Manual..., but I'll re-explain it i guess... First you need to make a sound or a have a sound, preferably in wav format 22.050 khz... then convert it to vag with Vagedit. Then compile a Vab (VH/VB) file using em with Vabtool. After you got your vab , save it as a (VH/VB) <- two separate files (I know, you can save it as one vab file, but I prefer this way instead) and now you can call each individual sound in your code with the SsUtKeyOn function.

example
SsUtKeyOn(VAB_ID1,1,2, 64, 0,127,127);

VAB_ID indicates which vab
1 indicates which program #
2 indicates which sound
64 indicates what note
0 what pitch
127 and 127 inidicate the vol left and right respectively



3 - how do you attach the tmd and tim for the program?

- Um, that's an easy one. Just build an ISO and include the files with it. Save em as Mode 2 form 1. Now if you want to use XA audio... that's another story I'll save for later...


Also, If anyone's interested, I got the sucker to boot on Real Hardware and the codes optimized enough to handle, but I've been overhauling the code and game so much that I'm knee deep in source code and It doesn't appear to be shrinking anytime soon. All that means is that I'll be posting an update to this game more later than sooner... (which shouldn't be too disappointing) ((like anyone cares...))

bizarro2011
11-12-2011, 12:17 PM
ok, here's how I compile the program PS1.

SAMPLE:
C: \ PS \PSX> DIR
AUTO.SCR
ECO2EXE.EXE
LIBPS.PSX
DATA.BGD
DATA.CEL
DATA.TIM
main.c

C: \ PS \PSX> TYPE AUTO.SCR
LOCAL DLOAD DATA.TIM 80180000
LOCAL DLOAD DATA.BGD 80100000
LOCAL DLOAD DATA.CEL 80140000

C: \ PS \PSX> PSYMAKE ---> MAIN.CPE

C: \ PS \PSX> CPE2X MAIN.CPE ---> main.exe

C: \ PS \PSX> COMBINE2 AUTO.SCR TEST.EXE

C: \ PS \PSX> main.exe COMBINE2 TEST.EXE

---> RUN TEST.EXE <------ MAIN.EXE + DATA.TIM +DATA.BGD +DATA.CEL

bizarro2011
11-12-2011, 12:20 PM
ok, here's how I compile the program PS1.

bizarro2011
11-12-2011, 12:32 PM
How do I paste the texture on tmd?
which the step by step to generate the VDF?

bizarro2011
11-12-2011, 12:33 PM
:onfire:

isufje
11-12-2011, 02:19 PM
-ECO2EXE
-LIBPS
-COMBINE

All of these programs are only for getting Yaroze files to boot.

How do I paste the texture on tmd?
-with RSDTOOL of course

which the step by step to generate the VDF?
-step 1> Create a model (explained on page 1)
-step 2> Animate frames (explained on page 1)
-step 3> Use mimefilt to create VDF (if you have mime.c you have mimefilt.exe)
-step 4> Use Mime.c to link VDF file to TMD model and animate in source code.

If you have Ref Manuals, which i assume you do...



I have examples, tools, and many documents.


I suggest you read them. They may not be in Portuguese, but I assume you at least know a little English...

bizarro2011
11-13-2011, 06:02 AM
documents and examples are incomplete.
I can see the sources of your program.
I know in theory how the nimaçao not in practice. can give an example?
I will need the MIME.c NMIME.c MIME.h NMIME.h.

isufje
11-13-2011, 11:23 AM
What have you done in terms of programming so far?
- toolchain
- Boot screen?
- HELLO WORLD
- Text/ Font
- Sound FX
- Music Composition
- 2D sprites/animation
- 3D Modeling TMD display
- Controller access Analog/Dual shock
- Memory card access
- FMV (STR/XA)
- basic CD access and/or libds extended CD-ROM

*Call me crazy, but I have this funny feeling you don't know how to program...

bizarro2011
11-13-2011, 06:25 PM
I changed and recompiled a lot of examples and ran with ps1 emulator.
you have any sample program with animation and texture, it would help me.

isufje
11-13-2011, 07:19 PM
http://www.filefactory.com/file/cff4b6b/n/toaster.rar

