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Messages - UltimateUrinater

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Programming / Re: PlayStation development articles, feedback appreciated
« on: August 29, 2016, 01:57:15 am »
I'm under the assumption that it's not common for people to code the psx in assembly, or atleast just not practical. If so, then i've been approaching my studies the wrong way...LOL..and  must learn c/c++(which is the common language for psx right?) and donwload all that high level jazz (libraries and all that other stuff idfk). :laugh: :banghead:

Programming / Re: Display graphic on the Snes
« on: July 23, 2016, 01:53:21 am »
Wait..did you create those graphics yourself? Cuz I have been looking for a simple way to create snes graphics of my own...Maybe i just havent been searching hard enough. :thumbsup:

Programming / Re: How where snes graphics made.
« on: July 21, 2016, 06:20:10 pm »
Well..I definitely doubt it was done manually, considering how time consuming that would be. :angel:

Programming / How where snes graphics made.
« on: July 21, 2016, 12:12:59 am »
What software is/was commonly used to make snes tiles and maps. :cookie:

Programming / Re: This snes assembly problem is hurting me.
« on: July 08, 2016, 08:12:24 pm »
 ;D ;D ;D ;D ;D ;D ;D ;D ;D

I fixed the problem....

I forgot to set the processor to native mode. All is well now thanks

Programming / This snes assembly problem is hurting me.
« on: July 08, 2016, 07:33:10 pm »
I dont know why. But after my emu (no$sns) runs the opcode:

ldx #8000      a2 00 80
nop                ea
Instead of jumping to the next instruction, which is of course the nop, it goes to the last byte of the "ldx #8000" opcode. Which makes the next instuction after ldx 8000 look like this:

bra  #ea       80 ea

I always set the index registers to 16 bit before i run this. But i guess it doesnt seem to recognize. Not sure if I have made a mistake, or if this is just a lil glitch within the emu itself

ROM Hacking Discussion / Re: How does the PSX's 3d graphics work
« on: May 27, 2016, 11:08:13 am »
- V0, a normal vector for applying light direction.
So is v0 the normal of the plane that the light is hitting? ;D

ROM Hacking Discussion / Re: How does the PSX's 3d graphics work
« on: May 26, 2016, 03:15:45 pm »
 :) :) :) :) :) :) hmmmm. So if v0 represents the direction of the light and llm represents the location of the light and lcm represents the color of the light, then what will represent direction/ location of the normal of the plane that the light is hitting. Or do I have the wrong idea as to what the normal instruction does. Cuz the way I thought of this instruction was that it would take a normal of a flat shape and it's location. Then take a light source, it's color, location, and direction. From there, it will calculate the monochrome color that would appear on the surface of the flat shape due to the direction it's facing,it's location in space(prob doesn't matter much assuming the intensity of light doesn't degrade the farther away it is), the color of the light, the color of the shape e.t.c.. Thanks so much for the help thus far. Really appreciate it  :)

ROM Hacking Discussion / Re: How does the PSX's 3d graphics work
« on: May 25, 2016, 12:14:03 am »
You set two matrices for lights: one used for positioning of the lights, the other for colors.
By colors, do you mean the color of the light source?

In both cases you populate the 3 rows of a matrix, where each row corresponds to a light source
Im assuming these matrices are both 3X3? And that the columns of a row stores the XYZ values of the light source and that each row stores a different light source? So does that mean that one matrix can store 3 different light sources?

Position matrices are usually calculated by taking the light position, then you normalize it, and assign the result to the corresponding row. Color matrices simply contain the colors for each channel shifted left by 8 bits.
So will our position matrix look something like this?

And will the color matrix look like this?

In other words....what is the exact layout/organization of the elements within the light matrix and light color matrix registers.

I honestly gave up on romhacking when I figured I couldn't do all the stuff I want without it becoming rocket science.

Awww...that's unfortunate. I'm sure the more you do it, the less it would seem like rocket science to you....i dunno. :crazy:

Any difference between RAM and SRAM? Also, when the game is saved, is that just a massive overwrite of ROM values? Lastly, what is bank swapping?

