Search found 243 matches

by Lukasz
Sat Nov 21, 2009 11:43 pm
Forum: PS2 Development
Topic: SetCPUTimer and SetCPUTimerHandler
Replies: 3
Views: 3344

I'm assuming that these functions set the COP0 Count and Compare registers. These registers are usually intended for multithreading support, after N cycles the interrupt handler is called and the kernel switches to another thread. However since multitthread switching is not handled by the EE kernel,...
by Lukasz
Thu Nov 05, 2009 3:09 am
Forum: PS2 Development
Topic: Introducing "PSLINK"!
Replies: 3
Views: 3135

Sounds like an interesting project, looking forward to the first release :-)
by Lukasz
Mon Jun 01, 2009 5:12 pm
Forum: PS2 Development
Topic: 3D Reflection Demo.
Replies: 3
Views: 4425

Nice job, screenshot looks great :-)

I will run it on my PS2 later today.

Keep up the good work!
by Lukasz
Sat Apr 18, 2009 2:43 am
Forum: PS2 Development
Topic: 3d world float to screen float
Replies: 3
Views: 2966

There is a much eaiser way to do this. #define FTOI4(x) ((int)((x)*16.0f)) From here The reason this works is because you want to keep 4 bits of the fraction portion of your float. Shifting 4 bits left is equal to multip...
by Lukasz
Fri Apr 03, 2009 2:20 am
Forum: PS2 Development
Topic: SifLoadModule...
Replies: 10
Views: 5137

Sounds like the bug is in your source, maybe you should post all the files and then we might be able to figure it out.
by Lukasz
Fri Apr 03, 2009 2:05 am
Forum: PS2 Development
Topic: friction/sliding physique
Replies: 1
Views: 1930

I think you will have more luck getting an answer to such a general game programming question on a website such as http://devmaster.net or http://gamedev.net.
by Lukasz
Fri Apr 03, 2009 1:58 am
Forum: PS2 Development
Topic: SifLoadModule...
Replies: 10
Views: 5137

Try changing the order of the EE_LIBS: EE_LIBS := -lpadx -lc -lkernel To something like EE_LIBS := -lkernel -lc -lpadx or even EE_LIBS := -lkernel -lc -lpadx -lc -lkernel There is a linker bug which can cause undefined references if the the libs are not specified in a correct...
by Lukasz
Thu Apr 02, 2009 3:55 am
Forum: PS2 Development
Topic: SifLoadModule...
Replies: 10
Views: 5137

The undefined reference is a linker error and not compile error. So what you are missing is linking with libkernel.a by passing -lkernel parameter to ee-gcc along with the correct path. Which is always done in the prefined Makefile.eeglobal for the PS2SDK samples, by adding -lkernel (libkernel.a) an...
by Lukasz
Tue Mar 03, 2009 8:28 am
Forum: The Incredible Hall Of Shame
Topic: Addresses of GS privileged registers
Replies: 7
Views: 7051

You are looking in the wrong manual, the values you are refering to are in the GS User's Manual.

Like jbit writes, in the EE User's Manual there is a memory map / register map section, where the GS privileged registers are also listed.
by Lukasz
Sat Feb 28, 2009 5:56 pm
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 58278

Great job on adding sound support Cosmito! I've updated my original Doom post at my website, linking to your website for further updates on the port. Keep up the good work.
by Lukasz
Sun Jan 25, 2009 8:34 pm
Forum: PS2 Development
Topic: All SVN clients crash checking out ps2sdk
Replies: 4
Views: 2889

I've uploaded the latest revision (1525) of the ps2sdk source along with the prebuilt libraries and tools here:

http://lukasz.dk/files/ps2sdk

You just need to run 'make install' in the ps2sdk directory to install ps2sdk.
by Lukasz
Fri Jan 23, 2009 8:29 pm
Forum: PS2 Development
Topic: Handling Files on PS2
Replies: 21
Views: 10529

You have only loaded the USB driver usbd.irx, you also need to load the USB mass driver usb_mass.irx.
by Lukasz
Sat Jan 17, 2009 8:39 pm
Forum: PS2 Development
Topic: A nudge in the right direction, please [crappy menu system]
Replies: 4
Views: 3026

I think your problem could be related to the fact that your source probably will read the pads more than once pr. frame. Padlib works in such a way that it only updates the pad status after a vsync (new frame), so if you don't wait until the next frame to read the pad status, you might be reading th...
by Lukasz
Mon Jan 12, 2009 9:45 pm
Forum: PS2 Development
Topic: sleep(seconds/milliseconds) ?
Replies: 22
Views: 8257

radad wrote:So if you pass 0 as the 'next' parameters does that wipe out the existing chain?
Not sure, you would need to test :-)
by Lukasz
Mon Jan 12, 2009 8:08 pm
Forum: PS2 Development
Topic: sleep(seconds/milliseconds) ?
Replies: 22
Views: 8257

There is also a 'next' parameter in the add interrupt call that I thought might be a way chaining them but that didnt work either. I seem to recall that if you pass 0 as the 'next' parameter the handler set as the first handler in the chain, if you pass -1 the handler is added at the end of the cha...
by Lukasz
Mon Jan 12, 2009 6:46 pm
Forum: PS2 Development
Topic: crt0 not working correctly
Replies: 14
Views: 6326

