Search found 258 matches

by cheriff
Sun Apr 16, 2006 3:17 pm
Forum: PS2 Development
Topic: Ps2Client load error
Replies: 2
Views: 1524

Not sure if this is what you're doing (am unable to fire up my ps2 to check error codes at the moment) but are you using 'host' on the ps2client commandline?

ps2client execee host:myelf.elf
is what works.. obviously add the ip address for your particular setup..
by cheriff
Sat Apr 15, 2006 9:31 am
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 12849

Random bugs that are there one minute and gone the next are always (in my experience) one of two things: * Timing issues and/or race conditions. However since were arent running smp (unless your using the ME in which case you're on your own! :) and not in a preemptive environment, we can pretty much...
by cheriff
Thu Apr 13, 2006 11:21 am
Forum: PSP Development
Topic: On the topic of PSIX...
Replies: 42
Views: 21719

question: what is it exactly that the pro members are paying for? It seems that the faq seems to hint that it is for quick response from the team, extended support and early access to beta builds. Yet at the top of the page it looks like there are two options: either the free crippled 'lite' version...
by cheriff
Tue Apr 11, 2006 8:43 am
Forum: PS2 Development
Topic: Access a Network drive?
Replies: 3
Views: 1843

Homebrew games: yeah, just run them off the 'host:' device from the pc you're using as a server. Commercial games: not that i know of. In any case, running these of anything other than the original cd/dvd is: {too much of a grey area/too ripe for abuse/just not done here} and as such is not supporte...
by cheriff
Tue Apr 11, 2006 7:58 am
Forum: PSP Development
Topic: Hardware color blending.
Replies: 5
Views: 2101

Whilst I can't say for sure, but it sounds like he is correct (and this is indeed how it works on ps2).. I would imagine a function sceGuCopyImage() would only copy an image.. ie blit it straight into vram. If you choose to copy it into a screen buffer then it's not suprising that there's no blendin...
by cheriff
Tue Apr 04, 2006 1:51 pm
Forum: PSP Development
Topic: Write to file?
Replies: 4
Views: 1509

sceIoWrite(fd,"ms0:/version.txt", 256); is trying to write 256 letters of the string "ms0:/version.txt", to the file pointed to by fd, ie flash0:/vsh/etc/version.txt. Maybe it's lucky that you opened it read only then?? :) if you just want to copy it ts ms:/xxxx then: sceIoWrite(...
by cheriff
Mon Apr 03, 2006 3:07 pm
Forum: PS2 Development
Topic: mr browns exploit and set up trouble
Replies: 19
Views: 8766

With the sony ps2linux kit, the RTE dvd boots the linux kernel off the memory card. You can change the configuration file to have it boot something else instead. This usually is a program called reload which 'reloads' the ps2 kernel from ROM (since the RTE has cleared it out previously) and then can...
by cheriff
Thu Mar 16, 2006 7:59 am
Forum: PSP Lua Player Development
Topic: Can I make eboot.pbp from script.lua in Windows 98? :|
Replies: 5
Views: 2762

Since you love lua as you state, and are posting in the lua forums, I am making the assumption that you wish to begin coding in lua. Question: Why do you even need the toolchain, sdk, etc? Lua is a scripted language, so you can grab the binary luaplayer from somewhere, write your scripts in notepad ...
by cheriff
Wed Mar 15, 2006 12:27 pm
Forum: PS2 Development
Topic: libpacket & floats
Replies: 1
Views: 1348

You pretty much got it. When gcc sees you passing floats to a function expecting ints, it automatically does the conversion. For example 5.0f -> 5 which have different binary representations. I usually keep several pointers of differing types to the same array/packet usually 32/64/128bit and floats ...
by cheriff
Mon Mar 13, 2006 2:46 pm
Forum: PS2 Development
Topic: mr browns exploit and set up trouble
Replies: 19
Views: 8766

I think it might have been me who said that on IRC... I probably should elaborate. What I meant by it, is that the system.cnf exploit is redundant: if you can get the ps2 to read a hacked system.cnf off a CD, then you have no use for the exploit since you can already read burnt cd's, so I do not see...
by cheriff
Sat Mar 11, 2006 4:23 pm
Forum: General Discussion
Topic: PS2/PSP game coding competition?
Replies: 11
Views: 5865