April 19, 2016, 11:10:17 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Oh, and what are those weird symbols on the right of the hex editor?
When the game is saved...there is usually a seperate place within the cartridge that the saved game data goes to. For example, in the gameboy, there is a place for the ROM(read only) and then there is a seperate place for the RAM. 
Bank switching is done with the ROM. For example...lets say you can only access 32kb of the ROM at one moment.....then you switch to the next bank to access the next 32kb of the ROM. Bank switching is pretty much used to increase the amount of data you can access.

May 12, 2016, 09:16:04 am - (Auto Merged - Double Posts are not allowed before 7 days.)
OHHHHHH .....snap....there's two different pages....didnt know that.
 :laugh: :laugh: :laugh: :laugh: :laugh: :laugh:

ROM Hacking Discussion / Re: How does the PSX\\\'s 3d graphics work
« on: May 09, 2016, 07:25:23 pm »
 :thumbsup: :laugh: :laugh: :thumbsup:
Appreciate it.

May 11, 2016, 10:02:50 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
:o :o :o :o :o
Just to clarify.
DCPL     8        Depth Cue Color light
Fields:  none
Opcode:  cop2 $0680029
In:     RGB                           Primary color.         R,G,B,CODE   [0,8,0]
         IR0                             interpolation value.                [1,3,12]
         [IR1,IR2,IR3]             Local color vector.                 [1,3,12]
         CODE                         Code value from RGB.           CODE [0,8,0]
         FC                               Far color.                          [1,27,4]
Out:  RGBn                          RGB fifo               Rn,Gn,Bn,CDn [0,8,0]
         [IR1,IR2,IR3]             Color vector                        [1,11,4]
         [MAC1,MAC2,MAC3]  Color vector                        [1,27,4]
I dont really understand what the inputs of this instruction mean. Like...what does the primary color represent in this well as the local color vector and Code value from RGB. I'd ask the same question for alot of the other instructions as well.

May 13, 2016, 01:27:09 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Or even better question...
NCDS     19       Normal color depth cue single vector
Fields:  none
Opcode:  cop2 $0e80413
In:      V0                Normal vector                       [1,3,12]
         BK                Background color       RBK,GBK,BBK  [1,19,12]
         RGB               Primary color          R,G,B,CODE   [0,8,0]
         LLM               Light matrix                        [1,3,12]
         LCM               Color matrix                        [1,3,12]
         IR0               Interpolation value                 [1,3,12]
Out:     RGBn              RGB fifo.              Rn,Gn,Bn,CDn [0,8,0]
         [IR1,IR2,IR3]     Color vector                        [1,11,4]
         [MAC1,MAC2,MAC3]  Color vector                        [1,27,4]
what does the light matrix and the color matrix represent in the input of this instruction.

ROM Hacking Discussion / Re: How does the PSX's 3d graphics work
« on: May 08, 2016, 04:57:42 pm »
Oh!..ok that makes sense. I now understand the purpose of the rtpt/rtps and the mvma gte instructions. But what about lighting/shading and all that. How would one utilize those instructions to maybe display a cube that looks darker the further away it is and also has a light shining on it.

ROM Hacking Discussion / How does the PSX's 3d graphics work
« on: May 08, 2016, 01:49:33 pm »
After reading a few documents on the gpu&gte of the playstation 1, I wasnt fully able to wrap my mind around how the psx's 3d graphics works. I could only get a vague understanding. Maybe because of my inexperience with 3d consoles of this nature (or maybe my little brain just cant comprehend).Either way, I was hoping that someone would be able to show me a routine to display a 3d object and also explain how the gte's instructions and the gpu's work together to display 3d images (if they do at all).

Programming / Re: In need help making a game from scratch using XKAS
« on: April 09, 2016, 08:43:21 pm » does the snes not care what the checksum is?..cause u just assigned it some random value.

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