If you look at the main.cpp in Basilisk II PSP, you'll see that parts of the PSP init junk has to be wrapped in extern "C" { } to work correctly... like the callback setup junk. You simply cannot change the main from C to C++ and have it work.
Look at some of the PSP C++ apps out.
Search found 2908 matches
- Mon Sep 28, 2009 2:14 am
- Forum: PSP Development
- Topic: Note, Vol Up, Vol Down Button Input?
- Replies: 9
- Views: 3208
- Sun Sep 27, 2009 2:54 am
- Forum: PSP Development
- Topic: Note, Vol Up, Vol Down Button Input?
- Replies: 9
- Views: 3208
This is the clearest example of making a kernel mode PRX for a user mode application. If you can't figure it out from this, you aren't ready to work on this yourself.
http://forums.ps2dev.org/viewtopic.php?p=58653#58653
http://forums.ps2dev.org/viewtopic.php?p=58653#58653
- Sat Sep 26, 2009 2:35 am
- Forum: Other Development
- Topic: 32X Devkit
- Replies: 7
- Views: 6125
- Fri Sep 25, 2009 12:08 pm
- Forum: PSP Development
- Topic: Dummying PRX Modules [SOLVED]
- Replies: 8
- Views: 4684
- Fri Sep 25, 2009 12:04 pm
- Forum: General Discussion
- Topic: Registration shenanigans
- Replies: 11
- Views: 41795
- Fri Sep 25, 2009 5:37 am
- Forum: PSP Development
- Topic: Dummying PRX Modules [SOLVED]
- Replies: 8
- Views: 4684
- Thu Sep 24, 2009 2:33 am
- Forum: PSP Development
- Topic: [pspgl + sdl] psp hangs up
- Replies: 12
- Views: 4332
- Wed Sep 23, 2009 2:20 am
- Forum: PSP Development
- Topic: Microstation on PSP
- Replies: 7
- Views: 2261
- Tue Sep 22, 2009 1:51 am
- Forum: PSP Development
- Topic: Help understanding PRX sections
- Replies: 8
- Views: 3182
@J.F.: PRXs are not standard ELF neither they have standard MIPS relocation entries. What I'm asking is PRX specific (thus PSP specific), no other ELFs have those entries. Try a Google search about PRX and please tell me if you find something. I didn't, except YAPSPD, which is outdated and sometime...
- Sun Sep 20, 2009 2:29 pm
- Forum: PSP Development
- Topic: Help understanding PRX sections
- Replies: 8
- Views: 3182
- Sat Sep 19, 2009 12:19 pm
- Forum: PS3 Development
- Topic: Data representation (hex values) - Cell processor
- Replies: 1
- Views: 3547
There's TONS of info on the CBE out there... manuals, programming guides, environments... you ain't looking if you claim you can't find anything. :P The Cell is Big-Endian, like all other PPCs. Some model PPCs can be set for little-endian operation, but that was never used outside of the old Windows...
- Thu Sep 17, 2009 8:31 am
- Forum: PSP Development
- Topic: libFLAC seeking problem, please help!(Solved, Code Included)
- Replies: 8
- Views: 3065
- Mon Sep 14, 2009 2:04 am
- Forum: PSP Development
- Topic: Porting FCEUltra to the PSP
- Replies: 5
- Views: 3414
You can't really swizzle the texture because that would complicate (thus slowing) the emulator screen drawing. The slicing is the best you can do there. You might look into how the screen is updated and speed it up. One thing I've always found that helps - make screen buffers uncached. Cacheable scr...
- Sat Sep 12, 2009 1:52 am
- Forum: PSP Development
- Topic: Porting FCEUltra to the PSP
- Replies: 5
- Views: 3414
- Wed Sep 09, 2009 8:02 am
- Forum: PSP Development
- Topic: Convert analogue nub X,Y to angle?
- Replies: 10
- Views: 4713
- Wed Sep 09, 2009 2:53 am
- Forum: PSP Development
- Topic: Detecting one button input each time
- Replies: 14
- Views: 4679
He is saying the button masks above 0x8000 (ie. the volume up/down, note, screen, etc. buttons) can only be read in kernel mode. Only the the normal keypad buttons (of which are masked to values under 0x8000) are readable when under user mode. It has nothing to do with memory addresses. What he sai...
