Search found 244 matches

by Shazz
Fri Oct 14, 2005 12:36 am
Forum: PSP Development
Topic: stdlib.h & malloc.h : when & why...
Replies: 5
Views: 1720

stdlib.h & malloc.h : when & why...

Usually, while using pspsdk makefiles, including stdlib.h is enough to define malloc and free But now, as I'm recompiling a portable 3rd party library using generated makefiles, malloc is undefined if malloc.h is not explicitly added (which is not portable, so I had to patch the code) Can somebody e...
by Shazz
Tue Oct 11, 2005 4:28 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 99356

Please post any bug/question/... to the FA++ forum, the answer is maybe there and it is easier for us to follow them (and not pollute this dev related forum)

http://tmpstore.free.fr/FileAssistant/

Thanks

Iscariot : yep, skin is not always well saved, a bug to fix
by Shazz
Fri Oct 07, 2005 6:52 pm
Forum: PSP Development
Topic: Operations performed by _start()
Replies: 13
Views: 3922

And or I missed something or the args parsing is not done..

I'm wrong ?
by Shazz
Wed Oct 05, 2005 5:51 pm
Forum: PSP Development
Topic: Screen not resetting after HOME key exit
Replies: 3
Views: 1335

Tyranid, Do you have any idea why when your main prog is running in kernel mode AND the CallbackThread too (needed if you want it to kill some kernel functions in the main) that the exit callback is really sent but the thread who registered it never receives it ? Not a big deal, write your own exit ...
by Shazz
Tue Oct 04, 2005 4:23 pm
Forum: PSP Development
Topic: Strange problem with malloc & sceKernelLoadModule
Replies: 8
Views: 3785

Yes they are ;-) Just add the Fpl prototypes to your code and it works... I wrote a malloc wrapper using Variable PooL (VPL) memory management functions and it works perfectly within the PRX. It allows you to easily manage closely the memory allocated in your PRX and free it while unloading. Before ...
by Shazz
Mon Oct 03, 2005 7:06 pm
Forum: PSP Development
Topic: PSP Tiny SID v0.1
Replies: 2
Views: 1908

Yep nice...

I hope the source code will be released soon...
by Shazz
Sun Sep 25, 2005 9:18 pm
Forum: PSP Development
Topic: Trouble building FreeType
Replies: 2
Views: 1497

You're (a little) luckier than me :D I stop at the autogen... (Mac OS X/Fink) running `aclocal -I .' /sw/share/aclocal/libtool.m4:25: warning: underquoted definition of AC_PROG_LIBTOOL run info '(automake)Extending aclocal' or see http://sources.redhat...
by Shazz
Sat Sep 17, 2005 9:03 pm
Forum: PSP Development
Topic: A CPU-cheap SID Emulation Library on PSP
Replies: 4
Views: 4312

What about releasing a PSP MC compatible codec ??????????

Would be definitively nice & easy to reuse....

my 2 cents :D
by Shazz
Sat Sep 03, 2005 9:54 pm
Forum: PSP Development
Topic: Preparing Mac OS X for PSPSDK
Replies: 29
Views: 22944

Update for Mac OSX Tiger 1. Install Mac OS X Developer tools called Xcode Tools in the Installers directory : XcodeTools.mpkg or from the offical Mac developpers website : http://developer.apple.com/ 2. Install Fink binaries : http://fink.sourceforge.net/download/index.php, it will save you hours......
by Shazz
Sun Aug 21, 2005 7:36 pm
Forum: PSP Development
Topic: PSP Launcher : small tool for lazy people :D
Replies: 19
Views: 29860

Please now use the next version called FileAssistant++,

PSP Launcher and FileAssistant have merged....

official homepage : http://www.fileassistant.maxximum.org/
(forum + releases)

TOPIC CLOSED :D
by Shazz
Tue Aug 16, 2005 1:35 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 99356

eh eh, I just took 2 weeks of vacations and I don't recognize our application ! :D 71M a made a wonderful job, that's what I call "refactoring" !!!! So I just want to add a few things, first some thanks to Adresd and Warren for the PSPMC, basically while playing music, File Assistant just ...
by Shazz
Fri Jul 29, 2005 11:28 pm
Forum: PSP Development
Topic: Issue : perl, cygwin and pspsdk
Replies: 4
Views: 1962