You have a long way to go my friend...

xelement5x
11-14-2011, 03:35 PM
Just wanted to say the fact that you are doing PSX homebrew is awesome and thank you!

bizarro2011
11-14-2011, 05:33 PM
I liked the example, I appreciate your paciencia.voce have an example with vdf file. (animation of people, animals) I downloaded your alpha program, you can send the source, or a party related to entertainment (mime)?

bizarro2011
11-14-2011, 05:38 PM
I remind you that I am from Brazil, just know how to speak and write in English, everything is working the google translator. this may not be clear what I write. consider this.
But I'm satisfied and post the results soon.

isufje
11-15-2011, 02:05 AM
http://img828.imageshack.us/img828/3896/timtool001oxyz003a.pnghttp://img59.imageshack.us/img59/2103/timtool001oxyz003b.png
http://img62.imageshack.us/img62/7562/timtool001oxyz003c.pnghttp://img851.imageshack.us/img851/8663/timtool001oxyz003d.png

OK! Here's my not so disappointing update. I will not post another update until I add more enemy Bosses. As fun as it is to fight ICE WOMAN over and over and over again... she really needs some backup, seriously.

(This boots on Hardware)
[If you boot it on the real PSX, be sure to pick hardware (320x240 / Frame skip 1)]
[If you boot in on ePSXe, be sure to pick emu (640x480 / Frame skip 0)]

just remember, ePSXe can run either Emu mode or hardware mode, but the real Playstation can't run Emulator mode. It will flicker during game play and eventually crash because Hi-Res mode cannot have any GPU or CPU bottlenecks. I would like to work a way around this sometime in the future, but it almost seems impossible right now (sorry). Enjoy

http://205.196.122.43/eypawv4edghg/o5w79o5astjvt5a/output2a.iso

bizarro2011
11-16-2011, 10:56 AM
about the sound I can do :), I need an example with animation (mime).:help:

bizarro2011
11-22-2011, 10:04 AM
see the example:
http://www.filefactory.com/file/cf289db/n/VJMIME.rar
I can not compile, can help me?

Flack
11-22-2011, 10:06 AM
Thanks for the updated release. I will try it out on real hardware tonight.

bizarro2011
11-22-2011, 01:30 PM
hello flack, you have a good example with (mime) using vdf?

VertigoProcess
11-22-2011, 01:58 PM
I'm a professionally trained computer animator. I know it all character modeling texturing (along with any random objects), character animation (and any other type of moving objects), environmental modeling and texturing (this is my specialty), also skilled at rendering. pretty much anything 3d I can do... if this helps at all PM me i would love to be involved and have experience working on projects in a group setting.

bizarro2011
11-22-2011, 02:55 PM
Welcome VertigoProcess, you work with playstation (1 or 2) creating program?

(deleted)
let down and write programs (make games) and we'll post it here.

isufje
11-23-2011, 08:08 AM
@bizarro2011

Um... I'm not a forum moderator, but You can't be posting stuff like that. Stuff from SNES-o-RAMA or other ROMS sites is a big NO NO. So please, No LINKS to ROMS and/or other HOT GOODS, period. I know your new and don't speak english, but this is basic forum etiquette that you should already know if you post in forums like these. So please take that stuff down immediately before you get this tread closed or your ass banned.

...And change your avatar pic too (gross!)

DUDE, seriously...

VertigoProcess
11-23-2011, 11:08 AM
Welcome VertigoProcess, you work with playstation (1 or 2) creating program?

I've never worked on a game before I am trained to use maya, but I have in depth knowledge of over all CG that translates to any CG creating program.

what's this program you are guys using?

bizarro2011
11-23-2011, 02:59 PM
I can not post megaupload?
Thank isufje, the link has already been removed. about the avatar I'm sorry.
you can look at the vjmime.rar, I can not compile? why?

bizarro2011
11-23-2011, 03:05 PM
you (VertigoProcess) want to make games for video game (Playstation 1)?

VertigoProcess
11-25-2011, 04:28 PM
you (VertigoProcess) want to make games for video game (Playstation 1)?

