Search found 106 matches

by NoEffex
Mon Feb 16, 2009 4:24 pm
Forum: PSP Development
Topic: Using psplink with 5.00m33 (Slim)
Replies: 6
Views: 2629

I believe TyRaNiD noted that psplink does not work with slim atm. I could be wrong, but I dunno.
by NoEffex
Mon Feb 16, 2009 4:21 pm
Forum: Patch Submissions
Topic: [ALL SDK] font.c with AscII-II
Replies: 8
Views: 7465

Heres a little thing I threw together while testing the looks of some fonts. Theres the original (psp)debug font, the one this dude posted, the linux console 8x8 fonts(the acorn one looks the best IMO) then theres the sparta sdk one. If you needed to compile it with ps2's just change psptypes.h to t...
by NoEffex
Mon Feb 16, 2009 8:26 am
Forum: PSP Development
Topic: Questions of multi-threading
Replies: 8
Views: 3202

Does your audio thing have to be in a loop?

For example:

http://pastebin.com/m6faebce
by NoEffex
Mon Feb 16, 2009 7:00 am
Forum: PSP Development
Topic: Questions of multi-threading
Replies: 8
Views: 3202

(Horrible example) but bakon abuses multithreading. You'd find a place that you need to start the new thread at, then do something like SceUID new_thid = sceKernelCreateThread("Name", &function, 0x18, 0x512, 0); if(new_thid) sceKernelStartThread(new_thid, 0, NULL); or however you did i...
by NoEffex
Mon Feb 16, 2009 6:55 am
Forum: PSP Development
Topic: How to work with file I/O in kernel PRX?
Replies: 23
Views: 9737

I know torch, I was saying, since my module's name that I was using in the example was 10 chars, you would get the length of the module you are using(lol8.prx would be 8, loolz.prx would be 9, z.prx would be 5, and so on). But yeah, I knew some source I was gandering at had it, of course the one I d...
by NoEffex
Sun Feb 15, 2009 2:42 pm
Forum: PSP Development
Topic: Using psplink with 5.00m33 (Slim)
Replies: 6
Views: 2629

I'm assuming it goes all fuzzy because both are trying to draw at the same time.

I'd have it launch as an eboot then load psplink and such in your app.
by NoEffex
Sun Feb 15, 2009 2:32 pm
Forum: PSP Development
Topic: How to work with file I/O in kernel PRX?
Replies: 23
Views: 9737

Ehm.. :) I know I'm noob, but could you give me some example, please? I don't understand what you mean.. Thanks. kweensey int module_start(SceSize args, void *argp) { ... strcpy(some_buffer, argp); sceIoChdir(some_buffer); ... } that's what works for me, though(not sure if it's just prx, because I ...
by NoEffex
Sat Feb 14, 2009 4:17 pm
Forum: PSP Development
Topic: How to work with file I/O in kernel PRX?
Replies: 23
Views: 9737

I've always had to specify the path myself, else it'd think the files not there, for me. Usually however people set up a little thing in module_start function or main that would set the preset path(like, say you have a 40 byte buffer) to sceIoChdir so that way it'd be all ready.
by NoEffex
Sat Feb 14, 2009 10:14 am
Forum: PSP Development
Topic: How to work with file I/O in kernel PRX?
Replies: 23
Views: 9737

You need to set your directory. sceIoChdir would do the trick.

Unlike the stdio functions, it doesn't automatically detect the file path, it is very specific.
by NoEffex
Fri Feb 13, 2009 10:16 am
Forum: Patch Submissions
Topic: [ALL SDK] font.c with AscII-II
Replies: 8
Views: 7465

EDIT: Works fine, successfully built an application with it, however the 'i's are kind of weird. Thanks for trying, and give me your feelings. True, the 'i' and other characters, may be somewhat unusual, compared to the previous fonts.c, but this is because it is an entirely different font. In addi...
by NoEffex
Thu Feb 12, 2009 7:55 am
Forum: Patch Submissions
Topic: [ALL SDK] font.c with AscII-II
Replies: 8
Views: 7465

It compiles fine on the pspsdk after a small edit.

That being that tamtypes.h does not exist on pspsdk, and I believe it's psptypes.h. I'd honestly just try char for it.

EDIT: Works fine, successfully built an application with it, however the 'i's are kind of weird.
by NoEffex
Thu Feb 12, 2009 7:48 am
Forum: Patch Submissions
Topic: [ALL SDK] font.c with AscII-II
Replies: 8
Views: 7465

I'll build pspsdk with it and post some results.
by NoEffex
Wed Feb 11, 2009 7:58 am
Forum: PSP Development
Topic: Couldn't install FreeType
Replies: 9
Views: 2760

pgeFont is also a nice one for ttf fonts.
by NoEffex
Wed Feb 11, 2009 6:56 am
Forum: PSP Development
Topic: RemoteJoyLite port to Linux based system
Replies: 12
Views: 3648

Last I checked it was dependant on some windows libraries, but I might take a gander into it as well, I'll post if I find anything useful.
by NoEffex
Mon Feb 09, 2009 3:16 pm
Forum: Patch Submissions
Topic: pspdebugkb.c patch
Replies: 5
Views: 5517

