That is more or less how you would execute code related to vsync interrupts (or anything else a root counter can provide), which usually gives you...
Yeah, your approach seems better and more well-thought in general. As for the second seek, it's always mandatory. The CD unit, no matter where the...
I don't remember if OpenGL matrices naturally translate to what you're trying to do, but if you're counting on porting from PlayStation you gotta...
New article is up: Intro coding and CD-rom usage I'm open to tutorial requests at this point. Thinking of doing cooperative threading and async...
The easiest method to make them use an identical coordinate system is to set your up vector for view matrix (glLookAt) to 0.f, -1.f, 0.f. Another...
VRAM inspection can be useful or not, depends on how the game actually handles the font itself. It could be caching on demand, which means font...
You still can, you just won't see proper color information.
The problem with dynamic allocation is really that you can have way too many variables going on at once and very little memory to manage, which...
Might do that as a "silent update" for the next article. Something like a cracktro call back could make use of similar effects, tho the 3D objects...
Not sure about the NY toolchain, but on PSY-Q you can configure linker scripts to dump code to whatever binary you need. I'll make sure to include...
Lately I started writing some PS development tutorials / advise articles that provide some directions to users who would like to get involved in...
I thought it was much worse than just a slight speed difference (i.e. those locks you mentioned are a deal breaker to me). In this case I guess...
Wow, the speed issues seems quite a letdown. I was almost tempted to buy a DebugStation as a collector item, but I guess a modded system is...
Most likely doable, since the dither value is set to 1 to enable it. Change that to 0 wherever the game sets it and it's permanent. There may be a...
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