I just tested this on Ubuntu, I modified your test_init to: static const char *test_init(void *arg) { // _ps2sdk_args_parse should setup the initial cwd called from crt0.s char cwd[256]; if (getcwd(cwd, 256)[0] == '\0'&...
by Lukasz
Mon Jan 12, 2009 6:35 pm
Forum: PS2 Development
Topic: libsjgfx
Replies: 3
Views: 2410

Never heard of it :-) However I think Sjeep used gslib by Hiryu for a while (atleast in PGEN) , so this sjgfx might just be a modified version of gslib.
by Lukasz
Mon Jan 12, 2009 6:24 pm
Forum: PS2 Development
Topic: alpha blending
Replies: 3
Views: 2392

If look in the GS manual under "Texture Function" it states that the sprite color set in the GIF packet is used to blend with the textures colors (including alpha). How this is blended depends on the texture function used (eg. MODULATE, DECAL, HIGHLIGHT, HIGHLIGHT2), you set this in the TF...
by Lukasz
Sat Jan 10, 2009 9:55 pm
Forum: PS2 Development
Topic: "http://ps2dev.org/" => blank page... ???
Replies: 3
Views: 2406

ps2dev.org has been down so many times now that I wouldn't worry unless Oobles says otherwise :-)

You can access Subversion using this URL:

http://svn.ps2dev.org
by Lukasz
Mon Dec 22, 2008 2:37 am
Forum: PS2 Development
Topic: Handling Files on PS2
Replies: 21
Views: 10529

IRX are just IOP Relocatable eXecutable or just programs for the IOP :-)

There is some in depth IRX information available here:

http://ps2dev.org/ps2/Tutorials/TUTORIA ... _Processor
by Lukasz
Sun Dec 21, 2008 11:14 pm
Forum: PS2 Development
Topic: Handling Files on PS2
Replies: 21
Views: 10529

The prefix you are refering to is the device string. When accessing files you prefix the filename with the devices string to tell the PS2 which device you want load the file from. This makes it much simpler to access files on different devices, as you always use the same functions. For instance when...
by Lukasz
Wed Dec 17, 2008 5:08 pm
Forum: PS2 Development
Topic: iop tlb question
Replies: 5
Views: 3344

As far as I know, the IOP does not have a TLB in any form.

Maybe if you could specify what IOP code in the BIOS you have seen using TLB related operations, we could get to the bottom of this :-)
by Lukasz
Tue Dec 16, 2008 3:09 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 58278

My experience working with the SDL on the Doom port tells me that SDL is by no means complete nor properly tested. I also briefly tried to make sound work, but the sound support in SDL appears to be far from complete. Jason Yu also confirms this in his post in this thread. I would personally expect ...
by Lukasz
Sun Dec 14, 2008 9:18 am
Forum: PS2 Development
Topic: Help with freesd.irx
Replies: 7
Views: 4504

I've managed to track down and fix the bug you encountered in freesd (Subversion log).

The changes have been commited to PS2SDK, freesd now prints version 1.01. You can also download freesd.irx 1.01 from here.
by Lukasz
Sat Dec 13, 2008 6:31 pm
Forum: PS2 Development
Topic: loading an irx from ee memory
Replies: 6
Views: 3378

You need to load some modules before ps2ip.irx. SifExecModuleBuffer in your case probably returns -203, which is a dependency error. As suggested in this thread , take a look at existing source code and go from there. You need to research more on your own, look at existing source code etc. Instead o...
by Lukasz
Sat Dec 13, 2008 7:09 am
Forum: PS2 Development
Topic: loading an irx from ee memory
Replies: 6
Views: 3378

You havn't called the patch function sbv_patch_enable_lmb

Check the header sbv header:

sbv_patches.h
by Lukasz
Fri Dec 12, 2008 11:44 pm
Forum: PS2 Development
Topic: loading an irx from ee memory
Replies: 6
Views: 3378

IOP module loading from EE memory is not supported in the BIOS modules by default, you need to use the sbv patches library in PS2SDK which enables it by patching the running modules. You can check my mplus loader source as a reference on how to use sbv: http://lukasz.dk/2008/04/22/datel-memory-plus-...
by Lukasz
Thu Nov 20, 2008 9:30 pm
Forum: PS2 Development
Topic: Help with freesd.irx
Replies: 7
Views: 4504

ifcaro wrote:I created a sample for testing the audiolib.

http://ps2dev.ifcaro.net/audiolib_example.zip
Thanks, I will probably look into this bug in the beginning of January.
by Lukasz
Wed Nov 12, 2008 6:12 pm
Forum: PS2 Development
Topic: remotely debugging ps2sdk application
Replies: 15
Views: 8415

In order to launch an ELF linked with ps2gdbStub I use ps2link v1.51 and then invoke gdb at linux side. During a debugging session with a code written deliberately to cause an exception I was surprised to see the exception is not catched by the debugger but normally by the ps2link exception handler...
by Lukasz
Wed Nov 12, 2008 6:06 pm
Forum: PS2 Development
Topic: Using the iop compiler to build PSX binaries
Replies: 4
Views: 3764

Gcc already supports MIPS R3000 (PSOne processoror), so there is no need to use the IOP version. If I'm not mistaken, the only part that is different with IOP gcc is the ability to output IRX files directly.You can just download the lastest version of gcc and compile it to support MIPS r3000. As for...