Well I for one voted definately on the ps2 side of things. I think it would be neat if folks just popped a quick post along with their vote so we can all get a guage of who's doing what. There are a few names that keep popping up on the forums and I'd be very interested to see what sort of stuff the...
by cheriff
Wed Mar 01, 2006 7:18 pm
Forum: PS2 Development
Topic: time stamp register
Replies: 1
Views: 1088

Re: time stamp register

Is there a tilme stamp register on R5900 processor ? I have tried the classical mips instruction: __asm__ __volatile__("mfc0 %0,$9; nop" : "=r" (dest)) but I get only an illgal instruction. I dont have the Instruction set manual. Can someone help me ? There are other threads tha...
by cheriff
Mon Feb 20, 2006 7:55 am
Forum: PSP Development
Topic: media engine and sleep/resume psp
Replies: 5
Views: 2565

I wonder if commercial games really use the ME as a second processor or if it's just preprogrammed by SONY with decompression & video routines and so on they can use... From what i've heard, commercial devs cannot run their own code on the ME at all. There presumably routines in the firmware/li...
by cheriff
Mon Feb 13, 2006 10:50 am
Forum: PSP Development
Topic: PMP Mod 1.02 + Network Support
Replies: 30
Views: 28388

Fiki wrote:Also, does anyone know how to shutdown the server from the console? I tried CTRL+Z but when I tried to restart the server later, it told me that the port was in use.
CTRL-Z will only suspend the process and return you to the prompt, so the server isnt shutdown, only paused. CTRL-C will shut it down.
by cheriff
Tue Feb 07, 2006 7:25 am
Forum: PS2 Development
Topic: Win32 PS2SDK problems?
Replies: 4
Views: 2313

Its definately not worth doing every frame. You are MUCH better off doing only once during init and from then on in incrementing by 1/60* sec every frame, or maybe even using the performance timers to interrupt every so often so you can update the time. Keep in mind that interrupts can suck on perfo...
by cheriff
Sun Feb 05, 2006 5:05 pm
Forum: PSP Development
Topic: wifi with python/bittorrent port
Replies: 6
Views: 2480

Whilst I agree that it is probably easier (for me anyway) to torrent stuff to pc then usb or wifi it to my psp, and am uninformed as to how torrent apps actually do their disc access, i AM wondering why people keep discounting psp-torrent's feasablilty because of speed? Now i know that 'net access h...
by cheriff
Fri Feb 03, 2006 5:40 pm
Forum: PSP Development
Topic: using c and c++ code in one project = compile error ???
Replies: 13
Views: 3355

Re: here we go

psp-gcc -I. -I/usr/local/pspdev/psp/sdk/include -O2 -G0 -Wall -L. -L/usr/local/pspdev/psp/sdk/lib main.o Demo.o -lpng -lz -lm -lmikmod -lmmio -lpspaudiolib -lpspaudio -lpspgu -lstdc++ -lpspdebug -lpspdisplay -lpspge -lpspctrl -lpspsdk -lc -lpspnet -lpspnet_inet -lpspnet_apctl -lpspnet_resolver -lps...
by cheriff
Tue Jan 24, 2006 3:02 pm
Forum: PSP Development
Topic: PSPSDK under Linux?
Replies: 13
Views: 3129

Its exactly the same as for cygwin, except for the parts about installing cygwin :) The toolchain was developed under a *nix environment, so linux is actually more native to it than windows/cygwin. Just make sure SVN is installed and svn co svn://svn.ps2dev.org/psp/trunk/psptoolchain will ge...
by cheriff
Sat Jan 21, 2006 11:38 am
Forum: PSP Development
Topic: Newbie questions about compiling
Replies: 4
Views: 1283

