Search found 142 matches

by ChaosKnight
Sun Jul 30, 2006 9:58 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Some people have been wondering where to get the files and help, since the hosting ran out some time ago. A backup of the forums can still be found at http://azforum.staticsolution.com . The two binary versions of the program can still be downloaded: Color (slow) http://az.staticsolution.com/BII_Col...
by ChaosKnight
Tue Jan 24, 2006 12:22 am
Forum: PSP Development
Topic: PSP Basilisk II (Mac Emulator) needs a new maintainer
Replies: 0
Views: 1090

PSP Basilisk II (Mac Emulator) needs a new maintainer

Hi all. I am no longer capable of maintaining the PSP port of Basilisk II as I have sold my PSP and do not plan to do any further development for this platform. If you like the PSP Basilsik II port and would like to maintain it, please drop me a line and I will get all the materials you will need to...
by ChaosKnight
Thu Nov 03, 2005 7:28 am
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Yeah. I forgot. It's open source ish now. https://opensvn.csie.org/viewcvs.cgi/?root=BasiliskIIPSP You can also anonymously checkout. You still need me to get you write access though. It's ok, if you have something useful or even a small patch i'll most likely let you in. And as far as legalities......
by ChaosKnight
Wed Oct 19, 2005 5:17 am
Forum: PSP Development
Topic: Running EBOOT.PBP's on the PSP
Replies: 7
Views: 2894

Pick up a tool like SeiPSP or Kxploit, that will create folders from your EBOOT.PBP which will let you execute the code.
by ChaosKnight
Tue Oct 18, 2005 9:38 pm
Forum: PSP Development
Topic: Best texturing approach on PSP
Replies: 23
Views: 7661

It looks like you are instructing the PSP to swizzle the texure for you. You need to use a tool to swizzle the texture on your PC and store that instead of your regular flat texture. Also you seem to talk about loading textures per frame. This is really really going to affect performance. If you can...
by ChaosKnight
Tue Oct 18, 2005 9:30 pm
Forum: PSP Development
Topic: color blending in 5551 mode???
Replies: 12
Views: 4221

And if you want even more examples (not PSP specific but good) you can check out the late Seumas McNally's work on software pixel blending here: http://www.ldagames.com/seumas/progblend.html
by ChaosKnight
Tue Oct 18, 2005 6:10 am
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

I tried a lot of methods for using 5551 to eventually 565 (which worked best so only R and B were inverted, G is fine) to trying to build a 65536 color lookup table and do fast conversion there. Unfortunately the hardware does not support a 16-bit lookup table (which makes sense) so write now it is ...
by ChaosKnight
Mon Oct 17, 2005 11:12 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

The PSP has a 5551 mode and an 8-bit color mode. Although you don't need to use these. If you look at video_psp.cpp you'll see that the texture uses a differant bitdepth than the screen. You can mess with that by setting the TEX_MODE and TEX_COLOR_MODE defines.
by ChaosKnight
Sun Oct 16, 2005 10:38 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Is it bad to ask where to get the MAC.ROM file if not can someone list it i have MAC computers of my own want me to take a picture of them, then can i have the file PM it Please, please, please do not ask for people to do illegal things. If you have a Mac then follow one of the many guides online t...
by ChaosKnight
Sat Oct 15, 2005 8:53 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

I'm not saying give everyone who asks access, but you should consider putting it into PSPDEV SVN or some other public server. Good point. It's on a public server now. I'd like it to be on PSPDEV SVN but got nowhere asking for access. So for now it's on OpenSVN.csie.org. Anyone who asks and has a pl...
by ChaosKnight
Sat Oct 15, 2005 2:37 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

I have temporarily suspended my work on this project due to pressing matters of work and life. If any developers want to work on this seriously, please PM me and I will give you access to the SVN. It is not a PS2DEV SVN, nor is it public. Sorry, but I would prefer to keep it closed for awhile to mak...
by ChaosKnight
Sat Oct 15, 2005 2:35 pm
Forum: PSP Development
Topic: Emulator - Evolving PSP homebrew
Replies: 7
Views: 3588

Remote access isn't as hard as you think. If you read up on ps2link and remote-gdb you'll find that the tools are already in use on other platforms. A program is uploaded to memory on the console, executed and has console output and some fileio redirected to the host pc. I remember there was a real...
by ChaosKnight
Sat Oct 15, 2005 12:53 am
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Okay, I am releasing this in hopes to get more video-knowledgable people interested in helping out. There are two binaries I am posting. There is no system.dsk in these folders, you will need to provide your own system.dsk and mac.rom. Updates P-Sprint (press select to switch between P-Sprint and Mo...
by ChaosKnight
Fri Oct 14, 2005 11:40 pm
Forum: PSP Development
Topic: PSP OpenGL Question
Replies: 4
Views: 2814