Im interested in working along side programmers to make a game, I myself am not a programmer... computer animation is a art major not a tech major...

isufje
12-18-2011, 12:42 AM
http://img220.imageshack.us/img220/3989/dzq001f.png

OK! I added one more enemy Boss, so here I am posting another updated ISO.

http://199.91.154.203/xl3aljadqkkg/coknecuei4e9yda/output2x.iso

If anyone finds a bug and/or a game freezing event, please let me know. I try to test thoroughly myself, but you never know.

bizarro2011
01-02-2012, 08:48 AM
very good, but you do not need help group?

isufje
01-02-2012, 07:40 PM
No, not really. The only reason I'm programming for the playstation is just for the fun of it. It's pretty much just my spare time hobby. The only reason I started this thread was to see if anyone else was doing the same.

bizarro2011
02-28-2012, 03:39 PM
No, not really. The only reason I'm programming for the playstation is just for the fun of it. It's pretty much just my spare time hobby. The only reason I started this thread was to see if anyone else was doing the same.

I'm the one who appreciates your work with psx, see how long it stood, you could help me, I need to work forward with psx, I need orientation on how to build and connect to the tmd program, help me.
please.
place an updating of its program

isufje
02-28-2012, 11:48 PM
Funny, I've been programming a lot more often this past week. I might have another update soon, but lately i've been dumping so much extra stuff into my program that it's becoming a confusing cluster phuck. Most likely i'll have to split up into multiple exe programs later on, but right now I'm just programming one BIG ONE.

I've been thinking about including the source code, but like i said earlier... it's one big cluster puck. I really doubt it would help anyone understand PSX programming. (Heck, I often find myself bewildered by my own /*comments*/ *_*) Honestly, reading the simple source code's (I know you got em) is the best way to learn how things work. That's how I learned... Simplicity is your friend ^_^.

NayusDante
02-29-2012, 07:34 AM
Have you signed up for the PlayStation Suite beta? (I'm in it)

isufje
03-01-2012, 12:11 AM
NO, I haven't applied for it. I'm only good at programming for the old PSONe. Thanks for bring it to my attention though. I Hope you get selected for the SDK Beta Test. Good Luck!

NayusDante
03-01-2012, 05:15 AM
I was actually in the first round of testers added back in Fall, so I've been playing with the SDK for a while now. Per the NDA, we're not allowed to share code or API info, but we can show screenshots and videos of what we're working on. Right now, I'm working on a port of a xTile, an XNA tilemap library. Here's a video (http://youtu.be/XgMXoQ_DEo8), showing the demo map from the source package running in PSS.

If you have experience with Yaroze and PSX dev, they'd probably add you.

bizarro2011
03-01-2012, 11:56 AM
thank you for your attention, if you put the sources will help a lot.

Eponasoft
03-01-2012, 02:29 PM
This all looks pretty damn cool. :)

I was considering coding for the PS1, but have been having a hard time finding a decent toolchain. What are you using to develop with? Sorry if you mentioned it already... I haven't had the chance to read this whole thread yet. :)

I code for the PC Engine, Supergrafx, PC-FX, and Xbox 360 (XNA)... might take on the Dreamcast someday, and obviously the PS1 would be fun if good tools exist. Used to do the Nintendo DS as well, and was a huge proponent of PAlib (even hosted it for a few years).

isufje
03-01-2012, 11:56 PM
Umm... I'm using the... *cough *cough, PsyQ. Yeah, I know, it's the official Sony one, But hey, this is not for commercial use anyway. Just my own fun hobby. But if you want to go commercial, your better off with the Dreamcast.

As for tools, I use the *cough *cough, PsyQ, to compile the C. 3D studio r4 (DOS) for 3D creation + texture [I got a TOD plug-in with my *cough *cough, PsyQ dev-kit, which i use for texture mapping my characters]. I also use rsdtool in conjunction with 3D studio to verify/modify texture map accuracy. Rsdtool can be used in it's own right for very simple texture mapping, but if you want high quality texture mapped characters, 3D studio is the way to go.

