Search found 29 matches

by SANiK
Fri Jun 05, 2009 9:18 am
Forum: Patch Submissions
Topic: [PSP] sceGuScissor mislabel fix
Replies: 1
Views: 3134

[PSP] sceGuScissor mislabel fix

Issue: sceGuScissor does not take in: startX, startY, width, height but instead takes in: startX, startY, endX, endY You can optionally change the 'w' to 'stopX' and 'h' to 'stopY' in this file: /trunk/pspsdk/src/gu/sceGuScissor.c But the more important one to update I guess is: /trunk/pspsdk/src/gu...
by SANiK
Sat Jan 03, 2009 2:47 pm
Forum: PSP Development
Topic: PSP SDK File IO bug(s)
Replies: 9
Views: 2931

I guess we came to a great ending. But, I won't respond to the rest, but POSIX doesn't require case sensitivity to paths - that's part of the FILESYSTEM, not POSIX. :P According to POSIX section A.4.6, "case folding" is prohibited. http://www.opengroup.org/onlinepubs/000095399/xrat/xbd_cha...
by SANiK
Sat Jan 03, 2009 12:42 pm
Forum: PSP Development
Topic: PSP SDK File IO bug(s)
Replies: 9
Views: 2931

Did I mention that I love you TyRaNiD? In a non-gay way of course. I understand that fopen is intended to aid porting, and you have a point about using sceIoOpen, but if fopen fails to support \\ let's say, then it's crippling the porting of Mingw based apps. I came across this 'lack of \\ nuisance'...
by SANiK
Sat Jan 03, 2009 11:26 am
Forum: PSP Development
Topic: PSP SDK File IO bug(s)
Replies: 9
Views: 2931

Re: PSP SDK File IO bug(s)

4) The PSP is not Linux , so I don't know why the majority of the lib writers are trying to make it be. sceIoOpen("/Data/debug.txt", ...); This checks for folder 'Data' in the current directory Doing the same using fopen() would fail because you guys keep processing '/' as if it were the ...
by SANiK
Sat Jan 03, 2009 5:32 am
Forum: PSP Development
Topic: PSP SDK File IO bug(s)
Replies: 9
Views: 2931

PSP SDK File IO bug(s)

Ok, I did a series of tests, and here they are: 1) Testing sceIoOpen with \ and / paths: Worked: sceIoOpen("ms0:\\debug.txt", PSP_O_APPEND | PSP_O_CREAT | PSP_O_WRONLY, 0777); Worked: sceIoOpen("ms0:/debug.txt", PSP_O_APPEND | PSP_O_CREAT |...
by SANiK
Sat Aug 23, 2008 5:44 pm
Forum: PSP Development
Topic: what is the -G0 gcc option for?
Replies: 9
Views: 3503

The only problem is that my parameter *was* global =o *EDIT* Problem solved: 1) The matrix I was passing to the ortho function IS global 2) It's located at 0x8947A38 3) 0x8947A38 is NOT divisible by 16 4) So I add __attribute__((aligned(16))) 5) Taddah, now it works Moral of the story? Keep -G0 on, ...
by SANiK
Sat Aug 23, 2008 4:58 pm
Forum: PSP Development
Topic: what is the -G0 gcc option for?
Replies: 9
Views: 3503

Information bump: I've noticed a bug (more like instability) when -G0 is on and one is using the VFPU: void vfpu_ortho_matrix(ScePspFMatrix4 *m, float left, float right, float bottom, float top, float near, float far) { __asm__ volatile ( "vmidt.q M100\n" /...
by SANiK
Wed Aug 13, 2008 12:51 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10094

From what you say, I guess that, what you see there is NAGLE-ING You can't get rid of it because it's not up to you but it's up to the sender of the data if they want nagle-ing or not. The only thing you can do is to write a system that processes each packet and takes out the most up to date informa...
by SANiK
Tue Aug 12, 2008 10:37 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10094

KickinAezz, please post your results when you do try the delay before the recv. I've been having some socket issues as well but I decided to sleep on it. My issue was that the recv() function would go from recving data instantly and on time, to receiving data 19 s after it was sent, and then recving...
by SANiK
Mon Aug 11, 2008 3:00 pm
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10094

