Search found 37 matches

by AudioMonster
Sun Oct 16, 2005 11:36 am
Forum: PSP Development
Topic: sceHprmIsMicrophoneExist
Replies: 3
Views: 1472

There's none yet and i am wondering why Sony is doing that USB microphone instead of using the mic-in ...
by AudioMonster
Sat Oct 15, 2005 2:30 pm
Forum: PSP Development
Topic: sceHprmIsMicrophoneExist
Replies: 3
Views: 1472

sceHprmIsMicrophoneExist

Has anybody succeeded in having this function returning a 1 ? :)
by AudioMonster
Tue Oct 04, 2005 4:18 am
Forum: PSP Development
Topic: Getting Audio In
Replies: 1
Views: 1231

Getting Audio In

refering to : http://forums.ps2dev.org/viewtopic.php?p=25739&highlight=&sid=a1c98221f766c7788f74e8d7c08cba47#25739 The headphone jack is a standard 3.5mm stereo, but there is also a small 6 pin connector next to it for the "remote control" that is included in the Value Pack. If we ...
by AudioMonster
Tue Oct 04, 2005 3:31 am
Forum: PSP Development
Topic: PSP remote control pinout?
Replies: 78
Views: 90985

Do you think pin 1 & 4 are really for the microphone ? did you get confirmation of this by plugging one on those pins and call sceHprmIsHeadphoneExist ?

Is it possible to get "normal" audio-in too ?
by AudioMonster
Thu Sep 29, 2005 4:25 pm
Forum: PSP Development
Topic: Strange issue with triangle drawing
Replies: 1
Views: 982

Strange issue with triangle drawing

I am drawing a simple triangle using the vertex : struct Vertex2D { unsigned int color; short x,y,z; short _pad; // for padding, 32bits }; rendering with : sceGuDrawArray(GU_TRIANGLES, GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 3,0,vertices); If i am not explicitely initializing _pad with 0 ...
by AudioMonster
Tue Sep 27, 2005 1:51 am
Forum: PSP Development
Topic: Receiving UDP data thru socket in its own thread
Replies: 7
Views: 2481

sceKernelStartThread(tmp, sizeof(PspUDPrx*), &this);

PspUDPrx.cpp:163: error: invalid lvalue in unary '&'

It seems like i need to use and intermediate variable.

PspUDPrx* pThis = this;
sceKernelStartThread(tmp, sizeof(PspUDPrx*), &pThis);

Any direct way to do this ?
by AudioMonster
Tue Sep 27, 2005 1:42 am
Forum: PSP Development
Topic: Receiving UDP data thru socket in its own thread
Replies: 7
Views: 2481

Opps sorry for last post. int sceKernelStartThread (SceUID thid, SceSize args, void* argp) Aaah so the thread actually contains a buffer of size args and do an actually copy of argp into that internal buffer and pass it to the thread function ? That's very unusual ! :-P Well, so i guess i was receiv...
by AudioMonster
Tue Sep 27, 2005 1:38 am
Forum: PSP Development
Topic: Receiving UDP data thru socket in its own thread
Replies: 7
Views: 2481

int sceKernelStartThread (SceUID thid, SceSize args, void* argp)

Aaah so sceKernelStartThread actually contains a buffer of size
by AudioMonster
Tue Sep 27, 2005 12:20 am
Forum: PSP Development
Topic: Receiving UDP data thru socket in its own thread
Replies: 7
Views: 2481

C++ : Passing "this" pointer to sceKernelStartThre

It seems my problem is about passing "this" to sceKernelStartThread. So inside the function ListenInOwnThread() i don't have access to the real data member of that instance of my object. in StartListening() i do if(tmp >= 0) { printf("this = %x\n",(unsigned int)this); sceKernelSt...
by AudioMonster
Mon Sep 26, 2005 6:23 pm
Forum: PSP Development
Topic: Receiving UDP data thru socket in its own thread
Replies: 7
Views: 2481

