Updated to version 0.2
Now supports bmp, png and jpeg images.
Next I shall add support for other devices.
I will make the source available soon.
Search found 246 matches
- Fri May 18, 2007 11:52 pm
- Forum: PS2 Development
- Topic: Release: RadMenu
- Replies: 32
- Views: 21888
- Fri May 18, 2007 12:45 pm
- Forum: PS2 Development
- Topic: png and pow
- Replies: 2
- Views: 1997
- Fri May 18, 2007 12:15 pm
- Forum: PS2 Development
- Topic: per pixel alpha
- Replies: 3
- Views: 1982
- Fri May 18, 2007 10:15 am
- Forum: PS2 Development
- Topic: per pixel alpha
- Replies: 3
- Views: 1982
- Thu May 17, 2007 10:13 am
- Forum: PS2 Development
- Topic: Which jpeg library to use?
- Replies: 6
- Views: 2988
- Thu May 17, 2007 9:56 am
- Forum: PS2 Development
- Topic: per pixel alpha
- Replies: 3
- Views: 1982
per pixel alpha
I have been having a few issues with images that have per pixel alpha values. It is hard to describe what is happening in all cases. When the alpha is 0 nothing is displayed, all correct there. But when the alpha was 255 it was still been alpha blended with the background. What I discovered last nig...
- Tue May 15, 2007 10:08 am
- Forum: PS2 Development
- Topic: png and pow
- Replies: 2
- Views: 1997
png and pow
I downloaded and built libpng from svn and was getting some missing references for pow and powf. I fixed the powf by adding mf to the list of libraries but I couldnt find pow anywhere in the ps2sdk. Does it exist? As a workaround I disabled the floating point support in libpng. Is libpng still able ...
- Tue May 15, 2007 12:08 am
- Forum: PS2 Development
- Topic: Which jpeg library to use?
- Replies: 6
- Views: 2988
- Mon May 14, 2007 1:22 pm
- Forum: PS2 Development
- Topic: Which jpeg library to use?
- Replies: 6
- Views: 2988
Which jpeg library to use?
Which is the better jpeg library to use?
http://svn.ps2dev.org/listing.php?repna ... rev=0&sc=0
http://svn.ps2dev.org/listing.php?repna ... rev=0&sc=0
http://svn.ps2dev.org/listing.php?repna ... rev=0&sc=0
http://svn.ps2dev.org/listing.php?repna ... rev=0&sc=0
- Mon May 14, 2007 11:08 am
- Forum: PS2 Development
- Topic: Release: RadMenu
- Replies: 32
- Views: 21888
Release: RadMenu
I have been looking for a pretty menu system for the PS2. I didn't find anything I liked so I have come up with this. This is the first release so test with care. Let me know of any ideas for improvements.
radmenu.zip
radmenu.zip
- Thu May 10, 2007 11:08 am
- Forum: PS2 Development
- Topic: VRAM and Textures
- Replies: 1
- Views: 1518
VRAM and Textures
I am working on a 2d app with the basic setup having a backrgound image and a few icons and a font and I am quickly running out of VRAM. What are some useful strategies in dealing with this? The most obvious one it to reduce the textures in size and colour depth but what would look acceptable on a T...
- Tue Oct 31, 2006 10:53 am
- Forum: General Discussion
- Topic: Create a VMWare appliance with full working ps2dev environt
- Replies: 39
- Views: 20841
I have got this working by using the Debian Sarge, minimal (netinstall) vmware installation from this site http://www.thoughtpolice.co.uk/vmware/ - a 115 MB download. Then I just added a few extra packages like gcc, make, patch, svn - about another 50 MB download I think. Then I downloaded and run t...
- Tue Oct 17, 2006 10:35 am
- Forum: PS2 Development
- Topic: How do I access the SVN repository ?
- Replies: 10
- Views: 6031
- Fri Mar 24, 2006 10:44 am
- Forum: PS2 Development
- Topic: a few questions about programming the ps2
- Replies: 7
- Views: 2857
To find out where the elf is launched from you can look at arg 0 passed into main. Just like on the PC it is the full path of the elf file. You probably didn't need to load the memory card module to load files from the memory card because the program you used to load your elf already loaded them. Th...
- Mon Mar 20, 2006 9:40 am
- Forum: PS2 Development
- Topic: Reading single character off a file?