Well - do note that you shouldn't be using the TCP protocol if you're writing a game. Use UDP. The PSP supports BSD sockets so any Linux UDP tutorial should do. TCP sockets work by: 1) Send data 2) Wait for receiver to send back "acknowledge" signal 3) Send new packet Thereby ensuring that...
by SANiK
Sun Aug 03, 2008 2:23 pm
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10094

1) &recvbuff is the not the same as recvbuff, unless you write it like &recvbuff[0]. &recvbuff == &recvbuff[0] == recvbuff, when dealing with constant-arrays When dealing with pointer arrays, that's when things change 2) Might the problem you're describing be Nagle-ing? When one send...
by SANiK
Sat Aug 02, 2008 5:49 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10094

1) How many times per 1 second do you call recv? Calling it too much DDoSes the PSP's wifi from inside out - causing data to lag. This is not a problem if recv is blocking, but due to the MSG_DONTWAIT flag, it might be calling it constantly Use a counter like so: unsigned int system_getTicks&#4...
by SANiK
Fri Aug 01, 2008 1:55 pm
Forum: PSP Development
Topic: dotOS yearly progression
Replies: 120
Views: 82174

<d_b_zZz> i knew this cool kid growing up <d_b_zZz> he would play with fire with his hands <d_b_zZz> never get burned <d_b_zZz> he past firemans examinations at 12 <d_b_zZz> he was ment to be a fireman <d_b_zZz> but who is giving him his parade <d_b_zZz> nobody ...because we all play a role You stil...
by SANiK
Wed Jul 09, 2008 12:34 pm
Forum: PSP Development
Topic: IP over USB
Replies: 12
Views: 6885

Warning: This topic has been bumped for the sake of information I tried to do something like this earlier. The way I did it was: The user sets their browser's proxy to 127.0.0.1:somePort Then a PC app listens in on that port and sends signals to the PSP through the USB. The PSP carrys out the comma...
by SANiK
Wed Aug 15, 2007 2:55 am
Forum: PSP Development
Topic: Bug awareness - finding the address of arguments is a NoNo
Replies: 6
Views: 3105

jbit - The PSPcompiler has its issues =/ chp/Raphael - The bug is in the PSPLink code which handles the conversion of floats to string, and not within the function printf() itself /*Taken from util.c*/ static int is_inf&#40;float val&#41; &#123; void *p; unsigned int conv; int sign; int...
by SANiK
Tue Aug 14, 2007 5:08 pm
Forum: PSP Development
Topic: Bug awareness - finding the address of arguments is a NoNo
Replies: 6
Views: 3105

Bug awareness - finding the address of arguments is a NoNo

Err, to save you guys a bunch of debug time, be aware that PSPlink causes random bugs when trying to print a float. The bug results in PSPlink crashing. Usbhostfs reports an invalid magic error. The bug is caused by TyRaNid attempting to find the address of a function argument... although, the PSP u...
by SANiK
Tue Jul 03, 2007 6:38 pm
Forum: PSP Development
Topic: Issues with USB - help!!!
Replies: 0
Views: 1009

Issues with USB - help!!!

I've been going crazy trying to setup USB to work in my PRX. This is from the PSPSDK samples: void usbEnable&#40;&#41; &#123; //Setup USB LoadStartModule&#40;"flash0&#58;/kd/semawm.prx"&#41;; LoadStartModule&#40;"flash0&#58;/kd/usbstor.prx"&#41...
by SANiK
Tue Feb 27, 2007 7:28 am
Forum: PSP Development
Topic: Problem with cygwin
Replies: 8
Views: 3219

BS

http://www.mirror.ac.uk
Second from the bottom in the list of mirrors
by SANiK
Mon Feb 26, 2007 10:32 pm
Forum: PSP Development
Topic: Problem with cygwin
Replies: 8
Views: 3219

http://insomniac.0x89.org/index.php?id=56

1) Use the same mirror used on the tutorial
(Different mirrors have different/incomplete packages)
2) Make sure you don't have any misc environment paths in the PATH variable messing things up, such as Mingw or DJGPP
by SANiK
Sun Feb 25, 2007 7:34 am
Forum: PSP Development
Topic: Flickering polys - help
Replies: 3
Views: 1999

