Search found 66 matches

by PacManFan
Thu Feb 09, 2006 10:19 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 5583

How did you get it working?
my SDL makefile already had the -DHAVE_OPENGL define flag set, and it's still crashing.

-PMF
by PacManFan
Thu Feb 09, 2006 8:25 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 5583

from my BSOD screen, the psp-addr2line tells me it's this: struct pspvfpu_context *pspvfpu_initcontext(void) { struct pspvfpu_context *c; /* Make sure the kernel preserves this thread's VFPU state */ if (sceKernelChangeCurrentThreadAttr(0, PSP_THREAD_ATTR_VFPU) < 0) return NULL; c = memalign(VFPU_AL...
by PacManFan
Thu Feb 09, 2006 8:07 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 5583

Problems with GL and SDL too

I've been trying to port some games that use both OpenGL and SDL together, and I'm having the same problems. -DHAVE_OPENGL was defined as one of the CFlags in the SDL makefile. GL seems to be crashing when I set up the viewport. Both GL applications and SDL applications seem to work fine separately....
by PacManFan
Fri Jan 27, 2006 3:36 am
Forum: PSP Development
Topic: is sceRtcGetTickResolution a constant?
Replies: 6
Views: 2184

I'm not sure of this, but I think it's based on the clock frequency. You might want to run a few tests to see what it is at 166, 266, and 333. Then you can generate your own constants. If you find out what they are offhand, please post them here.

-PMF
by PacManFan
Thu Jan 26, 2006 1:06 pm
Forum: PSP Development
Topic: VFPU help
Replies: 11
Views: 3709

Thanks, I figured that out a few days ago, and put in coprocessor vertex transformation functions into the PSPSOne emulator already. It's giving me a slight speed increase. I need to re-write some more of the GTE in order to avoid reloading the matrix every time I transform a vertex, otherwise, I'm ...
by PacManFan
Mon Jan 23, 2006 9:40 am
Forum: PSP Development
Topic: VFPU help
Replies: 11
Views: 3709

Yeah, I put a DLog call right before I go into the inline assembly, it's definately crashing somewhere in the assembly. I forgot to mention I also have the VFPU flag in my PSP_MAIN_THREAD_ATTR. I'm going to break it apart, and execute 1 assembly instruction and see what happens. It's going to have t...
by PacManFan
Mon Jan 23, 2006 5:21 am
Forum: PSP Development
Topic: VFPU help
Replies: 11
Views: 3709

This is my code so far, but I can't seem to get it to even execute the load matrix. Can someone point out the error? static float vfpu_vars [4] __attribute__((aligned(16))); #define ALIGNED_MATRIX() (ScePspFMatrix4*)((((unsigned int)alloca(sizeof(ScePspFMatrix4)+64)) + 63) & ~63) //#define ALIGN...
by PacManFan
Sun Jan 22, 2006 2:43 pm
Forum: PSP Development
Topic: VFPU help
Replies: 11
Views: 3709

Does this look about right? //vfpu_vars[0] - vfpu_vars[3] //are aligned float memory void MultVec(ScePspFMatrix4 *mat,float *invec,float *outvec){ register ScePspFMatrix4* r __asm("a0") = GUM_ALIGNED_MATRIX(); memcpy(r,mat,sizeof(ScePspFMatrix4)); vfpu_vars[0] = invec[0]; //x vfpu_vars[1] ...
by PacManFan
Sun Jan 22, 2006 10:27 am
Forum: PSP Development
Topic: VFPU help
Replies: 11
Views: 3709

VFPU help

Hello eveyone, PacManFan here, I've been following the VFPU discussions, and I'm trying to replace all the messy GTE matrix multiplication code in PSPSOne (pcsx PSP port) with some optimized VFPU code. Without getting into too much detail, I need a function that takes the form of this: void MatrixMu...
by PacManFan
Sun Jan 15, 2006 12:56 pm
Forum: PSP Development
Topic: Toolchain install issue
Replies: 11
Views: 3395

Thanks, I'll try it.
by PacManFan
Sun Jan 15, 2006 12:35 pm
Forum: PSP Development
Topic: Toolchain install issue
Replies: 11
Views: 3395

Image
by PacManFan
Sun Jan 15, 2006 6:00 am
Forum: PSP Development
Topic: Toolchain install issue
Replies: 11
Views: 3395

I am using the bash shell, not ash, and I don't have gzip anywhere else on my system. I can use gzip just fine, that's how decompressed the tool chain from the command line in the first place.
by PacManFan
Sun Jan 15, 2006 5:03 am
Forum: PSP Development
Topic: Toolchain install issue
Replies: 11
Views: 3395

results of ls

$ ls -al /usr/local/psptoolchain total 55141 drwx------+ 4 Administrator None 0 Jan 14 12:01 . drwx------+ 11 Administrator None 0 Jan 14 12:37 .. drwx------+ 7 Administrator None 0 Jan 10 10:17 .svn -rwx------+ 1 Administrator None 2734 Dec 30 12:54 README.TXT -rwx------+ 1 Administrator None 12191...
by PacManFan
Sun Jan 15, 2006 4:49 am
Forum: PSP Development
Topic: Is the PSXone or whatever open source?
Replies: 13
Views: 7873

Real PSP

Yes and No, Currently, I'm doing most of my development on the PSPE emulator, I've tried my code on a real PSP, but it has ... Issues, The code for the dynamic recompiler works as long as I'm logging to a file through my debug functions, As soon as I try to stub out or remove some of the debugging f...
by PacManFan
Sun Jan 15, 2006 3:26 am
Forum: PSP Development
Topic: Is the PSXone or whatever open source?
Replies: 13
Views: 7873

PSPSOne Source

If you'd like the latest version of the source, I can post it for you. I've got my dynamic recompiler working now, but the emu is still very slow. I'm going to be replacing all the software rendering functions with equivalant sce GE functions soon.

