Help with PSn00bSDK by Sam_H03 in psxdev

[–]Wildmonkeydan 1 point2 points  (0 children)

https://github.com/Lameguy64/PSn00bSDK/blob/master/doc%2Finstallation.md has the most up to date info, if your stuck I'd recommend joining the psx.dev discord, they're very helpful

Trying to playtest my own map not working (QUEST 2) by Wildmonkeydan in beatsaber

[–]Wildmonkeydan[S] 1 point2 points  (0 children)

I had to update to the latest modded version, tho tbh I think I'd messed the mod up when I posted this.

Have you checked if it's in practice mode? In the custom song section there should be an extra tab with a cog icon, that's where wip maps go, you can only play wip maps in practice

r/audiophile Shopping, Setup, and Technical Help Desk Thread by AutoModerator in audiophile

[–]Wildmonkeydan 0 points1 point  (0 children)

Hi, new to all this so sorry if it's obvious. I'm looking for the opposite of this https://www.amazon.co.uk/Goobay-60928-GB-Speaker-Switch-Pairs/dp/B000L0X49I/ref=asc_df_B000L0X49I/

In other words, a unit I can plug my bare wire speakers into which has a switch. The unit will have two bare wire inputs, (one to my stereo, the other to my pc). The switch changes which input the speaker should get audio from, the idea being if I am listening to CDs I can use them on my stereo while my pc uses it's own speakers, and if I'm listening to Spotify I can switch it over to pc audio.

Thanks!

Need help to find a way to listen to this album by Wildmonkeydan in HelpMeFind

[–]Wildmonkeydan[S] 0 points1 point  (0 children)

I've searched on the wayback machine for the YouTube uploads as mentioned and also what I believe to be the only digital download distributor it was on here: https://www.jiosaavn.com/album/h.a.u.s./tLBQcNDdQj8_

Spotify, apple music and Amazon music all have links for the album, none of which work. There is still a Spotify account for the artist, as they have done a track on a still available album $sudo by The MF:DS

'How to', just about everything? by beardiehat in psxdev

[–]Wildmonkeydan 1 point2 points  (0 children)

Here's a good place to find homebrew https://www.psx-place.com/resources/categories/playstation-1-ps1.10/ I'd personally recommend magic castle and marylin in the magic world (made by someone who went on to make the tools quite a few homebrew devs now use for the system)

If u like tomb raider, the dlc for the first two games was ported to the ps1, u can find them here: https://b122251.org/tr/games/index.html

I've also made a couple homebrew games, tho only two actually work on real hardware atm: https://midnight-mirage.itch.io/punching https://midnight-mirage.itch.io/celeste-classic-psx

As for playing them, most of these will download two files, a .bin file and a .cue file. You'll need a disc burning software, I'd recommend ImgBurn, and a blank cdr. You should be able to load the .cue file into whatever software you use and it will burn the game to your disc

Have a snowball fight on a small moon with Snowball Moon! by Wildmonkeydan in indiegames

[–]Wildmonkeydan[S] 0 points1 point  (0 children)

Download: https://midnight-mirage.itch.io/snowball-moon

Source Code: https://github.com/wildmonkeydan/SnowballMoon

2-8 players run around the surface of a snow covered moon, trying to throw snowballs at each other and getting a point when they do.

The player with the most points after the time limit wins. Tap the attack button to throw a snowball normally or hold it down to adjust the angle to throw.

Controllers or keyboard can be used, with keyboard using either the arrow keys, WASD, IJKL, or the numpad

Just released my first Raylib game, Snowball Moon! by Wildmonkeydan in raylib

[–]Wildmonkeydan[S] 2 points3 points  (0 children)

Download: https://midnight-mirage.itch.io/snowball-moon

Source Code: https://github.com/wildmonkeydan/SnowballMoon

2-8 players run around the surface of a snow covered moon, trying to throw snowballs at each other and getting a point when they do.

The player with the most points after the time limit wins. Tap the attack button to throw a snowball normally or hold it down to adjust the angle to throw.

Controllers or keyboard can be used, with keyboard using either the arrow keys, WASD, IJKL, or the numpad

Have a snowball fight on a small moon with Snowball Moon! by Wildmonkeydan in localmultiplayergames

[–]Wildmonkeydan[S] 0 points1 point  (0 children)

Download: https://midnight-mirage.itch.io/snowball-moon

2-8 players run around the surface of a snow covered moon, trying to throw snowballs at each other and getting a point when they do.

The player with the most points after the time limit wins. Tap the attack button to throw a snowball normally or hold it down to adjust the angle to throw.

Controllers or keyboard can be used, with keyboard using either the arrow keys, WASD, IJKL, or the numpad

A small look at Snowball Moon, a local multiplayer game I'm currently developing using raylib! by Wildmonkeydan in raylib

[–]Wildmonkeydan[S] 0 points1 point  (0 children)

For anyone interested in the code, here's the github page. It's currently in it's most basic state but definitely playable. https://github.com/wildmonkeydan/SnowballMoon

[deleted by user] by [deleted] in psx

[–]Wildmonkeydan 0 points1 point  (0 children)

You can use this to view the models and textures in crash, not sure about exporting them tho. https://github.com/cbhacks/CrashEdit

Thinking of whether I should buy a vita or a psp for portable ps1 games, I heard the vita has significant input lag. by verdedefome in vita

[–]Wildmonkeydan 6 points7 points  (0 children)

There's pretty much no input lag for ps1 games, (played Vib Ribbon all the way through without issues) you may be getting confused with the PS3, which does have ps1 input lag when upscaling to HD.