- Wed Sep 09, 2009 2:46 am
- Forum: PSP Development
- Topic: dynamic libraries
- Replies: 11
- Views: 3532
I mentioned that earlier in the thread. ;)m0skit0 wrote:Or you can just use an object-oriented-like method, like
Code: Select all
int my_global; int return_my_global() { return my_global; }
- Wed Sep 09, 2009 2:45 am
- Forum: PS2 Development
- Topic: How to deal with DIV/DIVU needs in ".set noat" cod
- Replies: 10
- Views: 5399
- Tue Sep 08, 2009 9:47 am
- Forum: PSP Development
- Topic: dynamic libraries
- Replies: 11
- Views: 3532
Call a function that returns a structure full of pointers to the variables you wish to access. Something like struct myPointers { int * var1; int * var2; char * var3; }; When the prx function returns a pointer to the struct, you then have pointers to all the stuff in the PRX you want. You'd do somet...
- Tue Sep 08, 2009 4:47 am
- Forum: PSP Development
- Topic: Detecting one button input each time
- Replies: 14
- Views: 4679
- Tue Sep 08, 2009 12:49 am
- Forum: PS2 Development
- Topic: How to deal with DIV/DIVU needs in ".set noat" cod
- Replies: 10
- Views: 5399
- Sat Sep 05, 2009 2:09 pm
- Forum: PSP Development
- Topic: [SOLVED] Trouble using ODE
- Replies: 4
- Views: 2479
- Thu Sep 03, 2009 3:25 pm
- Forum: PSP Development
- Topic: dynamic libraries
- Replies: 11
- Views: 3532
- Thu Sep 03, 2009 3:23 pm
- Forum: PSP Development
- Topic: Basilisk II PSP Port (Mac Emulator)
- Replies: 705
- Views: 478971
Re: Add network support...
Add network support... maybe using udp tunneling like CIPE, OpenVPN or other protocol that suport tunneling and bridging. It's got UDP tunneling... for AppleTalk networking. You'd need a special server app on a PC to provide internet via UDP tunneling, and I haven't the gumption to put that much wo...
- Thu Sep 03, 2009 8:09 am
- Forum: PS3 Development
- Topic: Slim PS3 = No More Otheros
- Replies: 82
- Views: 67821
Re: Sony explains PS3 Slim's loss of Linux option
Sony seems to be always far behind when it comes to innovative decisions, but far ahead if it comes to annoy customers :( I think they're ahead on both. :) They make innovative decisions, like making OTHEROS available, then piss everyone off by removing it later. They did the same thing with regard...
- Thu Sep 03, 2009 8:05 am
- Forum: PSP Development
- Topic: dynamic libraries
- Replies: 11
- Views: 3532
You have to define exported function. Check the SDK example about PRXs. Also remember that while functions can be exported, the SDK doesn't allow you to access exported variables. If you wish to use variables from the main app, you have to pass them (or a pointer) in to the function, and if you wis...
- Thu Sep 03, 2009 8:00 am
- Forum: PSP Development
- Topic: Why memalign?
- Replies: 13
- Views: 5737
- Wed Sep 02, 2009 12:34 pm
- Forum: PSP Development
- Topic: Why memalign?
- Replies: 13
- Views: 5737
thanks for you reply. so i must understand that i always have to use memalign(16, whatever) instead of new/malloc? Yes. If I remember correctly, the most you can count on for newlib is the largest natural type the CPU handles - for most CPUs, that's double, but on the PSP, it's just long/single. So...
- Wed Sep 02, 2009 9:01 am
- Forum: PSP Development
- Topic: Why memalign?
- Replies: 13
- Views: 5737
I know that malloc allocates memory aligned on 16 bytes boundary, so maybe new does too. That's not guaranteed! It depends on the implementation, and many allocate on 8 or 4 byte boundaries. Some are 16-byte boundary + 4 (allocate to a 16 byte boundary, then push a long, then return the result). Th...
- Mon Aug 31, 2009 2:56 am
- Forum: PS3 Development
- Topic: Slim PS3 = No More Otheros
- Replies: 82
- Views: 67821
Re: Sony explains PS3 Slim's loss of Linux option
Coding drivers too expensive? http://www.theregister.co.uk/2009/08/28/sony_ps3_slim_linux_install_loss/ Considering that most Sony engineers are on salary and probably spend most of their time playing minesweeper, the "cost" of drivers is just another excuse. Particularly when you realize...