Search found 1145 matches

by jimparis
Mon Jan 09, 2006 11:51 am
Forum: PSP Development
Topic: file io->fgets equivalent?
Replies: 8
Views: 2764

It might not treat newlines the same (ie. your PC might accept just "\r" while the PSP might want "\n", etc). If you post an example of code that has a problem, and upload a zip somewhere with the text file you're trying to read, maybe we can see a problem.
by jimparis
Mon Jan 09, 2006 11:11 am
Forum: PSP Development
Topic: file io->fgets equivalent?
Replies: 8
Views: 2764

Re: file io->fgets equivalent?

Im porting one of my works from pc in directx to psp. I need to port my file routines, which i usually use FILE* and fread/fgets/.... . It seems now, that we should be using file descriptors and psp specific io functions. No, unless you have a specific reason you can't use newlib, just go ahead and...
by jimparis
Sun Jan 08, 2006 6:13 am
Forum: PSP Development
Topic: noob help - code crashes when exiting function
Replies: 6
Views: 1846

In general, I'd recommend using newlib functions when possible, rather than calling Sce* directly, because in many cases we've already identified and worked around these sorts of quirks. In this case, opendir/readdir was fixed here.
by jimparis
Sat Jan 07, 2006 10:38 am
Forum: PSP Development
Topic: PSP as USB master (the Killer App)
Replies: 11
Views: 9971

All of this has been discussed in other threads, please search the forums.
by jimparis
Sat Jan 07, 2006 9:45 am
Forum: PSP Development
Topic: PSP as USB master (the Killer App)
Replies: 11
Views: 9971

BlackPaladin wrote:It is pure speculation at this point, just as it is pure speculation to say that it doesn't support it.
Huh? Go listen to the Breakpoint 2005 talk by Markus Glanzer of SCEE where he explicitly states that it is client only. You're just wasting our time...
by jimparis
Sat Jan 07, 2006 7:47 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 273715

that's simple. Double sided PCB. I was hoping we could come up with something a little more stable (using the existing HPRM cable is quite nice, because you can freely move the PSP around without worrying about mangling the pins or having it fall out.) I guess that would have to do if we can't find...
by jimparis
Sat Jan 07, 2006 7:21 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 273715

DustinFraze wrote:I'd be willing to build some ...
I've been meaning to make a batch, but I've had no luck finding a source of the connector on the PSP side. Have you? Short of cannibalizing $10 remotes, of course. I don't have any experience with doing custom molding for things like that.
by jimparis
Fri Jan 06, 2006 2:18 am
Forum: PSP Development
Topic: New savedata encryption and decryption samples for 2.0
Replies: 32
Views: 66743

Re: Decryption/Encryption on 1.x0 firmware

lS[UMD/2kdlSU] wrote:But my method needs 2.xx chnnlsv, which is Sony's material.
Chnnlsv is a fairly simple module that just uses semaphore_4C537C72 to do all of the work. It wouldn't be too hard to recreate it and directly call that function instead.
by jimparis
Thu Jan 05, 2006 3:22 pm
Forum: PSP Development
Topic: New savedata encryption and decryption samples for 2.0
Replies: 32
Views: 66743

Some info here, but that's getting off topic for here, and won't really help you with socom anyway.
by jimparis
Thu Jan 05, 2006 2:09 pm
Forum: PSP Development
Topic: PSP USB Facts.
Replies: 18
Views: 12763

It doesn't have to be OTG. Any host controller like the Cypress SL811HS would be fine, as would your PC. Regardless, the hard part isn't the host side, it's that we still know nothing about how to use USB on the PSP side.
by jimparis
Thu Jan 05, 2006 1:25 pm
Forum: PSP Development
Topic: PSP USB Facts.
Replies: 18
Views: 12763

The guy in that Breakpoint talk said that the PSP can only be a USB peripheral and that devices like a USB keyboard would need to contain host controllers. Hasn't this already been beaten to death by now?
by jimparis
Thu Jan 05, 2006 11:22 am
Forum: PSP Development
Topic: New savedata encryption and decryption samples for 2.0
Replies: 32
Views: 66743

What has happened to the simple user friendly GUI decryptor/encryptor? psp123 was working on one, and I think he was mostly done, but I haven't heard from him lately. It looks like another one was recently released here but I believe it's only for old format saves at the moment. I found GTA's key h...
by jimparis
Thu Jan 05, 2006 5:46 am
Forum: PSP Development
Topic: PMP Mod v2.02 & PMP Mod AVC v1.02
Replies: 1856
Views: 8727298

dbl wrote:watch the characters moving you will see they blur/smear as they move around. Also watch the edits, you will see shadows of the previous scene for a split-second.
The PSP LCD has that problem with everything it displays. http://forums.ps2dev.org/viewtopic.php?t=1106
by jimparis
Wed Jan 04, 2006 4:20 pm
Forum: PSP Development
Topic: fread weirdness with larger files
Replies: 10
Views: 5417

av wrote:it's a pretty large code base with a full game level worth of data. So submitting a repro isn't possible.
If you can't give us a way to reproduce this "compiler bug", I'm afraid you're going to have no luck convincing any of us that it exists.
by jimparis
Wed Jan 04, 2006 4:17 pm
Forum: PSP Development
Topic: libs
Replies: 3
Views: 2274