Ok, I'm going to grab all files from svn, compile and install. What's the difference between both? Sorry if it's a stupid question. The ones on your pc are built for a pc environment (ie compiled for x86 or whatever your desktop is), the ones in svn have been ported so as to work on psp's processor...
by cheriff
Fri Jan 13, 2006 1:14 pm
Forum: PSP Development
Topic: homebrew won't work T_T (error 80020148)
Replies: 7
Views: 2454

yea i run ver 1.51 and i use that method Ok, well there's your problem. kxploit works on 1.5 which could also be written as 1.50, which is NOT the same as 1.51. This is newer and sony has since fixed this. Homebrew is impossible (AFAIK) on 1.51. You do however, have an option: find an upgrader to v...
by cheriff
Fri Jan 13, 2006 12:11 pm
Forum: PSP Development
Topic: homebrew won't work T_T (error 80020148)
Replies: 7
Views: 2454

trowanate did you kxploit the homebrew? This means since you have version 1.5 you have to use the kxploit method. Basically, if you have to copy two directories onto your memcard (NAME and NAME% obviously NAME can be anything) then it should work. If you are just copying a single eboot file to PSP/...
by cheriff
Thu Jan 12, 2006 9:41 am
Forum: PSP Development
Topic: 3D vertices
Replies: 13
Views: 2836

You could also turn off zbuffer writes and draw the background with a single sprite (or many smaller, striped ones if you're a speed freak) or blit it directly to vram, then turn z writes on and to the 3d stuff as normal? (heh, im not sure what you mean by flipping buffers to do this, but thats how ...
by cheriff
Thu Jan 12, 2006 9:18 am
Forum: PSP Development
Topic: 3D vertices
Replies: 13
Views: 2836

A great .obj parser, with an example application: http://www.xmission.com/~nate/smooth.html It is just a .c and a .h that you include in you app (or buils into a lib if you like) that reads a .obj and then lets you pull the vertex, normal and material data (i cant remember if tex co-ords too?) from ...
by cheriff
Wed Jan 11, 2006 11:40 am
Forum: PSP Development
Topic: libogg won`t configure
Replies: 6
Views: 2347

Re: libogg won`t configure

w.kosma wrote:See `config.log' for more details.
Could you post this (or at least revalent parts)?
There could be a couple of reasons your C compiler cannot create executables ...mine was fixed by a new sdk, so you must have a different problem.
by cheriff
Wed Jan 11, 2006 9:45 am
Forum: PSP Development
Topic: libogg won`t configure
Replies: 6
Views: 2347

I had this just yesterday. I fixed it by updating my sdk to the latest version. Mine was kinda old so it complained about something else, that was fixed by also building the toolchain again (gcc, binutils, etc).

Not sure what the minimum you need to do is, but updating everything should help.
by cheriff
Mon Jan 09, 2006 7:46 am
Forum: PS2 Development
Topic: Running SMS Off of a CD-R
Replies: 5
Views: 2505

I forgot, I found a readme that talked about burning an SMS CD as a music CD so it could read on any PS2 even without a mod chip. Can this be done yet? You can burn media as an audio cd so you can watch it on an unmodded console (provided you have other means of actually starting the app). But you ...
by cheriff
Fri Jan 06, 2006 8:56 am
Forum: PSP Development
Topic: Compiling SuperTux
Replies: 9
Views: 2883

Ok, well, like I said Im not sure on the exact details of linking and the ogg functions (ov_read, etc) may not have been pulled from libtremor into libsdl when you build that. Maybe it should, maybe it had, i don't know but thats how it looks to me. LIBS = -lstdc++ -lc -lSDLmain -lSDL_ttf -lSDL_mixe...
by cheriff
Thu Jan 05, 2006 1:03 pm
Forum: PSP Development
Topic: PSP USB Facts.
Replies: 18
Views: 12618

Why would the microphone on talkman work when there is currently no voltage going through it? It was found http://forums.ps2dev.org/viewtopic.php?t=4145 that there is indeed voltage across the two side pins so long a a cable is attatched. Game manuals describe them as "DC out". So i presu...
by cheriff
Thu Jan 05, 2006 11:24 am
Forum: PSP Development
Topic: Compiling SuperTux
Replies: 9
Views: 2883

I was actually leaning more to how you are compiling the app, all libs *should* be fine. Is -ltremor before -lsdl in the makefile for your application? Even tho you compiled sdl against tremor, I dont know if the actual code was pulled in (looks like no) so you'd need to link tremor and sdl when bui...
by cheriff
Thu Jan 05, 2006 11:18 am
Forum: PSP Development
Topic: Compiling SuperTux
Replies: 9
Views: 2883

Seems to me that the sdl code cant find the ogg decoder.
Perhaps the link order in the makefile is incorrect? I dont have specific experience with sdl...