Unfortunately did not work for me...:(
by Shazz
Wed Jul 27, 2005 9:27 pm
Forum: PSP Development
Topic: PSP Launcher : small tool for lazy people :D
Replies: 19
Views: 29860

Hi Shazz, I think this can be really important for playing with WiFi and being able to exit the game via 'home'. As I said, a new version is in preparation, a new coder has joined "the team". So currently the home button bug is fixed. Wifi would be nice, unfortunately I would not be able ...
by Shazz
Tue Jul 26, 2005 9:40 pm
Forum: PSP Development
Topic: Want to help out with pspsdk? I mean REALLY help out?
Replies: 33
Views: 16434

pspiofilemgr_stat.h patch (http://forums.ps2dev.org/viewtopic.php?t=2748) --- pspiofilemgr_stat.h 2005-07-20 09:37:12.287260600 +0200 +++ pspiofilemgr_stat2.h 2005-07-25 15:35:39.661769400 +0200 @@ -30,9 +30,9 @@ /** Symbolic link */ FIO_S_IFLNK = 0x4000, /** Director...
by Shazz
Tue Jul 26, 2005 6:15 pm
Forum: PSP Development
Topic: Issue : perl, cygwin and pspsdk
Replies: 4
Views: 1962

Issue : perl, cygwin and pspsdk

Erg, don't ask me why but I updated my cygwin installation and since, when I run the last toolchain available, when bootstrapping the pspsdk I've got : $ ./bootstrap -v . aclocal -I aclocal 1763 [main] perl 3212 fixup_mmaps_after_fork: WARNING: VirtualProtectEx to ret...
by Shazz
Tue Jul 26, 2005 5:19 pm
Forum: PSP Development
Topic: Spherical Harmonics Demo/Sample
Replies: 4
Views: 6420

Good job my fav' SphHarm guru !

I'm just sure you're waiting Marcus to implement VFPU's assembly instructions in the toolchain, am I wrong ??? :D

the-dan : http://astronomy.swin.edu.au/~pbourke/s ... phericalh/
by Shazz
Tue Jul 26, 2005 3:23 am
Forum: PSP Development
Topic: Kernel memory functions
Replies: 0
Views: 895

Kernel memory functions

As it seems some memory checks are done before loading (not starting) a module, I'd like to see what my app consume. So I tried to use sceKernelTotalFreeMemSize() but the value never changes or seems to be the same 103 2192 Bytes. So what does this value means ? Is it related to the user space or th...
by Shazz
Mon Jul 25, 2005 11:36 pm
Forum: PSP Development
Topic: My bugs or maybe PSPSDK's bugs... sceIoDread and Callbacks
Replies: 10
Views: 3232

About the SceIoDirent usage, before doing a patch, I tested some examples and I saw : - the usage of SceIoDirent ->d_stat.st_attr & FIO_SO_IFREG/FIO_SO_IFDIR is not possible with an UMD (always 0) - SceIoDirent ->d_stat.st_mode should be used, as said Cage like that : // check for a file if &...
by Shazz
Mon Jul 25, 2005 9:25 pm
Forum: PSP Development
Topic: Writing a packer for the PSP
Replies: 0
Views: 820

Writing a packer for the PSP

Hello, I spoke a little with Tyranid and Pixel about porting the great ps2packer to the PSP but it's still very fuzzy for me. And as my MStick is always full...the idea still there. Unfortunately, it seems more complex than the (poor) view I got from writing a packer. Basically I was thinking you ne...
by Shazz
Mon Jul 25, 2005 5:38 pm
Forum: PSP Development
Topic: PSP Launcher : small tool for lazy people :D
Replies: 19
Views: 29860

That's the goal... as it is not very hard to do with PRX, it's more complicated with ELF but I work on it....

