Search found 58 matches

by Chrighton
Tue May 16, 2006 1:47 am
Forum: PS3 Development
Topic: PS3 to support homebrew
Replies: 8
Views: 6862

It would be great if no special kit was needed to play homebrew apps and games on the PS3. With PS3 being region free, homebrew being supported the only reason for a modchip would be for piracy. Hopefully more will be revealed on this, I think we need better details before jumping to conclusions. I...
by Chrighton
Mon May 15, 2006 6:00 am
Forum: General Discussion
Topic: PSPVice (C64 emulator)
Replies: 33
Views: 22217

Thanks!

Looking forward to true drive emulation.
by Chrighton
Tue Apr 25, 2006 10:39 am
Forum: PSP Development
Topic: PSP FW 2.70 RELEASED, PSP[I] use New Ver 2.60
Replies: 16
Views: 14266

Firmware 2.70 coincides with a new PSP downloadable/playable demo (Loco Roco). Something to explore :)
by Chrighton
Fri Apr 14, 2006 1:02 am
Forum: PSP Development
Topic: On the topic of PSIX...
Replies: 42
Views: 21727

I hope you children all get banned, this is a developer forum, not a drama queen forum. :) jim: Thanks for clearing that up. My opinion is if the license isn't being violated, it is a complete waste of time discussing it here, especially if the discussions about it degenerate mindlessly. Let them ta...
by Chrighton
Thu Apr 13, 2006 6:38 am
Forum: PSP Development
Topic: On the topic of PSIX...
Replies: 42
Views: 21727

Re: On the topic of PSIX...

So, does anyone else appreciate this guy: 1) Charging $10/head for a shell replacement built on our tools. 2) Invoking the 'ps2dev.org' name to help sell it. 3) Never approaching us for permission or even offering any funds? Does the BSD compatible license prohibit him from charging for work built ...
by Chrighton
Sat Apr 08, 2006 3:30 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 269850

Firstly, thanks Tyranid for the great tool. GenericBum, I believe the latest the toolchain script should grab is gdb 6.4. I built the toolchain the other day, and gdb 6.4 built fine (Cygwin/WinXP) if I'm not imaginging things. I did have a problem with Insight however, that simply died in the build ...
by Chrighton
Sun Feb 26, 2006 6:49 am
Forum: General Discussion
Topic: PSPVice (C64 emulator)
Replies: 33
Views: 22217

Kristof wrote:New version on web site
Even if this is a "Work in progress" version, this is worth testing. Lot of new things in it, more accurate speed.
Awesome. Looking forward to playing with this. :)
by Chrighton
Fri Jan 06, 2006 6:20 pm
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 269850

I'd love to use this if I had a SIO cable. My soldering skills are fairly decent, but I can't be arsed to build one at the moment, much less find my iron hehe. I'd promptly buy one at this point to save the time and trouble, if only to validate my procrastination :)
by Chrighton
Sat Dec 24, 2005 7:30 am
Forum: PSP Development
Topic: c64psp v0.3 (Commodore 64 Emulator for PSP)
Replies: 5
Views: 2636

This is great treat, thanks for your efforts :)
by Chrighton
Fri Dec 09, 2005 3:22 am
Forum: PSP Development
Topic: StarBugz game prototype and engine (using Gu) with source
Replies: 24
Views: 16581

Nicely done, dr_watson :)
by Chrighton
Tue Dec 06, 2005 3:46 pm
Forum: Help Wanted Requests
Topic: Looking for a programmer
Replies: 6
Views: 6568

Re: Looking for a programmer

Anyway i'm sure nobody really cares :P But if you are interested, or even just curious, feel free to write me at turkeyman[nospam](at)gmail.nospam.com (yeah take the nospam bits out ;) .. I'm sure more people are interested than you think, just many tend to be less vocal about it for whatever reaso...
by Chrighton
Sun Oct 02, 2005 5:54 am
Forum: PSP Development
Topic: Decrypting IPL
Replies: 22
Views: 23585

Excellent work, Nem :)
by Chrighton
Sat Oct 01, 2005 12:46 am
Forum: PSP Development
Topic: PSAR Dumper 2.0 (PRX 2.0 format decrypted)
Replies: 60
Views: 115870

Very nice work :)
by Chrighton
Mon Sep 26, 2005 11:58 pm
Forum: PSP Development
Topic: 2.0 - user space mode - syscall
Replies: 60
Views: 22214

For a specific <function>

printf("0x%x\n", *(u32 *)(<function>+4));

may work. You can always disassemble as well.
by Chrighton
Wed Sep 21, 2005 12:34 pm
Forum: PSP Development
Topic: Can't Compile
Replies: 3
Views: 1523

Windows won't do it either, not even with the command prompt. I suppose it's idealistic to expect PSPSDK to compile anything in C built for the PSP. Too bad the sources don't even mention what they used to compile. In the Blackjack example it is clearly using ee-gcc. This is the old makeshift ps2 c...
by Chrighton
Thu Aug 11, 2005 2:55 pm
Forum: PSP Development
Topic: Texturing an object
Replies: 3
Views: 1613

