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Thread: 2015: Any PSX programmers still out there?

  1. #61
    Insert Coin (Level 0) bizarro2011's Avatar
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    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
    Last edited by bizarro2011; 03-02-2012 at 08:59 AM.

  2. #62
    Insert Coin (Level 0) isufje's Avatar
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    Quote Originally Posted by bizarro2011 View Post
    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.

  3. #63
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    Quote Originally Posted by isufje View Post
    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.

  4. #64
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    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.
    Last edited by bizarro2011; 03-10-2012 at 05:39 PM.

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    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?
    Last edited by bizarro2011; 03-17-2012 at 10:51 PM.

  6. #66
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    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.

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    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?

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    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.

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    Quote Originally Posted by isufje View Post
    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

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    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-------

  11. #71
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    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

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    Quote Originally Posted by isufje View Post
    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?
    Name:  balk3aa.jpg
Views: 380
Size:  6.7 KB

  13. #73
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    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?

  14. #74
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    download here
    http://199.91.152.138/vgemyd1220tg/d...v4/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...laystaion-wip/ just for kicks
    Last edited by isufje; 04-17-2012 at 05:38 PM.

  15. #75
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    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...studio-dos-r40
    Last edited by bizarro2011; 05-21-2012 at 07:54 AM.

  16. #76
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    http://www.youtube.com/watch?v=yYdI_...1&feature=plcp


    Here's another update
    http://205.196.122.120/64ao7xdy6kog/...r/RBR_104c.ISO

    here's the source code
    http://199.91.153.113/ftdmb6k1569g/x...ource_104d.rar

    I've add Slash Woman from the suggestion of Atari Age Member LS_Dracon. Funny, I'm starting to feel like the Capcom of old, you know, how they took user/fan input for Megaman Bosses. Well anyway, It's all good ^_^

    If you download it, play it, and find a bug, please post. I'd like to debug this thing.
    Last edited by isufje; 05-16-2012 at 04:50 PM.

  17. #77
    Strawberry (Level 2) Manhattan Sports Club's Avatar
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    I have to say that I am REALLY impressed by this. I didn't know there were PS1 programmers, as I had recently wondered about deving for the 32-bit platforms (including Saturn). What some consider dated, the 3D from this era has its own unique symmetry. I hope to see more of this!

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    Thanks, I'm glad you like it. And Yeah, I just recently found out myself that their are PS1 programmers-> http://psdev.psio.com.au/forum/index.php
    I'd love to program for the Sega Saturn if I could... cause It's a 2D Beast!

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    Glad to hear that as well. I spend alot of time playing my Saturn and PS1 games lately.

  20. #80
    Insert Coin (Level 0) bizarro2011's Avatar
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    Your program is very good.
    parabens.
    I need to understand better:
    1 Put a texture
    2 do animation

    * Do a manual or video.
    Last edited by bizarro2011; 05-17-2012 at 09:13 AM.

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