- Replies: 12
- Views: 4184
- Thu Mar 16, 2006 1:50 pm
- Forum: PS2 Development
- Topic: Reading single character off a file?
- Replies: 12
- Views: 4184
- Wed Mar 15, 2006 12:01 pm
- Forum: PS2 Development
- Topic: Reading single character off a file?
- Replies: 12
- Views: 4184
- Sat Dec 10, 2005 5:38 pm
- Forum: PS2 Development
- Topic: hdd partition size
- Replies: 7
- Views: 3698
- Fri Nov 25, 2005 9:05 am
- Forum: PS2 Development
- Topic: hdd partition size
- Replies: 7
- Views: 3698
- Thu Nov 24, 2005 9:32 am
- Forum: PS2 Development
- Topic: hdd partition size
- Replies: 7
- Views: 3698
hdd partition size
When using dread on hdd:/ I get partition sizes that are a factor of 1024 too small. In fioGetStatFiller of hdd_fio.c the size is returned like this: stat->size=clink->header->length; Here size should be in bytes but what is length measured in? length is part of the apa_header structure. To fix this...
- Tue Nov 15, 2005 10:21 am
- Forum: PS2 Development
- Topic: threading issues
- Replies: 5
- Views: 2414
Is there a good reference where I can learn about threads/semaphores on ps2? I would like to know if variables can be protected or locked as well as joining threads. There is only one synchronisation object on the PS2, they call it a sema. It is a basic atomic increment/decrement object with a wait...
- Tue Nov 15, 2005 9:19 am
- Forum: PS2 Development
- Topic: threading issues
- Replies: 5
- Views: 2414
- Sun Nov 13, 2005 5:21 pm
- Forum: PS2 Development
- Topic: threading issues
- Replies: 5
- Views: 2414
threading issues
I am working on a multithreaded app. It crashes occasionally and I not completely sure why. It seems to happen when I make an rpc call.
Are the rpc and dma modules thread safe? Can two threads make an rpc call or dma at the same time? And even if they do I assume they get queued up at the iop end.
Are the rpc and dma modules thread safe? Can two threads make an rpc call or dma at the same time? And even if they do I assume they get queued up at the iop end.
- Sun Nov 13, 2005 2:02 pm
- Forum: PS2 Development
- Topic: shutup audsrv
- Replies: 4
- Views: 2160
I found audsrv_stop_audio on the iop side but it wasn't implemented on the ee side. I shall check that in soon. As for the block sizes, I see that the size of the ringbuffer is set to an exact multiple of the block size so it shouldn't be an issue. I tried putting in a check to make sure there isn't...
- Sat Nov 12, 2005 5:38 pm
- Forum: PS2 Development
- Topic: shutup audsrv
- Replies: 4
- Views: 2160
Youre right, it should be easy to implement. BTW There is no audsrv_stop. Not all upsamplers work in blocks of 512: up_11025_8_stereo works in blocks of 234, up_11025_16_stereo works in blocks of 470, up_22050_16_stereo in blocks of 940, up_44100_16_stereo works in blocks of 1880. Or am I missing so...
- Fri Nov 11, 2005 8:37 am
- Forum: PS2 Development
- Topic: fopen issue
- Replies: 7
- Views: 3811
- Thu Nov 10, 2005 9:06 am
- Forum: PS2 Development
- Topic: usbd.irx usb comms
- Replies: 1
- Views: 1513
- Thu Nov 10, 2005 9:02 am
- Forum: PS2 Development
- Topic: fopen issue
- Replies: 7
- Views: 3811
It looks to me as though fileXio is supposed to be a drop in replacement for the fio functions. I fixed one bug relating to directory reading in another thread (still waiting on svn write access to check it in). I believe there is another bug in the file open function but have yet to confirm it. I t...
- Wed Nov 09, 2005 3:40 pm
- Forum: PS2 Development
- Topic: shutup audsrv
- Replies: 4
- Views: 2160
Looking over the audsrv source I can see a few potential problems. First the main thread doesn't check there is enough in the buffer to attempt to do an upsample of it. So it will just continue to plow through what is in the buffer. I think this is why I am getting the stuttering, it repeats over an...
- Wed Nov 09, 2005 1:46 pm
- Forum: PS2 Development
- Topic: shutup audsrv
- Replies: 4
- Views: 2160
shutup audsrv
How do you get the audsrv to shut up? It seems to stutter the last thing it was sent.