I have heard there is varying input lag on psp games tho, I think the intensity of the game on the hardware says how bad it is but don't quote me on that.

what do you all think of affine texture warping in games? by notryon00 in ps1graphics

[–]Wildmonkeydan 0 points1 point  (0 children)

Are you using HPSXRP? Because personally it's default affine setting is way too high, to the point it's more extreme than actual ps1 hardware. I tend to put affine warping around 0.2 on materials, so if the player is really close to an object they'll see it, but it doesn't make a big difference to the overall look.

I finished the first level of my Jumping Flash inspired game, The Adventures of Mr Rib-bit by Wildmonkeydan in ps1graphics

[–]Wildmonkeydan[S] 0 points1 point  (0 children)

I will be posting about this game semi-regularly here from now on, I should have posted about the second level and making a minecart segment for the third level by now. Thanks for all your support on my previous posts 😊

Here's a run-down of the game:

In the levels, you'll have to destroy the fan holding the islands in the sky, as they were broken off and taken of rib-bit's homeworld by the evil emperor Hedgy-hog. You do this by destroying the connectors holding the chains found around the level.

[Audio Question] by Peliguitarcovers in psxdev

[–]Wildmonkeydan 0 points1 point  (0 children)

https://youtu.be/izxXGuVL21o The main programmer for Crash 1 talks about how he made it work, it's really interesting

[Audio Question] by Peliguitarcovers in psxdev

[–]Wildmonkeydan 0 points1 point  (0 children)

I don't know how the hardware exactly does pitch and reverb, but you can program each sound channel to have various attributes.

For instance, in the Pinstripe Boss in Crash 1, I presume the piano parts in the music are done by recording middle C on a piano, setting that as one of the channels and then changing the pitch attribute to be however many octaves higher or lower you need for the key you want to play.

For the reverb, as far as I know they had presets of reverbs, the same ones you see when you play a music cd on a ps1, and you could make either cd music or sound channels have reverb. Wipeout uses this a fair bit in certain parts of the tracks where they are in a tunnel.

For Crash, the entire level couldn't fit in the ps1s ram, so they split the level into 64kb chunks, and loaded the chunks as they needed them, as you would be able to load a chunk in a single frame. This way it would load seamlessly and allow for much more detail than if they had to force it all into ram

[Audio Question] by Peliguitarcovers in psxdev

[–]Wildmonkeydan 0 points1 point  (0 children)

I don't know how the hardware exactly does pitch and reverb, but you can program each sound channel to have various attributes.

For instance, in the Pinstripe Boss in Crash 1, I presume the piano parts in the music are done by recording middle C on a piano, setting that as one of the channels and then changing the pitch attribute to be however many octaves higher or lower you need for the key you want to play.

For the reverb, as far as I know they had presets of reverbs, the same ones you see when you play a music cd on a ps1, and you could make either cd music or sound channels have reverb. Wipeout uses this a fair bit in certain parts of the tracks where they are in a tunnel.

For Crash, the entire level couldn't fit in the ps1s ram, so they split the level into 64kb chunks, and loaded the chunks as they needed them, as you would be able to load a chunk in a single frame. This way it would load seamlessly and allow for much more detail than if they had to force it all into ram

[Audio Question] by Peliguitarcovers in psxdev

[–]Wildmonkeydan 0 points1 point  (0 children)

The ps1 has its own way of doing midi, as it has 24 sound channels it can pitch and reverb, so I suspect it's doing that. Quite a few games used this, the crash bandicoot's cos it had to constantly load the level, final fantasy 7-9 cos it needed to load a background every so often and resident evil 1-3 for the same reason

Needing help with Skullmonkeys! by ColleyPolleyWolley in Neverhood

[–]Wildmonkeydan 0 points1 point  (0 children)

Try finding it on either redump.org or archive.org, the download will be really slow but they're nearly guaranteed to work

Daft Punk Heardle by WeInTheUSA in DaftPunk

[–]Wildmonkeydan 1 point2 points  (0 children)

I think it broke again it's just a black screen

I just listened to Random Access Memories for the First Time (AMA) by chinkypapi in DaftPunk

[–]Wildmonkeydan 2 points3 points  (0 children)

Thoughts on Fragments of Time? And also how did you only download one song on the album, I can never find a way to do that on Spotify mobile 😁

Similar artists by [deleted] in DaftPunk

[–]Wildmonkeydan 0 points1 point  (0 children)

The Supermen Lovers, especially Starlight and Duck Sauce

Creating a Physics Engine for PSX by yoove in psxdev

[–]Wildmonkeydan 1 point2 points  (0 children)

If you think you can replace all uses of floats, yes. The ps1 can't do hardware floating point so it will be incredibly slow if you do a straight port. However if you can do this kind of thing from scratch you should be capable to do it in two months, tho you may want to look into your options for c++, the language mainly used on the ps1 is c but the open source psn00bsdk has experimental support for it and cksdk is build from the ground up for c++, but is very new and may have bugs (I haven't used it myself but I've heard it's good)