Search found 246 matches

by radad
Fri May 18, 2007 11:52 pm
Forum: PS2 Development
Topic: Release: RadMenu
Replies: 32
Views: 21888

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.
by radad
Fri May 18, 2007 12:45 pm
Forum: PS2 Development
Topic: png and pow
Replies: 2
Views: 1997

It seems the floating point unit in the ps2 only handles single precision floats. So what is a good strategy for handling double precision float functions like 'pow'. Would it be ok to just call the single precision version? ie double pow(double x, double y) { return powf&am...
by radad
Fri May 18, 2007 12:15 pm
Forum: PS2 Development
Topic: per pixel alpha
Replies: 3
Views: 1982

Ok, I have looked that up. I think I get it now.
Thanks.
by radad
Fri May 18, 2007 10:15 am
Forum: PS2 Development
Topic: per pixel alpha
Replies: 3
Views: 1982

Doesnt your formula suggest that any alpha value from 0-127 is 100% opaque?

Where is the GS user manual?
by radad
Thu May 17, 2007 10:13 am
Forum: PS2 Development
Topic: Which jpeg library to use?
Replies: 6
Views: 2988

I have had a quick look over the changes to libjpg. It is hard to see what is actually changed because it has been reformatted also. As yet I havent't any problem with the jpgs I have tried. What problems do your changes fix?
by radad
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...
by radad
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 ...
by radad
Tue May 15, 2007 12:08 am
Forum: PS2 Development
Topic: Which jpeg library to use?
Replies: 6
Views: 2988

I am trying to use it with gsKit and it seems as though the first one is the one it expects.
by radad
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
by radad
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...
by radad
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...
by radad
Tue Oct 17, 2006 10:35 am
Forum: PS2 Development
Topic: How do I access the SVN repository ?
Replies: 10
Views: 6031

Has it been setup on this server to use svn over https?
by radad
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...
by radad
Mon Mar 20, 2006 9:40 am
Forum: PS2 Development
Topic: Reading single character off a file?
Replies: 12
Views: 4184

How about this one: char data1[256]="hi"; char data2[256]="vegito"; char TheData[513]; strcpy(TheData, data1); strcat(TheData, data2); Remeber one thing there is no such thing as strings in C++ :D And...
by radad
Thu Mar 16, 2006 1:50 pm
Forum: PS2 Development
Topic: Reading single character off a file?
Replies: 12
Views: 4184

You should try contacting a website that deals with learning C. Here we are more interested in PS2 specific issues.
by radad
Wed Mar 15, 2006 12:01 pm
Forum: PS2 Development
Topic: Reading single character off a file?
Replies: 12
Views: 4184

You use a seek function to position the file pointer. Then use the read function to read just one byte. (Don't have the exact function names in front of me).

Generally though it would be easier to read the whole thing into memory and use memory access for individual characters.
by radad
Sat Dec 10, 2005 5:38 pm
Forum: PS2 Development
Topic: hdd partition size
Replies: 7
Views: 3698

OK, so hisize is what you use to get the other part of the size. So for example in another program: if( hisize > 0 ) totalSize = 4294967295 + hisize; else totalSize = size; If that's right, then I understand how it works now. Radad, I'll let you decide on my two slight changes. Than...
by radad
Fri Nov 25, 2005 9:05 am
Forum: PS2 Development
Topic: hdd partition size
Replies: 7
Views: 3698

That change would. I have made a slightly more complicated change using the hisize variable as well. Using hisize in combination with size you get a 64 bit integer, big enough for much larger than 4GB.
by radad
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...
by radad
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...
by radad
Tue Nov 15, 2005 9:19 am
Forum: PS2 Development
Topic: threading issues
Replies: 5
Views: 2414

I found the issue, it appears that rpc calls are not thread safe, at least not if they share the same t_SifRpcClientData . Not sure about dma but I haven't any issues with it yet. Here are the changes: Index: audsrv/include/audsrv.h ===========================================================...
by radad
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.
by radad
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...
by radad
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...
by radad
Fri Nov 11, 2005 8:37 am
Forum: PS2 Development
Topic: fopen issue
Replies: 7
Views: 3811

I tried another solution last night which seemed to work. I test in on pfs, mc, mass and host. And it doesn't introduce a dependency on fileXio. stdio.c patch: Index: stdio.c =================================================================== --- stdio.c (revision 1228) +++ s...
by radad
Thu Nov 10, 2005 9:06 am
Forum: PS2 Development
Topic: usbd.irx usb comms
Replies: 1
Views: 1513

Irxs communicate with irxs just by functions calls. They get linked in with already loaded irxs when it is loaded. Look at the irx_imports file in the PS2SDK.
by radad
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...
by radad
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...
by radad
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.