-PMF
by PacManFan
Sun Jan 15, 2006 3:22 am
Forum: PSP Development
Topic: Toolchain install issue
Replies: 11
Views: 3395

toolchain version

It's the psptoolchain-20060110.tgz
However, this happened for me with the previous version of the toolchain as well, I can run and install the psptoolchain from last June just fine, that's the one I've been using for a while.

-PMF
by PacManFan
Sun Jan 15, 2006 2:48 am
Forum: PSP Development
Topic: Toolchain install issue
Replies: 11
Views: 3395

Toolchain install issue

Hey everyone. I'm having an issue installing the latest version of the toolchain. It appears to download the .tar.gz files fine, but when it gets to the unzipping and patching, this is what I get: http://home.comcast.net/~shernandez1337/toolchain.jpg I've tried several times, and I'm not sure I know...
by PacManFan
Sat Dec 10, 2005 6:01 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 282325

PSPSOne update

Hey everyone, PacManFan here. As stated, I've posted an info-only update and given PSPSOne a page of it's own. At this point, I don't really have anything else to show, however, I want people to know that I haven't given up. I've been working on PSPSOne yesterday and today, and I've made some real p...
by PacManFan
Wed Sep 07, 2005 10:12 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 282325

Never give up

I haven't given up, it's just taking longer than I hoped. I'm not working on it as much as I used too, but I'm still putting in a few hours(5-10) a week.

I'll post an update when I get the dynamic recompiler working.

-PMF
by PacManFan
Mon Aug 01, 2005 11:47 pm
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 282325

Fake

Fake big time....

-PMF
by PacManFan
Sun Jul 24, 2005 11:25 am
Forum: PSP Development
Topic: Quake porting issues
Replies: 67
Views: 30930

New version 0.4

Hey everyone, I just upload version .4 of PSPQuake to http://home.comcast.net/~shernandez1337/ It's alomst exactly the same, excepth with far less crashing. I fixed that FPU exception issue, so it doesn't crash on divide by 0 issues anymore. I also bumped up the cpu speed from 222 to 333 so it's run...
by PacManFan
Sun Jul 24, 2005 7:52 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 282325

An estimate

The most I can say is that it will be done when it's done. I've got my recompiler coded, now I need to go through the difficult task of debugging. It would be much easier if there was a PSP emualtor that supported debugging, but as is, I have to put in debugging code that logs to a file, run the app...
by PacManFan
Fri Jul 22, 2005 9:57 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 282325

recompiler

Google for "dynamic recompiler" or "Binary address translator" or "dynamic recompilation" It writes it's code to a block of memory, then it calls that block of memory as though it were a function. It's a type of self-modifying code. Take a look at the source for pcsx or...
by PacManFan
Fri Jul 22, 2005 4:35 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 282325

Another screen shot

Spider man running from a compressed spiderman.bin.gz file.

Image

-PMF
by PacManFan
Fri Jul 22, 2005 2:48 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 282325

Success!

Well, After replacing just a few file i/o routines with thier zlib equivalant, I now have .bin g'zipped files working. I compressed DBZ Final Bout from 158 MB bin file to a 70MB .gz file, and it actually loads faster! I think this is beacuse the i/o is so slow on the PSP mem stick. If you want to kn...
by PacManFan
Fri Jul 22, 2005 12:56 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 282325

Whoops

I meant to post that "Progress" message to this thread last night, looks like I missed. Well, anyways, for those who missed it, I managed to get some games (Driver, Dragon Ball Z Final Bout) to work with my emulator. I've got .BIN/CUE support working now. The Driver.Bin file was about 650M...
by PacManFan
Thu Jul 21, 2005 1:23 pm
Forum: PSP Development
Topic: More Progress
Replies: 4
Views: 4814

That's my goal, I'm pretty sure it's possible. Driver is actually running at 2-3 fps already. I think it'll be playable at 10-15fps. Once I finish my recompiler, this shouldn't be a problem.

-PMF
by PacManFan
Thu Jul 21, 2005 12:24 pm
Forum: PSP Development
Topic: More Progress
Replies: 4
Views: 4814

More Progress

Here's some in game shots of "Driver". It looks like real games use a 640x480 framebuffer while most demos use a 320x240. http://home.comcast.net/~shernandez1337/images/Image5.png http://home.comcast.net/~shernandez1337/images/Image6.png http://home.comcast.net/~shernandez1337/images/Image...
by PacManFan
Tue Jul 19, 2005 2:23 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 282325

1st demo test release

For all the people who have been asking, here's the first demo test release of PSPSOne. This one is hard-coded to run the pdx-dlcm.psx demo, but I've included a few other psx files as well. It runs at about .5 fps @ 222mhz, The emulation is really slow at this point, I'm still working on getting my ...