That looks fine actually. You could try ruling out your tga loader routine(s) by manually filling in imageData or another chunk of ram with a red *value*, and try displaying that for a texture, -or- alternatively, just manually loop through imageData and poke it into the framebuffer, to rule out fla...
by Chrighton
Thu Aug 11, 2005 1:53 pm
Forum: PSP Development
Topic: Texturing an object
Replies: 3
Views: 1613

Re: Texturing an object

I am trying to texture an object and my texture is coming up blueish, I am loading the tga correctly as I confirmed that and I'm passing it to sceGuTexImage correctly as ARGB, but its blueish, I disabled blending... any other ideas? I also tried passing it in as different variations, ABGR, RGBA, et...
by Chrighton
Sat Aug 06, 2005 1:00 pm
Forum: PSP Development
Topic: Newb Confusion
Replies: 16
Views: 4349

Re: Newb Confusion

1 - When I installed Cygwin (On WinXP SP2) I did not have a cygwin\home directory. I created it manually, which didn't seem to cause any problems, but made me uneasy. Is this normal? What may I have done wrong? It shouldn't matter the least, it's more of a convenient rule of thumb. You can add an e...
by Chrighton
Tue Aug 02, 2005 2:41 am
Forum: PSP Development
Topic: MP3 Playback sample code
Replies: 4
Views: 2403

Alright, I downloaded libmad, compiled it and typed "make install". But it doesn't put the include file and lib file in any directory. I put mad include in the right directory, but no matter where I put libmad.a, my program doesn't compile, I get /usr/local/pspdev/lib/gcc/psp/4.0.0/../../...
by Chrighton
Mon Jul 18, 2005 12:57 pm
Forum: PSP Development
Topic: Terra Incognita Source?
Replies: 1
Views: 1763

Source was never released. It was originally a Yaroze game, and a PC port followed, I believe the ports were handled by the same japanese guys and/or friends thereof.
by Chrighton
Sat Jun 25, 2005 3:23 pm
Forum: PSP Development
Topic: Creating PMF movie clips
Replies: 13
Views: 14261

I give up unless something else comes to my attention. Also DrEggman made his custom pmf's before the leaked psp sdk and even with the leaked psp sdk it really doesn't contain anything useful and definitly no encoder. It does cover psmf though but it just appears to be functions on how to get your ...
by Chrighton
Wed Jun 22, 2005 3:58 am
Forum: PSP Development
Topic: WANTED:GCC 4.0 Toolchain for windows (supporting C++, float)
Replies: 37
Views: 12452

For those of you wishing to avoid Cygwin, GCC 4.0.0 *should* compile on an Msys/MinGW system out of the box. Just tried that the other day as I'd prefer msys over cygwin env, but I had some probs. Can't remember what the error(s) was/were, so I'll have to go back and try and recompile it when I hav...
by Chrighton
Fri Jun 17, 2005 11:46 am
Forum: PSP Development
Topic: psp-dev have released their exploit for ver. 1.5
Replies: 126
Views: 66702

I often find reading through duplicated posts on other forums that you can get tidbits of other information from them. That's because it's statistically bound to happen when people arbitrarily pick from a number of threads with essentially the same topic. People don't know which one is more appropr...
by Chrighton
Fri Jun 17, 2005 11:40 am
Forum: PSP Development
Topic: PSP Emulator...
Replies: 25
Views: 11970

laxer3a wrote:BTW, and how do you plan to make the "bios" of the PSP run ? Most of the PRX are encrypted in the flash.
But they are not encrypted in kernel ram. And we now have access to the unencrypted prx's via kernel dumps, thanks to Tyranid and other's hard work :)
by Chrighton
Fri Jun 17, 2005 11:36 am
Forum: General Discussion
Topic: Killer-X interviewed!!
Replies: 15
Views: 6951

What was decided was that ps2dev would move to freenode from efnet by roughly all the admins here and the op's, yes #pspdev on efnet still seems to be active, and so be it, we dont force everyone to move over, actually its been quite nice, alot more actual devtalk on freenode. That's fine, and mild...
by Chrighton
Wed Jun 15, 2005 11:16 pm
Forum: PSP Development
Topic: psp-dev have released their exploit for ver. 1.5
Replies: 126
Views: 66702

It seems the 1st method using the tool is corrupting the end of the file, this is likely the culprit of the problems people are having. Method B works fine, another confirmation :)
by Chrighton
Wed Jun 15, 2005 10:54 pm
Forum: General Discussion
Topic: Killer-X interviewed!!
Replies: 15
Views: 6951

#ps2dev (and #pspdev) is on irc.freenode.net, not EFNet. We don't randomly ban people. Both channels have existed on EFNet long before the freenode counterparts, I'm not sure what you mean by them not being on EFNet. They were moved to Freenode a couple of months ago. Seeing as #pspdev at least is ...
by Chrighton
Wed Jun 15, 2005 8:31 pm
Forum: General Discussion
Topic: Killer-X interviewed!!
Replies: 15
Views: 6951

mrbrown wrote:#ps2dev (and #pspdev) is on irc.freenode.net, not EFNet. We don't randomly ban people.
Both channels have existed on EFNet long before the freenode counterparts, I'm not sure what you mean by them not being on EFNet.