Search found 81 matches

by wulf
Sat Dec 09, 2006 7:28 pm
Forum: PS3 Development
Topic: SIXAXIS under Linux (not just on the PS3)
Replies: 6
Views: 13581

or you could just buy a sixaxis :)
by wulf
Sat Dec 09, 2006 7:14 pm
Forum: PS3 Linux Development
Topic: For the curious...
Replies: 9
Views: 8153

sweet, thanks, oopo!
by wulf
Mon Aug 08, 2005 2:52 am
Forum: General Discussion
Topic: ssh client
Replies: 5
Views: 3470

or set up apache to run cgi...
by wulf
Sat Aug 06, 2005 2:24 pm
Forum: PS2 Development
Topic: Great application for the PlayStation
Replies: 3
Views: 2858

I just checked it out.. it seems to be a linux system.. and you can build it from source... so theoretically if you had the linux kit for playstation, and if you were a linux guru, and if you were a great ps2 programmer with loads of free time, you could port the code for the core to the ps2 and hav...
by wulf
Sat Aug 06, 2005 2:15 pm
Forum: PS2 Development
Topic: Great application for the PlayStation
Replies: 3
Views: 2858

A ps2 is not a pc inside.. you might be thinking of an XBOX, which is very similar to a pc, but even an XBOX wouldn't work for your app because it can't net boot... sorry.
by wulf
Thu Jul 28, 2005 6:06 pm
Forum: General Discussion
Topic: linux distros
Replies: 4
Views: 2568

pretty much any install will be fine for deving, as long as you can compile stuff..
personally I suggest debian as it's very easy to get new progs and stuff to work without a lot of dependancy headaches.. synapticpackage manager is where it's at..
.later.
by wulf
Sun Jul 17, 2005 1:54 pm
Forum: PSP Development
Topic: IRDA keyboard driver concept w/source
Replies: 21
Views: 18771

I use the PBP unpacker tool to do that... google pdc pbp unpacker
by wulf
Thu Jul 14, 2005 9:39 am
Forum: PS2 Development
Topic: Text Editor
Replies: 8
Views: 3560

that's what I do... I was never able to get any of the networking clients or usb clients to work with my setup except for the ftp server, so currently that's the only way I have to transfer files to my ps2... BTW, the PSP version of the text editor is progressing nicely, I am just about to add menu ...
by wulf
Tue Jul 12, 2005 11:48 am
Forum: PSP Development
Topic: Fast keyboard method, version 1.1
Replies: 34
Views: 16236

I have an idea... what about using the analog stick kinda like the iPod's pad? one could use it to "roll" past letters using a circular motion.. similar to the post above about it, but with all 26 letters at once...
by wulf
Fri Jul 08, 2005 6:01 am
Forum: PSP Development
Topic: finally got cygwin installed.how do i run the toolchain ??
Replies: 9
Views: 3663

you can also edit the .bashrc in the /home/yourloginname directory in cygwin...
that way all you have to do is copy & paste the "export ..." lines from the readme without having to edit them... that's what I did for my windows machine...
by wulf
Fri Jul 08, 2005 5:55 am
Forum: PSP Development
Topic: Dynamic memory allocation
Replies: 1
Views: 1391

yeah, you need to use malloc() (and free(), when you are done). I use it in the text editor I am making.. However, Malloc & free aren't specifically psp related, so you would probably be better off searching google for "malloc tutorial" or something... that would give you the best pict...
by wulf
Thu Jul 07, 2005 3:33 pm
Forum: PSP Development
Topic: What to do with compiled EBOOT.PBP?
Replies: 15
Views: 5103

search for "kxploit"... that'll set you on the path to enlightenment.. BTW, I am from Van as well!
by wulf
Thu Jul 07, 2005 10:05 am
Forum: PSP Development
Topic: Converting images for dev
Replies: 1
Views: 1278

those numbers are the data for the rgb values for the pixels in the image.. they are converted like that so that it makes it easier to use an image in a c program.. you can use the Gimp to convert them.. but you should look at some source code (hello world is an example) to see how they are used, be...
by wulf
Thu Jun 30, 2005 1:35 pm
Forum: PSP Development
Topic: SDK Sample
Replies: 5
Views: 3166

