PSone dev tools

Discussion in 'Sony Programming and Development' started by ASSEMbler, Mar 21, 2009.

  1. Jackhead

    Jackhead Site Soldier

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    Did someone ever seen the DTL-S for the Sound Artist Tool (700 or 800)?
    I also dont find the ProDG Software for PS1.
     
  2. smf

    smf mamedev

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    They may say you should only use it for arcade games, because you are guaranteed to be running on hardware that supports it. To be released for a console the game has to run on all hardware. Only the early playstations don't support it, I have one scph1002 that does and one that doesn't.

    It does seem strange that it's only supported in libgs & it doesn't even fall back to polygons if the hardware doesn't support it.

    When you flip, the starting u & v have to be on the other size of the texture. You have to have the correct alignment or the texture will be corrupted.
     
  3. l_oliveira

    l_oliveira Officer at Arms

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    On the earliest version of the home console Playstation unit, they used dual port DRAM for the frame buffer. The frame buffer on that board were a 160 pins part.

    At a later time (some time around the end of 1995) they switched to a 208 pin part which used a single SGRAM chip as video memory. Is this the cause for that function missing issue ?
     
  4. Dr.Wily

    Dr.Wily Peppy Member

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    OK, but how to run "exe" format on a PSX devkit (DTL-Hxxxx) ?
     
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