Search found 1145 matches

by jimparis
Wed Mar 10, 2010 8:11 am
Forum: PSP Development
Topic: PSP exploits: 3k 5.50 - 6.xx+...
Replies: 10
Views: 6032

No
by jimparis
Tue Mar 09, 2010 7:29 am
Forum: PS3 Development
Topic: PS3 Pairing MAC
Replies: 3
Views: 4372

I don't know about Bluegiga products, but connecting to L2CAP channels is easiest. If their firmware doesn't allow that, you could connect to it as a HID device, but I've found the L2CAP approach to be easier and more reliable, at least from Linux.
by jimparis
Sat Mar 06, 2010 11:01 am
Forum: PS3 Development
Topic: windows hosted cell sdk
Replies: 2
Views: 3500

What do you want from us? There's already a Windows hosted cell SDK. You even mentioned it, but apparently it still requires too much effort for you? Then the obvious answer is to use a vm, but of course you precluded that answer too. So of course you're gonna get no answers. I don't want to sound l...
by jimparis
Fri Mar 05, 2010 8:45 am
Forum: PS3 Development
Topic: PS3 Pairing MAC
Replies: 3
Views: 4372

sixpair.c already has all of the information you need. Just read it.
by jimparis
Sun Feb 28, 2010 2:03 pm
Forum: PSP Development
Topic: paths
Replies: 35
Views: 30716

assumed: we run from "host0:/TEST/" 1. "test.txt" gives "host0:/TEST/test.txt" CORRECT 4. "host0:/test.txt" gives "host0:/test.txt' CORRECT 3. expanding "ms0:/test.txt" gives "ms0:/test.txt" CORRECT 3. expanding "ms0:/../test.txt...
by jimparis
Sat Feb 27, 2010 3:40 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 30716

sorry, I meant "broken by desing"... but haven't read to the end the manpage. It's "broken" for it's impossible to determine a suitable size for the output buffer, not for the behavior. The size is PATH_MAX. On PSP PATH_MAX is a defined constant, so none of the issues listed in ...
by jimparis
Fri Feb 26, 2010 10:37 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 30716

Yes, it needs to exist -- just like any implementation of realpath. I don't know what you mean by "buggy", but returning NULL and errno=ENOENT, ENOTDIR, etc is normal behavior when files or dirs don't exist. If that's not what you want, you can try using the low-level and nonstandard __psp...
by jimparis
Thu Feb 25, 2010 5:54 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 30716

Oh, you said C, not C++.
Wrap the prototype:

Code: Select all

extern "C" {
  char *realpath(const char *path, char *resolved_path);
}
by jimparis
Wed Feb 24, 2010 8:21 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 30716

Nope, don't USE_PSPSDK_LIBC. Your grep shows that realpath is defined in libc, so either you're compiling against the wrong libc or something else. Post the full output of your compilation, maybe we can see what's wrong.
by jimparis
Wed Feb 24, 2010 4:06 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 30716

It's there... maybe you have an old newlib or you're using psplibc or something. try:

Code: Select all

psp-nm /usr/local/pspdev/psp/lib/libc.a | grep realpath
by jimparis
Sun Feb 21, 2010 12:38 pm
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 13519

sceIoOpen is buggy when it comes to relative paths. I don't recall the details, but the newlib wrappers just canonicalize everything before passing to sceIoOpen. Unless you're really performance sensitive, you should use the newlib wrappers when available. They're easier to use (since they're well-...
by jimparis
Sun Feb 21, 2010 12:20 pm
Forum: PSP Development
Topic: paths
Replies: 35
Views: 30716

Use realpath: char buf[MAXPATHLEN]; if (realpath("../", buf) != NULL) { printf("the absolute path is %s\n", buf); } good find... thou' I'm not able to compile: 'realpath' was not declared in this s...
by jimparis
Fri Feb 19, 2010 12:34 pm
Forum: PSP Development
Topic: Select() broken?
Replies: 2
Views: 3106

What's ret? If it's zero due to timeout (yours is extremely short), maybe the fd_sets aren't being cleared. You can try also try drilling down into newlib's libc/sys/psp/select.c to see where they're getting set.
by jimparis
Fri Feb 19, 2010 12:28 pm
Forum: PSP Development
Topic: paths
Replies: 35
Views: 30716

Use realpath:

Code: Select all

char buf[MAXPATHLEN];
if (realpath("../", buf) != NULL) {
   printf("the absolute path is %s\n", buf);
}
by jimparis
Fri Feb 19, 2010 12:20 pm
Forum: PSP Development
Topic: sceIoDread strange behavior...
Replies: 5
Views: 4169

The root of a FAT filesystem can have an entry for the volume label. Maybe sceIoDread is catching that.