Try searching the forums for "libtremor libtool"... http://forums.ps2dev.org/viewtopic.php? ... or+libtool
by jimparis
Wed Jan 04, 2006 6:54 am
Forum: PSP Development
Topic: PMP Mod v2.02 & PMP Mod AVC v1.02
Replies: 1856
Views: 8727298

it seems something related to mencoder (VirtualDub+XviD never write frames with no data, while mencoder seems to do this!) See the following mencoder options: -noencodedups Do not attempt to encode duplicate frames in duplicate; always output zero-byte frames to indicate duplicates. Zero-byte frame...
by jimparis
Wed Jan 04, 2006 5:42 am
Forum: PSP Development
Topic: newlib/psplibc memory alignment for VFPU
Replies: 8
Views: 2993

Since this has been suggested for a long time with no objections, I just made the change. malloc() should now be 16-byte aligned.
by jimparis
Wed Jan 04, 2006 5:37 am
Forum: PSP Development
Topic: Doom PSP b6, now with music and PWADS
Replies: 25
Views: 27594

StereoMike wrote:Was a problem with the memory aligment of the texture.
I changed newlib's default malloc alignment to 16 to better match the PSP hardware requirements and prevent this kind of problem in the future.

Also, new mirror: http://psp.jim.sh/doom/doompspb6fix.zip
by jimparis
Tue Jan 03, 2006 4:57 pm
Forum: PSP Development
Topic: Doom PSP b6, now with music and PWADS
Replies: 25
Views: 27594

From people's description, it sounds like a problem I was occasionally seeing with SDL a few months ago right around when all of the hardware accelerated stuff was being put in. I haven't checked it at all recently, and it's probably been fixed by now, but it might be worth looking into.
by jimparis
Tue Jan 03, 2006 4:52 pm
Forum: PSP Development
Topic: Sdl wrapper for pspgl?
Replies: 2
Views: 1634

rRootage uses SDL and GL.
by jimparis
Tue Jan 03, 2006 4:49 pm
Forum: PSP Development
Topic: Make things easier for potential developers
Replies: 4
Views: 2970

Provide this magic installer and a way to keep it up-to-date, and we'll gladly include it in pspsdk.
by jimparis
Tue Jan 03, 2006 7:59 am
Forum: PSP Development
Topic: Delay when reading lots of data from IrDA Port
Replies: 4
Views: 1765

Have you tried other open flags like PSP_O_NOWAIT? Just a guess.
by jimparis
Sun Jan 01, 2006 6:32 am
Forum: PSP Development
Topic: PSPGL CPP in jsgf version
Replies: 11
Views: 6690

psp-gcc -o glut.elf -g -Wall -L.. -stdc++ -L/usr/local/pspdev/psp/sdk/lib glut.o psp-setup-glut.o -lpng -lz -lglut -lGLU -lGL -lm -lc -lpsputility -lpspdebug -lpspge -lpspdisplay -lpspctrl -lpspsdk -lpsplibc -lpspuser -lpspkernel -lpsprtc Not quite sure what the error is. Put -lstdc++ at the end. O...
by jimparis
Fri Dec 23, 2005 9:40 pm
Forum: PSP Development
Topic: pspsdk strncat broken
Replies: 8
Views: 3985

Re: pspsdk strncat broken

fl0w wrote:I personnally find it very annoying that the script does a checkout each time and then deletes the sources of the sdk
Then check it out yourself and use the --pspsdk-src option to point to it.
by jimparis
Tue Dec 20, 2005 12:43 pm
Forum: PSP Development
Topic: Loading In Kernel Mode Size Issues
Replies: 1
Views: 1257

Re: Loading In Kernel Mode Size Issues

qubitz wrote:I'm writing a program that I am loading in kernel mode. I am finding that I am unable to load the program sometimes, and it appears to be releated to size.
I'd guess your problems are related to this: http://forums.ps2dev.org/viewtopic.php?t=3452
by jimparis
Sun Dec 11, 2005 5:28 pm
Forum: PSP Development
Topic: Only one with SVN issues ?
Replies: 2
Views: 1635

Re: Only one with SVN issues ?

I used to be able to access SVN few days ago, but then I re-installed my PC. I'm using TortoiseSVN, but now I get this error message : Error *PROPFIND request failed on '/' PROPFIND of '/': 200 OK (http://svn.ps2dev.org) Any idea if the problem is on my side or on the server side? PEBKAC. You're us...
by jimparis
Sun Dec 11, 2005 6:52 am
Forum: PSP Development
Topic: Homebrew on 2.0+ through GTA savedata
Replies: 39
Views: 55736

Homebrew on 2.0+ through GTA savedata

As you may know, EdisonCarter has made a trainer for GTA that uses a straightforward exploit in the game to execute arbitrary code. He chose not to reveal his techniques, but with the new savedata encryption and decryption routines at http://forums.ps2dev.org/viewtopic.php?t=4335 , now anyone can ru...
by jimparis
Sun Dec 11, 2005 6:51 am
Forum: PSP Development
Topic: New savedata encryption and decryption samples for 2.0
Replies: 32
Views: 66743

New savedata encryption and decryption samples for 2.0

psp123 and I have figured out the new savedata encryption format in 2.0. The new save format, used by games like GTA, SOCOM, and The Hustle, cannot be decrypted by the sceUtilitySavedata* functions on a 1.0/1.5 PSP, and most of the functions in sceUtility do not work properly from VSH mode, which is...
by jimparis
Sat Dec 10, 2005 6:49 am
Forum: PSP Development
Topic: ME question
Replies: 8
Views: 2252

Did you really mean to put that sceKernelSleepThreadCB() there?