YAY, my 3D engine works now. Gee thanks Mister *_* Take that Mario! *wham* http://sanik.hacking-cult.org/MK2HL.png http://sanik.hacking-cult.org/MK2HL.zip Just have to fix the octree BSP sorting issues, PSP's clipping and finish the collision detection code *rolls eyes* Skeletal animation is working...
by SANiK
Sat Feb 24, 2007 5:15 pm
Forum: PSP Development
Topic: Flickering polys - help
Replies: 3
Views: 1999

Flickering polys - help

I've spent three days trying to port my newest engine, but ran into some nasty stuff. For some reason, polys keep "corrupting" and appearing in random areas. I'm 100% sure it's not my map loader - I've dumped data from map.c to a file and map.c IS functioning 100%. I've reduced my 3D engin...
by SANiK
Sat Sep 02, 2006 5:55 pm
Forum: PSP Development
Topic: Service mode by power supply pins?
Replies: 68
Views: 66826

I'm not a hardware guy, but something tells me it IS the battery. The first thing they do to a PSP is actually open up the battery compartment, and then take out the battery to see the warrenty sticker. Then a SONY worker sticks in a special adapter connected to a computer with a PSP battery style s...
by SANiK
Wed Jul 27, 2005 1:34 pm
Forum: PSP Development
Topic: 2 questions regarding 3D rendering
Replies: 14
Views: 4800

Try matrix_projection((float*)&projection,75.0f,16.0/9.0f,0.0001f,1000.0f);
That's for the znear, but as for the polygon sorting, it seems like the PSP sorts polygons by using the average of the Z axis, then checking if the averaged out Z position fits in the screen and then it draws.
by SANiK
Mon Jul 18, 2005 6:16 am
Forum: PSP Development
Topic: PSP Screen Grabber: Help Required
Replies: 12
Views: 5461

The WAB source has an ATTEMPTED screenshot taker. Thing is, it doesn't even create a BMP for some reason. Here's the stripped down code I put together: http://jamesseph.phpwebhosting.com/users/sanik/screener.c What's wierd is that it warns that sprintf() is being DECLARED but doesn't give an error w...
by SANiK
Mon Jul 18, 2005 4:05 am
Forum: PSP Development
Topic: PSP Screen Grabber: Help Required
Replies: 12
Views: 5461

Someone should give this project a shot. It would lead to making a homebrew GameGenie (I'm from the old days =P). The first step is to create a thread that checks the buttons. If the home button causes problems, then some other buttons would need to be chosen for this program. Then the next step wou...
by SANiK
Sun Jul 10, 2005 4:47 am
Forum: PSP Development
Topic: PSP X86 emu
Replies: 2
Views: 1949

PSP X86 emu

I've begun writing an X86 emu for the PSP using code from my other project. I don't want to use DOSbox because instead of "building DOS into the emulator," it's going to be easier to emulate the DOS binaries. I've written about 75% of the code so far, but I need a FEW more opcodes (doesn't...
by SANiK
Sat Jul 09, 2005 11:15 am
Forum: PSP Development
Topic: Mingw and devkitpro, compiling pspsdk under mingw, HELP!
Replies: 1
Views: 1375

Fixed the problem!
What was the problem?
The WINDOWS FIND (C:\windows\system32\find.exe) conflicts with the MINGW FIND, both have different argument formats =/

All this time, the WINDOWS version was being called by the bootstrap, hence preventing me from moving on
by SANiK
Fri Jul 08, 2005 6:00 pm
Forum: PSP Development
Topic: Mingw and devkitpro, compiling pspsdk under mingw, HELP!
Replies: 1
Views: 1375

Mingw and devkitpro, compiling pspsdk under mingw, HELP!

1) DEVKITPRO released DEVKITPSP which comes with PSPSDK 1.0 beta. 2) This particular dev-kit uses MSYS (Mingw) 3) SDKTEST compiles with no problems (although it doesn't run on the emu, and I don't have a PSP ... YET) 4) I downloaded the latest PSPSDK source code reposit cause there has been a lot of...
by SANiK
Fri Jul 08, 2005 6:59 am
Forum: PSP Development
Topic: Library function list
Replies: 100
Views: 72003

Are the firmware libraries for 1.50 the same as 1.0? Or have they been tweaked & recompiled - hence moving some of the entry points? They have added some new functions and also removed some... ... and most, if not all, of the entry points have changed. http://forums.ps2dev.org/viewtopic.php?t=2...