hello,
i am starting to dig coding on PS1, and all is in the title : how do you display SPU RAM in NO$PSX ?
a second question is linked to this release note :
spu/emu: allows reverb-output with DISABLED reverb-writes (raw pcm playback)
from no$psx v2.0 release :
do anyone know which game or software or demo used this trick ?
thanks
No$PSX : how to display SPU RAM ?
For viewing SPU RAM and VRAM in the debugger data window, see help text: No$psx Debugger - General Debug Features
PCM output via reverb buffer is used in my VCD player. And, I am just working on a MP3 player, that'll also do that.
PCM output via reverb buffer is used in my VCD player. And, I am just working on a MP3 player, that'll also do that.
thanks a lot for the answers
and i actually found this in the documentation :
Dummy-Mappings
In the debugger code/data windows, some unused addresses in the PSX memory map
are misused to view "hidden" memory that is normally not part of the PSX memory
map:
60000000h = vram
70000000h = spu-ram
and i actually found this in the documentation :
Dummy-Mappings
In the debugger code/data windows, some unused addresses in the PSX memory map
are misused to view "hidden" memory that is normally not part of the PSX memory
map:
60000000h = vram
70000000h = spu-ram
hello
so i found your vcd player source, that is very intersting as i have the same long idea as you have : ASM is far better thatn compiled C on old computers or console ( and 33 mhz seems too low for me to use C)
do you have a basic asm example of a smple source, like a kind of asm template for the psx ? some kind of canvas to start with
so i found your vcd player source, that is very intersting as i have the same long idea as you have : ASM is far better thatn compiled C on old computers or console ( and 33 mhz seems too low for me to use C)
do you have a basic asm example of a smple source, like a kind of asm template for the psx ? some kind of canvas to start with
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