Be careful to zero the SceIoDirent before passing it to sceIoDopen. If you use the newlib wrappers, they take care of this.
by jimparis
Fri Feb 19, 2010 12:17 pm
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 13519

sceIoOpen is buggy when it comes to relative paths. I don't recall the details, but the newlib wrappers just canonicalize everything before passing to sceIoOpen. Unless you're really performance sensitive, you should use the newlib wrappers when available. They're easier to use (since they're well-d...
by jimparis
Fri Feb 19, 2010 12:07 pm
Forum: PS3 Development
Topic: PS3 Wifi-Bonding
Replies: 1
Views: 3084

You can use USB wifi devices just like you do on any other Linux system, sure. You don't have much access to do nonstandard stuff with the built-in wireless, though, since you're going through the hypervisor for that.
by jimparis
Fri Feb 19, 2010 12:04 pm
Forum: Patch Submissions
Topic: [PSP] Addition to pspUtilityNetconfActions
Replies: 1
Views: 2805

Applied, thanks
by jimparis
Fri Feb 12, 2010 7:31 am
Forum: PSP Development
Topic: Libmsn porting: bus error exception
Replies: 2
Views: 2972

Looks like you tried to read or write from 0xEF19757D which is invalid.
by jimparis
Thu Feb 11, 2010 6:41 am
Forum: PSP Development
Topic: Socket pools?
Replies: 2
Views: 2823

Are you talking about poll or pool?
If poll, just use select instead.
If pool, that makes no sense.
by jimparis
Thu Feb 11, 2010 6:40 am
Forum: PSP Development
Topic: sceIoOpen failed to read my file...
Replies: 12
Views: 6728

What's the error return value? We can't guess it, you'll have to tell us.
by jimparis
Thu Feb 04, 2010 4:18 am
Forum: Help Wanted Requests
Topic: vmlinuz no found
Replies: 1
Views: 2516

Looks like a problem in your kboot.conf. But this was the wrong place to post it anyway. Try ps3 linux discussion.
by jimparis
Wed Feb 03, 2010 1:16 pm
Forum: PSP Development
Topic: Loading the MP3 Files
Replies: 4
Views: 3707

Cyborg, read more carefully, he said "sceIoDopen" not "sceIoOpen". "Dopen" is how you open a directory to get a list of files inside it.
by jimparis
Wed Feb 03, 2010 1:15 pm
Forum: PSP Development
Topic: open microphone project
Replies: 2
Views: 2835

To work through USB the mic will need to be a USB host, which is fairly complicated, but not impossible for a decent speed microcontroller. The best thing to use would be something like the Beagle USB analyzer series to log the data and figure out what's going on, although you may be able to get eno...
by jimparis
Tue Feb 02, 2010 3:09 am
Forum: PSP Development
Topic: PSP Decryption
Replies: 13
Views: 8534

An easy fix is still a fix
by jimparis
Sun Jan 31, 2010 7:24 am
Forum: PSP Development
Topic: PRX won't run from MS
Replies: 4
Views: 3596

You need to zero out the SceIoDirent before calling sceIoDread, otherwise it will try to dereference .d_private and die.
by jimparis
Sun Jan 31, 2010 7:21 am
Forum: PSP Development
Topic: GCC removes ASM code after return
Replies: 11
Views: 7794

GCC does just fine with inline assembly. What you are trying to do is wrong and will not work. Read the GCC manual, which pretty clearly says: Speaking of labels, jumps from one asm to another are not supported. Similarly you cannot jump to C labels. In gcc 4.5 you can, as long as you list them expl...
by jimparis
Sun Jan 31, 2010 2:02 am
Forum: PSP Development
Topic: How to compile, link and transfer PSP programs from VS.NET
Replies: 71
Views: 110514

Either use the vs-psp-gcc script provided in this thread or just use psp-gcc instead... this isn't hard :)
by jimparis
Sun Jan 31, 2010 1:58 am
Forum: PSP Development
Topic: GCC removes ASM code after return
Replies: 11
Views: 7794

I'd just write the whole function in asm if you need that much control.
by jimparis
Sun Jan 31, 2010 1:56 am
Forum: PSP Lua Player Development
Topic: Shine's Lowser Snake Game
Replies: 4
Views: 6199

Looks like a linked list of cells (note the cell = cell.next)