By the way, the PSP Launcher has really changed since the last version, I would need beta testers (real tests to perform, not "be the first")... so if you're interested, pm me.
by Shazz
Mon Jul 25, 2005 2:25 am
Forum: PSP Development
Topic: Issue when linking libc
Replies: 4
Views: 1564

It takes about 10hours on my laptop... so I try to avoid rebuilding it too often ;-) (else my wife screams as the laptop is slow...) eh eh

Eh eh..that's life.... :D
by Shazz
Sun Jul 24, 2005 10:24 pm
Forum: PSP Development
Topic: Issue when linking libc
Replies: 4
Views: 1564

Issue when linking libc

my pspsdk is the revision 772 (24/07/05) when linking previous program which compiled/linked successfully: /usr/local/pspdev/lib/gcc/psp/4.0.0/../../../../psp/lib/libc.a(abort.o): In function `abort': ../../../../../newlib/libc/stdlib/abort.c:63: undef...
by Shazz
Sun Jul 24, 2005 6:12 am
Forum: PSP Development
Topic: Load ELF files with sceKernelLoadExec
Replies: 71
Views: 34862

no no !!!! Thanks to your idea, I leanrt plenty of things and as Tyranid told me, we never thought it could be possible to run an plain elf using Load/StartModule... either if it seems to be redirected to LoadExec... By the way, with Placasoft, we played with it and we have a UMD game screenshot dum...
by Shazz
Sun Jul 24, 2005 12:52 am
Forum: PSP Development
Topic: Load ELF files with sceKernelLoadExec
Replies: 71
Views: 34862

It seems sceKernelLoadModule()/sceKernelStartModule() have a different behavior when the target in a true module (PRX), like BOOT.BIN for UMD games) and when it is a true ELF (in this case the behavior is the same as calling sceKernelLoadExec() i.e. rebooting the kernel... So take care of what you w...
by Shazz
Sat Jul 23, 2005 4:11 am
Forum: PSP Development
Topic: My bugs or maybe PSPSDK's bugs... sceIoDread and Callbacks
Replies: 10
Views: 3232

OK, found,

While in kernel mode :
1. Set the callback thread in user mode while creating it
2. Detect that the exit_callback is called (global var)
3. In your main loop (in kernel mode), call sceGameExit() if the callback is detected to kill the kernel thread

ouch :D
by Shazz
Sat Jul 23, 2005 2:45 am
Forum: PSP Development
Topic: My bugs or maybe PSPSDK's bugs... sceIoDread and Callbacks
Replies: 10
Views: 3232

As far as the exit callback goes, the thread that registers the callback must be a usermode thread. So just pass PSP_THREAD_ATTR_USER to sceKernelCreateThread() and you should be fine. Huummm.. So I changed to int SetupCallbacks(void) { int thid = 0; thid = sceKernelCreateT...
by Shazz
Fri Jul 22, 2005 5:45 pm
Forum: PSP Development
Topic: Load ELF files with sceKernelLoadExec
Replies: 71
Views: 34862

sceKernelLoadExec reboots the kernel.. so all settings like the CPU speed should be re-init'd
by Shazz
Fri Jul 22, 2005 5:20 pm
Forum: PSP Development
Topic: My bugs or maybe PSPSDK's bugs... sceIoDread and Callbacks
Replies: 10
Views: 3232

Concerning sceIoDread, thnaks cwbowron for confirming the issue... so there is something.... as a work around, I saw that Adresd in his PSPMC used the d_attr to identify directories and files : (direntt->d_stat.st_attr & 0x10) == 0x10) { // directory (dir...
by Shazz
Thu Jul 21, 2005 7:45 pm
Forum: PSP Development
Topic: My bugs or maybe PSPSDK's bugs... sceIoDread and Callbacks
Replies: 10
Views: 3232

US 1.5
X : validate Exit (no effect in kernel mode)
O : Cancel exit (always works)
by Shazz
Thu Jul 21, 2005 5:43 pm
Forum: PSP Development
Topic: My bugs or maybe PSPSDK's bugs... sceIoDread and Callbacks
Replies: 10
Views: 3232

My bugs or maybe PSPSDK's bugs... sceIoDread and Callbacks

Hello again... Not sure that's not my bugs but as I did not find why... maybe somebody will tell me... 1. sceIoDread I use it to retrieve FS informations (is it a DIR, a FILE,...) and each time the SceIoDirent.d_stat.st_mode access mode is wrong : - 0x11FF for a dir instead of FIO_S_IFDIR (0x2000) -...