yeay, it gives some debug-ish info on the screen.. ie, what directory the app was executed from, etc.. if your psp is powering off, then there is something wrong.. (;P) make sure that your toolchain is up to date.. btw, You probably know this, but you don't need to use the outpatch anymore.. the elf...
by wulf
Thu Jun 30, 2005 11:51 am
Forum: PSP Development
Topic: SDK Sample
Replies: 5
Views: 3166

works for me..
by wulf
Wed Jun 29, 2005 11:56 am
Forum: PSP Development
Topic: PSPSDK 1.0+beta released!
Replies: 59
Views: 52691

Thanks a lot for all the hard work, people.. You are really an inspiration!
by wulf
Mon Jun 27, 2005 2:50 pm
Forum: PSP Development
Topic: SonicStage
Replies: 15
Views: 6336

I understand that it's the pro duos themselves that have a problem with atrac, not just from soundstage.. but I don't know why.. I'd just make mp3's from the atracs if i were you.
by wulf
Mon Jun 27, 2005 4:10 am
Forum: PS2 Development
Topic: Text Editor
Replies: 8
Views: 3560

actually, I am in the (slow) process of creating one.. I made one for linux, I am in the process of porting it over...
by wulf
Sun Jun 26, 2005 3:42 am
Forum: General Discussion
Topic: Which os do you use?
Replies: 13
Views: 5785

I use linux for most of my computers, but I also have a mac with panther and a laptop with w2k
by wulf
Fri Jun 24, 2005 8:14 am
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

Sweet! I'm glad I could help.. to be honest, I learned a lot too... before seeing nem's code, I had no idea how to implement a magnification for sprites.. :P but anyway, you're welcome.
by wulf
Thu Jun 23, 2005 4:21 pm
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

to be honest, I'm not exactly sure about your "bigger buffer" question.. I assume you want to keep it in Vram? if you don't, then you could make an array with the same number of elements as pixels for your buffer, copy the image data into this array, then use a modified bitblt to only capt...
by wulf
Thu Jun 23, 2005 4:04 pm
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

oh, I see. well, his style is a bit different than mine, but i wrote mine based on his... his variable naming is a bit hard to understand at first, that's why I changed the names of mine.. but the basic premise is this.. he gets the place of the first pixel in the psp's ram with the vptr0=... line h...
by wulf
Thu Jun 23, 2005 2:47 pm
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

or do you mean the original bitblit from pg.c?

cause i thought you were talking about my code..
by wulf
Thu Jun 23, 2005 2:41 pm
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

vptr0 is just a pointer to the vram of the psp.. pgGetVramAddr supplies the correct address for a given pixel for each iteration. the next line puts the pixel data from the picture into the ram, effectively drawing one pixel.. jeach time the for loops are incremented, the yloop and xloop values chan...
by wulf
Thu Jun 23, 2005 12:41 pm
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

ok, that's just too funny! you totally got it, though..:)
by wulf
Thu Jun 23, 2005 12:40 pm
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

maybe I should have said : althogh your picture is 2d, all memory (on your hdd, the psp, everything) is 1d that means that your pic must be chopped up and arranged in mem as 1d, then when the psp puts it on screen, it reads out the 1d memory in chunks of SCREEN_WIDTH, for each line. so like this for...
by wulf
Thu Jun 23, 2005 12:32 pm
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

ahh, see, that's the trick... you only need access to the first char, then you offset the pointer by the size of exactly one char for each pixel into the picture you want.. note that to move down a y value, you have to offset by y*SCREEN_WIDTH because you are "skipping" those pixels. and t...
by wulf
Thu Jun 23, 2005 10:04 am
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

because it is the color information...
the address is held in the pointer, but the pointer points to an unsigned char, which is the color..
by wulf
Thu Jun 23, 2005 9:02 am
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

note that mag's lowest value is 0, so if you call it with mag=1, your tiles will be twice their orig size.. (just noticed that bug)
by wulf
Thu Jun 23, 2005 9:00 am
Forum: PSP Development
Topic: tile engine help
Replies: 22
Views: 6673

well, I don't know, but I don't think so, because in the end, you have to write the data twice..