I use Milkshape for the 3D animation part. I use the joint feature to skeleton my characters. After that, just use the MIMe function library to animate in game. MIMe animation uses Vertex difference, so just output 4 different frames (models) in a walk cycle and the MIMe function will make it look smooth.

For sound effects, use VABTOOL and VagEdit.

For music, it's a little more complicated. You have a choice of making your own, which means sequenced music [MIDI] + audio samples [WAV]. Or even streaming (straight WAV).

For now, I just rip sequenced music from PSF files. A bit of reverse engineering to get the original VAB + SEQ back out of em. With PSF, the variety of music is so HUGE that you really have a wide selection to choose from, if you wanna go that route.

Personally, i would like to make my own sequenced music, but my operating system (WinXP) won't let go of it's TOTAL CONTROL of my computer... (I'm having issues with modifying my general midi DLS file. I've heard sound fonts are the way to go, but my nVidia on-board sound card doesn't allow it, and my SONAR 6... not much help there either.

here's a list of file format conversions.

pc WAV ---> psx VAG (SOUND SAMPLE) or
pc WAV ---> psx XA (STREAM MUSIC)
pc DXF ---> psx TMD (3D MODEL)
pc MID ---> psx SEQ (MIDI sequence)
pc AVI ---> psx STR (FMV)
pc BMP ---> psx TIM (2D Drawing/sprite/ or whatever)

and for file format converting (DOS command line)
DXF2RSD.exe
RSDLINK.exe
MIMEFILT.exe


but this is all you really need. (Windows/GUI)
TIMTOOL
VABTOOL
VAGEDIT
RSDTOOL

I hope this has been helpful (to anyone really)

bizarro2011
03-02-2012, 08:25 AM
what I need?




1) Create the DXF (Metasequoia) -->ok
* * * exe: cubo.DXF




2) create RSD -->ok
* *using DXF2RSD
*
* * * dxf2rsd cubo.dxf




* * *output -> cubo.grp, cubo.mat, cubo.ply, cubo.rsd
**




3) adds the TIM using the RSD RSDTOLL and saves. -->ok
* * * cubo.rsd
* * * side1.tim
* * * side2.tim
* * * side3.tim
* * * side4.tim
* * * side5.tim
* * * side6.tim or sade.tim




4) create the TMD (rsdlink) not ok




c: \>-v-o rsdlink cubo.tmd box1-s-t 2.0 100 100 100 box1 box2-t 200 -200 200 BOX3




5) build the program (source) to rotate, reduce , enlarge --> ok




6) put the cube mime. step by step and with comments. -> not ok

isufje
03-03-2012, 12:00 AM
c: \>-v-o rsdlink cubo.tmd box1-s-t 2.0 100 100 100 box1 box2-t 200 -200 200 BOX3


That is not correct. Try this instead.

c:\RSDLINK.exe -o cubo.tmd cubo.rsd

No need to set all those options for object position and scale. Those can be set, and should be set, within the 3D modeling program. After you get that, send me some examples of your 3D models in RSD form with texture mapping files (TIM). I'm asking you for 2 reasons. One, I'm interested in seeing what your making. Two, I can help you animate it in-game with source code.

bizarro2011
03-05-2012, 07:39 AM
That is not correct. Try this instead.

c:\RSDLINK.exe -o cubo.tmd cubo.rsd

No need to set all those options for object position and scale. Those can be set, and should be set, within the 3D modeling program. After you get that, send me some examples of your 3D models in RSD form with texture mapping files (TIM). I'm asking you for 2 reasons. One, I'm interested in seeing what your making. Two, I can help you animate it in-game with source code.


4) create the TMD (rsdlink) ok
( Thank you )

6) put the cube mime. step by step and with comments. -> not ok
I am writing example, will send soon.

bizarro2011
03-06-2012, 07:45 PM
you know how:

1) placing the texture on the move?

2) know how to do animation with Rsdtoll?

3) how to make maps?

4) you know or use any engine or IDE?

5) know how to configure the DevC + + to compile psx?


how it will help me.