Correct, vsnprintf does not exist in kernel.
by NoEffex
Thu Jan 29, 2009 7:52 am
Forum: PSP Development
Topic: Serial Terminal program for PSP
Replies: 3
Views: 1330

If anyone knew much about libusb them I'm sure they could.
by NoEffex
Wed Jan 28, 2009 9:09 am
Forum: Patch Submissions
Topic: pspdebugkb.c patch
Replies: 5
Views: 5517

The pspDebugScreenPrintf does not work in kernel mode(thus the entire debug keyboard), and from my experience, pspDebugScreenKprintf does not work in user mode. So, instead of manually going and doing sprintf this that puts this I just used Raphael's macro he gave me a while back to overcome this.
by NoEffex
Mon Jan 26, 2009 1:01 pm
Forum: PSP Development
Topic: Want the pre-IPL(s) dumped so far.
Replies: 17
Views: 7562

He said that the examples didnt work, because its not installed . First half - Correct. Second half - Where did he say that? He just wanted the pre-IPL dumped, which is NOT the IPL, and he didn't want it INSTALLED, he wanted it dumped for purpose of examining it. The pre-IPL isn't on your memstick,...
by NoEffex
Sun Jan 25, 2009 7:26 pm
Forum: PSP Development
Topic: Want the pre-IPL(s) dumped so far.
Replies: 17
Views: 7562

What ever happened to, "if you don't know, don't answer" :P What ever happened to shut your dam mouth? Torch, I will talk to you later, A$$ HOLE Coming from you.. I have no idea xD, besides it makes sense what I am saying.. 95% of your information is wrong and it ends up making you look d...
by NoEffex
Sun Jan 25, 2009 10:45 am
Forum: PSP Development
Topic: fx_powerspoof
Replies: 0
Views: 855

fx_powerspoof

Yeah yeah, fx prefix, just happened to be the name of the folder, because powerspoof was taken in my archives of source(tried making it a while back and failed). I somehow misplaced my battery and needed to install a game patch, so I cooked this up, and installed some patch without a battery, that n...
by NoEffex
Wed Jan 21, 2009 3:43 pm
Forum: PSP Development
Topic: Allegro for PSP
Replies: 25
Views: 15706

Very, very good deal.
by NoEffex
Wed Jan 21, 2009 3:40 pm
Forum: Patch Submissions
Topic: pspdebugkb.c patch
Replies: 5
Views: 5517

pspdebugkb.c patch

http://rapidshare.com/files/186940799/pspdebugkb.patch.gz.html This patch it to maintain(well, in this case, gain) compatibility with kernel-mode, as pspDebugScreenPrintf is not usable in kernel-mode modules, and pspDebugScreenKprintf is not usable in user-mode(to the best of my knowledge), so I add...
by NoEffex
Sat Jan 10, 2009 9:47 am
Forum: PSP Development
Topic: [SOLVED] [MIPS] undefined reference $a3
Replies: 7
Views: 2221

addu $t9, $a3, $a1
lw $a2, 0x0000($t9)
by NoEffex
Fri Jan 09, 2009 9:06 am
Forum: PSP Development
Topic: sceMp3InitResource() returns 0x8002013A
Replies: 12
Views: 4657

uhh, I think the kernel isn't loaded completely. Do something like

sceKernelDelayThread(15000000);
while(!sceKernelFindModuleByName("sceKernelLibrary")) sceKernelDelayThread(100000);
by NoEffex
Fri Jan 09, 2009 9:01 am
Forum: PSP Development
Topic: Audio Compling Problems (lightmp3 related kinda)
Replies: 3
Views: 4526

if it's not in the pspsdk library, it's probably in a .S file in the lightmp3 source. You'd just add it to your objects, and if it has a header, use that, else you forgot to include something.
by NoEffex
Mon Jan 05, 2009 1:25 pm
Forum: PSP Development
Topic: [RESOLVED] Threads and Modules
Replies: 11
Views: 3561

Smong wrote:I think sceCtrlReadBufferPositive does allow other threads to run. While sceCtrlPeekBufferPositive does not.
Nah, I use peekbuffer and it lets the other threads run fine.
by NoEffex
Tue Dec 30, 2008 10:36 am
Forum: PSP Development
Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
Replies: 17
Views: 11256

If you need I can use prxtool on it for ya.
by NoEffex
Mon Dec 29, 2008 6:40 am
Forum: PSP Development
Topic: Help, how to launch a UMD
Replies: 10
Views: 3087

Download 4.01 m33. Check in the SDK folder. Open up a terminal(or window if you're using cygwin) in the SDK folder, and cp -rf lib $PSPDEV/psp/sdk && cp -rf include $PSPDEV/psp/sdk and overwrite all of them. Then, if you want you can install psp-packer by going into the psp-packer directory,...
by NoEffex
Sat Dec 27, 2008 6:30 am
Forum: PSP Development
Topic: A.T.L(AnyType C library)(updated to v1.3 Final)
Replies: 6
Views: 3155

Does it compress files? This is a pretty neat library, btw.
by NoEffex
Fri Dec 26, 2008 8:22 am
Forum: General Discussion
Topic: Suggestion: Noob free zone for devs / testers
Replies: 12
Views: 41483

Instead of hiding them, how about keeping them open, but only certain peeps can post, so that way people like myself can reference while more advanced people can discuss without interruption.