I had tried the cube example out by copying and pasting its code into my project, alas, only got the clear color. No cube to be seen.
by ChaosKnight
Fri Oct 14, 2005 11:16 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Thanks to Arwin, PSprint keyboard support has now been included in Basilisk II PSP. The integration went very smoothly and overall I am quite pleased with the outcome. This was a difficult task because of the many nuances in dealing with the MacOS and Basilisk II (not to mention my code). So a round...
by ChaosKnight
Fri Oct 14, 2005 10:44 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Arwin - Need p_sprint.h.
by ChaosKnight
Fri Oct 14, 2005 9:51 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

All of the memory MacOS knows about is already allocated. It may have something to do with the resoultion since 480x272 is not really a Mac native resolution.
by ChaosKnight
Fri Oct 14, 2005 6:54 am
Forum: PSP Development
Topic: PSP OpenGL Question
Replies: 4
Views: 2814

PSP OpenGL Question

Does anyone know of a working simple sample of say a triangle or something ortho even for PSP OpenGL? I know how to code in regular opengl, it's just setting up the device this "egl" that has me somewhat confused. -- EDIT -- Forgot to mention that I do not want to use glut. Please no glut ...
by ChaosKnight
Fri Oct 14, 2005 5:51 am
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Great! I'll look forward to integrating it!
by ChaosKnight
Fri Oct 14, 2005 5:35 am
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Ok, piece of cake! It works, and pretty smooth too. Now I just have to enter the right keyvalues and basic typing is in. :) Then I'll start working out the best way to get the control keys in there. The keycodes are listed in some other files in the distro. I think the unix folder actually has a fi...
by ChaosKnight
Fri Oct 14, 2005 4:33 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 13832

The depth buffer is setup like this now: #define SCREEN_HEIGHT 272 #define PSP_LINE_SIZE 512 #define BII_PIXEL_SIZE 2 #define PSP_FRAMEBUFFER_SIZE (PSP_LINE_SIZE * SCREEN_HEIGHT * PSP_PIXEL_SIZE) sceGuDepthBuffer((void*)(PSP_FRAMEBUFFER_SIZE * 2&#4...
by ChaosKnight
Fri Oct 14, 2005 2:30 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 13832

This may help:

Code: Select all

#define BII_FRAMEBUFFER_SIZE        (PSP_LINE_SIZE * SCREEN_HEIGHT * PIXEL_SIZE) 
by ChaosKnight
Fri Oct 14, 2005 12:38 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 13832

I don't think so, that was pretty simple stuff:

Code: Select all

PspFrameBuffer = (FB_TYPE *)sceGeEdramGetAddr();
PspFrameBuffer2 = PspFrameBuffer + BII_FRAMEBUFFER_SIZE;
by ChaosKnight
Thu Oct 13, 2005 11:43 pm
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 13832

Okay, doing the VRAM thing led to textures that were really fun but not quite right. Flushing the cache and forcing a writeback was also fun and made the texture even crazier. So I went back to sane RAM until I get get VRAM figured out. I did my own CLUT which is basically the same as before except ...
by ChaosKnight
Thu Oct 13, 2005 1:06 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Ok, I got real color working but it's slowww.. so I won'tbe releasing it right now, I'll work on making it much faster tomorrow.
by ChaosKnight
Thu Oct 13, 2005 12:01 pm
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 13832

So then i'm back to doing a while on my buffer to convert blocks of 2px? -- EDIT -- Went back to Saotome's formula and I discovered something interesting. It was working this whole time but didn't seem like it. I will explain. The video is rendered on two differant threads simultaniously. Basilisk I...
by ChaosKnight
Thu Oct 13, 2005 11:59 am
Forum: PSP Development
Topic: Int to Char
Replies: 7
Views: 3110

Fanjita wrote:The line

char *MyChars = (char *)i;

in the second example should read

char *MyChars = (char*)&i;

or you'll get a crash :)
Nice catch. That's my second time today...
by ChaosKnight
Thu Oct 13, 2005 11:57 am
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 460993

Ok, there's been a lot of talk about the model issue and OS8 and such, so I will release this small patch version. There's nothing really extra in it except that it has the corrected model number and it scans for HFV files now instead of HFS like it was before... small typo on my part. http://animez...
by ChaosKnight
Thu Oct 13, 2005 9:18 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 13832

I think I have this 99% done. Looks like the screen was black both because I did not have a CLUT properly loaded, but also because the PSP needs to be in 8888 color mode to do this. Which makes perfect sense. Tricky thing is now my clut is turning the screen black and aqua. Of course my #1 culprit i...
by ChaosKnight
Thu Oct 13, 2005 8:49 am
Forum: PSP Development
Topic: Int to Char
Replies: 7
Views: 3110

You can be lazy and do this: int i = 0; char a = (char)i; Otherwise you will need to bit-shift to get differant values out. A char is 1/4 of an int so an int can contain up to 4 chars in a row. So you could be super duper lazy and get those out like this: int i = 65535; char *MyChars...