1) need to know how to animate in MilkShape psx

2) I need a exempo animation object and a doll.

bizarro2011
03-17-2012, 11:48 PM
I know you can help me

A> created the torra.dxf
2> I created torra.rsd
3> I created torra.tmd
4> recompiled with (toast_i.tmd you) ok
5> rename torra.tmd by toast_i.tmd
6> recompiled is not ok

*(added the pad.h)

why? where I went wrong?

isufje
03-18-2012, 05:46 PM
maybe if you can give me your files to download, i could see what your doing wrong. Sometimes when your making one big EXE with combine.exe, you need to play around with the spacing of text and numbers with your files in your AUTO.txt file. At least that's been my experience.

bizarro2011
03-18-2012, 07:22 PM
see how I created.
1) open the toast_i.tmd MilkShape and imported, and exported as torra.dxf
2) converted into rsd => dxf2rsd torra.dxf
3) converted in tmd => rsdlink it torra.tmd torra.rsd (tim in)
4) rename and recompile




not ok


The program does not yet exist.

I'm not able generate the tmd.
list the steps to generate the tmd.




see the start




1) open the toast_i.tmd MilkShape and imported, and exported as torra.dxf
2) I create the rsd (I used the metasequoia)
3) I create the tmd => rsdlink it torra.tmd torra.rsd (in tim)




this correct?

isufje
03-18-2012, 09:00 PM
Like i said, check you AUTO.txt file to make sure everything is appropriately named, sized and correct. And don't be afraid to play with it/modify it. 8 letter max per file too.

bizarro2011
03-19-2012, 12:05 PM
Like i said, check you AUTO.txt file to make sure everything is appropriately named, sized and correct. And don't be afraid to play with it/modify it. 8 letter max per file too.

thank you
worked
I created the tmd
okay

I am studying animation in MilkShape

bizarro2011
03-20-2012, 07:00 PM
you know how to use winbin2scr?
tim and TMD so it creates:

static u_long ball16x16[] = {
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00
-------x--------
how I create it?
static u_long ball16x16[] = {
0x42110000
----------x-------

isufje
03-25-2012, 06:36 PM
You might want to try the forum on this site -> http://psdev.psio.com.au/index.html
Looks like I'm not alone on the PSX. I just found it while looking for your winbin2src. This psx dev site must be fairly new, cause Ive never seen it before. I really wish the PSX had a bigger Homebrew scene than this, but I guess something is better than nothing...

OH, Your winbin2src, it appears to make tim or tmd or whatever into c source code. I guess this would be useful if you wanted to use straight source :|

bizarro2011
03-27-2012, 07:05 AM
You might want to try the forum on this site -> http://psdev.psio.com.au/index.html
Looks like I'm not alone on the PSX. I just found it while looking for your winbin2src. This psx dev site must be fairly new, cause Ive never seen it before. I really wish the PSX had a bigger Homebrew scene than this, but I guess something is better than nothing...

OH, Your winbin2src, it appears to make tim or tmd or whatever into c source code. I guess this would be useful if you wanted to use straight source :|

I asked him. he said he did not use the winbin2scr.

you can send me the source of this animation?
4870

bizarro2011
04-02-2012, 11:39 AM
To create the 3D object:

Create a DXF

2 create the RSD (put texture) dxf2rsd

3 creating the TMD (rsdtlink)

4 uses the mimefilt (for animation)

there is another way to do this?

isufje
04-09-2012, 12:16 AM
http://img10.imageshack.us/img10/9388/005uhn.png

download here
http://199.91.152.138/vgemyd1220tg/dt2su0l8q1xc0v4/RBR_103.ISO


I've added another character (BOMB WOMAN), Super Moves, and a few voices.
I also just made a dedicated Thread at the AtariAge Homebrew section-> http://www.atariage.com/forums/topic/196372-roll-boss-rush-psxpsoneplaystaion-wip/ just for kicks

bizarro2011
04-12-2012, 08:34 AM
hello, your program is very good.
make a video example:
1) how to put the texture
2) how to do the animation (starting up the MilkShape program lines)

only need that and nothing else.

You said you use 3ds max 4 to texture (with plugins)
where I find the 3d max 4?

download : http://extrox.com/software/3d_studio_dos/3d-studio-dos-r40