It's suppose to, but since I kinda just shoved it out, I didn't check all the file sizes. They have to be a multiple of 4bytes. If just one file is not divisible by 4, i believe it freezes.
It's suppose to, but since I kinda just shoved it out, I didn't check all the file sizes. They have to be a multiple of 4bytes. If just one file is not divisible by 4, i believe it freezes.
You can burn one, test it, and let me know if it loads, cause it should. It saves me 5 minutes and 15 cents (USD) if it doesn't ().
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.
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
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.
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...))
-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...
I suggest you read them. They may not be in Portuguese, but I assume you at least know a little English...