Search found 195 matches

by ector
Tue Jun 28, 2005 11:53 am
Forum: PSP Development
Topic: PBP Selector *An idea*
Replies: 5
Views: 3250

Apparently it only works fine from memory stick on 1.0, or so I've heard.
by ector
Tue Jun 28, 2005 11:51 am
Forum: PSP Development
Topic: need help installing sdk into codewarrior or vs.net
Replies: 12
Views: 4392

Nono, visual assist helps 1337 coders code faster :) if you've never used it you really should. www.wholetomato.com sorry to sound like an ad but it does friggin rock :P
by ector
Tue Jun 28, 2005 10:50 am
Forum: PSP Development
Topic: need help installing sdk into codewarrior or vs.net
Replies: 12
Views: 4392

VS.NET can be used as an editor though. With Visual Assist installed it kicks serious ass compared to vi and emacs, but let's not go there ;)[/url]
by ector
Tue Jun 28, 2005 8:35 am
Forum: PSP Development
Topic: Quake porting issues
Replies: 67
Views: 31978

This is how I do it: Keep the KXploit app in the background so it remembers the path. Keep the PSP connected. After a test run, arrow over to USB mode. Then start coding. When done type make, press Generate files in kxploit (will automatically copy to psp), press circle and arrow over to Game/Memsti...
by ector
Tue Jun 28, 2005 2:02 am
Forum: PSP Development
Topic: File I/O Woes
Replies: 18
Views: 6125

something like

char name[256];
blah blah open fd
sceIoRead(fd, name, 255);
blah blah close fd

then use name as the file to read
sceIoOpen(name, ....)

But you should really read up on C before trying to code on something as foreign as the PSP :)
by ector
Mon Jun 27, 2005 7:26 am
Forum: PSP Development
Topic: Could someone make Snake?
Replies: 32
Views: 12483

BTW, you can make the controls more responsive by instead of:

waitvblank(5)
keyboardcontrol()

do

for (i=0;i<5; i++){
waitvblank(1)
keyboardcontrol();
}

that way, keypresses that are shorter than 5 vblanks won't be missed as easily.
by ector
Mon Jun 27, 2005 7:25 am
Forum: PSP Development
Topic: 3D on the PSP
Replies: 21
Views: 16663

Puzzle Bobble (and the other commercial games) are not prerelocated so all those references are wrong.
That said, i'm having strange issues with variables in the 0x0e000000 and 0x00600000 ranges in my emulator but i suspect it's mostly my relocations that are b0rked :P
by ector
Mon Jun 27, 2005 5:23 am
Forum: PSP Development
Topic: A question about legality
Replies: 2
Views: 1419

A more legal way, as has been discussed in other threads, is reverse engineering Puzzle Bobble which has full debug symbols. Chip-Nat has reverse engineered the MIPS code, and I have tried running it in my experimental emulator and gotten valid display lists (no it's not playable and won't be for a ...
by ector
Mon Jun 27, 2005 4:46 am
Forum: PSP Development
Topic: Need to be fired up
Replies: 23
Views: 5924

And the über-über coding gods know how to use gcc from within Visual Studio :)
by ector
Sat Jun 25, 2005 6:10 am
Forum: PSP Development
Topic: my own malloc for psp
Replies: 6
Views: 3422

Agoln wrote: Does MIPS need to be byte-aligned like SPARC?
Yes.
by ector
Fri Jun 24, 2005 5:47 am
Forum: The Incredible Hall Of Shame
Topic: First Trainer for PSP, GAME : Puzzle Bobble coded by WAB
Replies: 13
Views: 12146

Nice.
Do you patch the executable before loading it, or do you have a method to load the executable, patch it and then start it, or do you have another method to remain in control? No source obviously so it will have to be RE:d if you don't provide details :)
by ector
Thu Jun 23, 2005 5:35 am
Forum: PSP Development
Topic: Some sceNet / sceHttpInit usage questions
Replies: 63
Views: 61395

Well the emu obviously doesn't have these modules implemented yet.
by ector
Wed Jun 22, 2005 10:27 am
Forum: PSP Development
Topic: Ps2dev meeting planned?
Replies: 15
Views: 5230

I'm sure there will be some PSP hackers coming to most of the traditional demo parties such as Assembly, The Gathering, and Breakpoint. I'll certainly be going to BP 2006 but that's some time away :P
by ector
Sat Jun 18, 2005 6:28 am
Forum: PSP Development
Topic: Running homebrew emu's at 333mhz MAY have killed my PSP
Replies: 47
Views: 24672

Bit offtopic but: "Try to emulate the ARM cpu at 16.7 Mhz on a PSP ?(GBA.. GBA.. GBA...) Even with a good JIT its a challenge also. " I think the challenge wouldn't be to emulate it, but to detect what areas of code can be run as is, after all you're emulating on a similar architecture (p...
by ector
Thu May 12, 2005 10:29 pm
Forum: PSP Development
Topic: Library function list
Replies: 100
Views: 74411

** found: sceKernelRotateThreadReadyQueue 0x912354a7 ** ** found: sceKernelWaitSema 0x4e3a1105 ** ** found: sceKernelPollSema 0x58b1f937 ** ** found: sceKernelReferSemaStatus 0xbc6febc5 ** ** found: sceKernelReferThreadStatus 0x17c1684e ** There could be false positives from this bruteforcing method...