Search found 18 matches
- March 23rd, 2020, 2:28 am
- Forum: Work Logs & Projects
- Topic: Abe's Exoddus (decompile)
- Replies: 8
- Views: 21417
Re: Abe's Exoddus (decompile)
Yeah the sound is quite bad. I am trying to put back in the original PSX SPU calls and wire it up to a SPU emulator. I can see why they didn't do that. Its bloody hard to do. If anyone is into this stuff or can provide any help then please do .
- August 31st, 2019, 9:40 pm
- Forum: Work Logs & Projects
- Topic: FPGA Recreation of the GPU/GTE/MDEC
- Replies: 16
- Views: 36277
Re: FPGA Recreation of the GPU/GTE/MDEC
What you are doing sounds quite inefficient - it really would make more sense for you to pick up some psxdev. There are plenty of resources for getting started on here. And a console/xplorer cartridge or serial cable is much cheaper than an FPGA.
- August 4th, 2019, 8:28 pm
- Forum: Yaroze SDK
- Topic: Recompile Yaroze Source
- Replies: 35
- Views: 175894
Re: Recompile Yaroze Source
Could this work as a replacement for the official PSYQ SDK compiler? I heard that psymake can be replaced with an old version of wmake. Perhaps CC can be replaced with this too?
- July 17th, 2019, 4:48 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 124476
Re: PSn00bSDK - My very own PS1 SDK project
The compiler is GCC so unless you can some how transpile some C# to C it ain't gonna work.
- July 13th, 2019, 4:16 am
- Forum: Work Logs & Projects
- Topic: project help.
- Replies: 4
- Views: 14525
Re: project help.
You'd either have to implement a new engine for PS1 that reads whatever RPG maker spits out or just create a new engine/formats from scratch. Or perhaps someone already has a similar engine you could use. Having this just work in a couple of clicks on PS1 isn't going to work I'm afraid .
- July 10th, 2019, 5:41 am
- Forum: Work Logs & Projects
- Topic: [DEV] - Flash Boot Rom PS1
- Replies: 25
- Views: 92465
Re: [DEV] - Flash Boot Rom PS1
Can't you just use a bigger flash rom? E.g have room for 2 in your flash and a way to set the "active" one. Then when flashing only allow flashing the non active/loaded bios?
- June 28th, 2019, 9:54 am
- Forum: General Chat & Messaging
- Topic: objdump
- Replies: 3
- Views: 7490
Re: objdump
Would there happen to be any 32bit versions of these? Seems the only ones I can find are 16bit apps
- June 28th, 2019, 5:57 am
- Forum: General Chat & Messaging
- Topic: objdump
- Replies: 3
- Views: 7490
objdump
I've been setting up a compiler explorer instance for PSYQ. However to get it fully working I need objdump to work.
Of course PSYQ hasn't got an objdump so does anyone know of a tool that would produce similar output? Or maybe PSYQ comes with another tool that is similar?
Of course PSYQ hasn't got an objdump so does anyone know of a tool that would produce similar output? Or maybe PSYQ comes with another tool that is similar?
- June 18th, 2019, 5:08 am
- Forum: General Chat & Messaging
- Topic: PSX spu and FF7 music
- Replies: 4
- Views: 9907
- June 16th, 2019, 4:10 am
- Forum: Work Logs & Projects
- Topic: Abe's Exoddus (decompile)
- Replies: 8
- Views: 21417
Re: Abe's Exoddus (decompile)
Haha yeah - its just logic bugs from me mis-decompiling some functions. Usually stuff just crashes or out right fails, and sometimes you get funny results like this.
- June 16th, 2019, 4:07 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 124476
Re: PSn00bSDK - My very own PS1 SDK project
Nice work - even if it takes years to complete it will be pretty nice to have a modern api level PSYQ replacement!
- June 11th, 2019, 6:58 am
- Forum: Homebrew (General)
- Topic: n00bDEMO - Demo made using my own SDK
- Replies: 21
- Views: 68256
Re: n00bDEMO - Demo made using my own SDK
I would like to know more about the compiler issues. I.e are they actually compiler issues or is it just UB in the codebase. Modern GCC has a lot of tools to help detect this kind of thing so its probably worth investigating if its a thing thats likely to make you quit the project.
- June 8th, 2019, 2:44 am
- Forum: Work Logs & Projects
- Topic: Homebrew AR/PSX blaster like project
- Replies: 9
- Views: 15422
Re: Homebrew AR/PSX blaster like project
Can you share some info about that breakout board(more specifically where you found it/how you built it)? I've been searching for a PSX parallel port male connector for a while with pretty much your same goal in mind, but to no avail :shrug Brutalizing an existing cartridge is out of the question, ...
- June 8th, 2019, 2:38 am
- Forum: Work Logs & Projects
- Topic: Abe's Exoddus (decompile)
- Replies: 8
- Views: 21417
Re: Abe's Exoddus (decompile)
Thanks - here are some "interesting" bugs from various points in time: https://www.youtube.com/watch?v=pEaYNU0 ... 4-1c7cNln9
Edit: Oh also the overall progress is about 55%.
Edit: Oh also the overall progress is about 55%.
- June 7th, 2019, 4:48 am
- Forum: Work Logs & Projects
- Topic: Homebrew AR/PSX blaster like project
- Replies: 9
- Views: 15422
Re: Homebrew AR/PSX blaster like project
Is there a way with PSYQ to create an expansion rom header? or must it be hacked in manually/with a custom tool?
- June 6th, 2019, 9:56 am
- Forum: Work Logs & Projects
- Topic: Homebrew AR/PSX blaster like project
- Replies: 9
- Views: 15422
Homebrew AR/PSX blaster like project
I've been trying to learn basic hardware stuff. For this project I am trying to create something like the PSX blaster. At the moment I have a breakout board and have been trying to attempt to bread board an EEPROM to it. Not much luck so far as the retail AR carts seem to do some strange obfuscation...
- June 6th, 2019, 9:52 am
- Forum: Work Logs & Projects
- Topic: PSn00bSDK - Open Source PS1 SDK That Doesn't Suck
- Replies: 37
- Views: 124476
Re: PSn00bSDK - My very own PS1 SDK project
My only issue with these projects is that many open SDK projects just never get finished because its such a huge task. I think using the same API as PSYQ is a very good idea as people can just recompile with your SDK to use fully open code.
I wish you luck!
I wish you luck!
- June 6th, 2019, 8:36 am
- Forum: Work Logs & Projects
- Topic: Abe's Exoddus (decompile)
- Replies: 8
- Views: 21417
Abe's Exoddus (decompile)
Very similar to the Tomb Raider chronicles decompiliation project but for Abe's Exoddus. However this project uses the PC source as the base but its actually the same as the PSX version with PSYQ API level emulation. If GhostBlade didn't already steal your for his project and you'd like to contribut...