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Thread: 2015: Any PSX programmers still out there?

  1. #21
    Insert Coin (Level 0) isufje's Avatar
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    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.

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    Pac-Man (Level 10) NoahsMyBro's Avatar
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    Sounds cool - be sure to update the thread with the updated iso.

    Thanks, and Kudos!
    "A 'Radical Centrist' ??? Isn't that like being a Take-No-Prisoners Pussy? " - Stephen Colbert
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  3. #23
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    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.
    Take care,
    Dennis

  4. #24
    Insert Coin (Level 0) bizarro2011's Avatar
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    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
    Last edited by bizarro2011; 11-12-2011 at 06:25 AM.

  5. #25
    Insert Coin (Level 0) isufje's Avatar
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    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.





    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...))

  6. #26
    Insert Coin (Level 0) bizarro2011's Avatar
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    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
    Last edited by bizarro2011; 11-12-2011 at 11:49 AM.

  7. #27
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    ok, here's how I compile the program PS1.
    Last edited by bizarro2011; 11-12-2011 at 11:37 AM.

  8. #28
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    How do I paste the texture on tmd?
    which the step by step to generate the VDF?

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  10. #30
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    -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...

    Quote Originally Posted by bizarro2011 View Post
    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...

  11. #31
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    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.

  12. #32
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    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...

  13. #33
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    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.

  14. #34
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    http://www.filefactory.com/file/cff4b6b/n/toaster.rar

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

  15. #35
    Apple (Level 5) xelement5x's Avatar
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    Just wanted to say the fact that you are doing PSX homebrew is awesome and thank you!

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    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)?

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    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.

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    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/o...a/output2a.iso
    Last edited by isufje; 04-17-2012 at 06:16 PM.

  19. #39
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    about the sound I can do , I need an example with animation (mime).

  20. #40
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    see the example:
    http://www.filefactory.com/file/cf289db/n/VJMIME.rar
    I can not compile, can help me?

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