Search found 58 matches
- 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...
- Mon May 15, 2006 6:00 am
- Forum: General Discussion
- Topic: PSPVice (C64 emulator)
- Replies: 33
- Views: 22217
- 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
- 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...
- 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 ...
- 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 ...
- Sun Feb 26, 2006 6:49 am
- Forum: General Discussion
- Topic: PSPVice (C64 emulator)
- Replies: 33
- Views: 22217
- Fri Jan 06, 2006 6:20 pm
- Forum: PSP Development
- Topic: PSPLINK
- Replies: 313
- Views: 269850
- Sat Dec 24, 2005 7:30 am
- Forum: PSP Development
- Topic: c64psp v0.3 (Commodore 64 Emulator for PSP)
- Replies: 5
- Views: 2636
- Fri Dec 09, 2005 3:22 am
- Forum: PSP Development
- Topic: StarBugz game prototype and engine (using Gu) with source
- Replies: 24
- Views: 16581
- 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...
- Sun Oct 02, 2005 5:54 am
- Forum: PSP Development
- Topic: Decrypting IPL
- Replies: 22
- Views: 23585
- Sat Oct 01, 2005 12:46 am
- Forum: PSP Development
- Topic: PSAR Dumper 2.0 (PRX 2.0 format decrypted)
- Replies: 60
- Views: 115870
- Mon Sep 26, 2005 11:58 pm
- Forum: PSP Development
- Topic: 2.0 - user space mode - syscall
- Replies: 60
- Views: 22214
- 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...
- 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...
- 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...
- 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...
- Tue Aug 02, 2005 2:41 am
- Forum: PSP Development
- Topic: MP3 Playback sample code
- Replies: 4
- Views: 2403
- Mon Jul 18, 2005 12:57 pm
- Forum: PSP Development
- Topic: Terra Incognita Source?
- Replies: 1
- Views: 1763
- 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 ...
- 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...
- 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...
- Fri Jun 17, 2005 11:40 am
- Forum: PSP Development
- Topic: PSP Emulator...
- Replies: 25
- Views: 11970
- 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...
- 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
- 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 ...
- Wed Jun 15, 2005 8:31 pm
- Forum: General Discussion
- Topic: Killer-X interviewed!!
- Replies: 15
- Views: 6951