Receiving UDP data thru socket in its own thread

Hello, I'm trying to receive some data sent by my PC UDP client over WiFi. I would like to receive them in a separate thread : bool PspUDPrx::StartListening() { sceNetInetBind( _socketRX, (struct sockaddr* )&_addr, sizeof(_addr)); int tmp = sceKernelCreateThread("PspUDPrx",PspUDPrx::Ud...
by AudioMonster
Sun Sep 25, 2005 5:35 pm
Forum: PSP Development
Topic: VFPU instruction set
Replies: 14
Views: 4781

Oh, and ... looking at the vadd instruction in particular, there are : "vadd.q", "?d3d,?s3s,?t3t", "vadd.t", "?d2d,?s2s,?t2t", "vadd.p", "?d1d,?s1s,?t1t", "vadd.s", "?d0d,?s0s,?t0t", same for vmul, vsub, vdot and other b...
by AudioMonster
Sun Sep 25, 2005 5:26 pm
Forum: PSP Development
Topic: VFPU instruction set
Replies: 14
Views: 4781

Looking at mips-opc.c : http://svn.pspdev.org/filedetails.php?repname=psp&path=%2Ftrunk%2Fbinutils-psp%2Fopcodes%2Fmips-opc.c&rev=0&sc=0 i see all the VFPU opcodes that Stefan is talking about. I have a few questions about them. I am sorry if they sound moronic, but i am not familiar at ...
by AudioMonster
Sun Sep 25, 2005 5:02 pm
Forum: PSP Development
Topic: Rotation Math Question
Replies: 4
Views: 1703

Would that achieve less multiplication / additions ?
by AudioMonster
Sun Sep 25, 2005 4:39 pm
Forum: PSP Development
Topic: Rotation Math Question
Replies: 4
Views: 1703

I am not good a 3D maths too but i can try : Your first formula rotates the point [X Y] around [0 0] Your second formula does the same but then translates the rotated point by [OriginX OriginY]. What you want to do is to rotate around [OriginX OriginY], so you have to translate each point by [-Origi...
by AudioMonster
Sat Sep 24, 2005 1:30 am
Forum: PSP Development
Topic: VFPU instruction set
Replies: 14
Views: 4781

Stefan could you point me on any kind documentation regarding the VFPU ? Like the instruction set and so on ?

The VFPU and Virtual Mobile Engine are my 2 main items of interest on the PSP ! ( and i guess it's not tomorrow that we'll learn how to program the VME ).
by AudioMonster
Fri Sep 23, 2005 10:06 am
Forum: PSP Development
Topic: VFPU instruction set
Replies: 14
Views: 4781

Yeah i don't care if the compiler does not support it ... as long as i can directly use it via assembly. Too bad :(
by AudioMonster
Fri Sep 23, 2005 8:37 am
Forum: PSP Development
Topic: VFPU instruction set
Replies: 14
Views: 4781

I am more interested in floating point matrixes multiplication and vector multiplications and additions. Is it already possible to use the VFPU to do that , at this point ?
by AudioMonster
Fri Sep 23, 2005 6:28 am
Forum: PSP Development
Topic: VFPU instruction set
Replies: 14
Views: 4781

I would also be extremely interested in those instructions :)
by AudioMonster
Thu Sep 22, 2005 2:26 am
Forum: PSP Development
Topic: A CPU-cheap SID Emulation Library on PSP
Replies: 4
Views: 4264

The SID tune i gave you as an example is part of my NanoSID Library. This library does not play .sid but .zsid, which is a completely different format that i created to make the synthesis faster. The problem is, you need to convert the .sid tune you want to play, and this conversion is very slow and...
by AudioMonster
Thu Sep 22, 2005 1:57 am
Forum: PSP Development
Topic: Problem to make a stable Wifi client on the PSP
Replies: 9
Views: 4837

Ok, so i tried various things. First i now have "Power save for WLAN" set to OFF. I tried with a different WiFi router, that i've directly plugged to my laptop via RJ45. Also, i have disabled WEP encryption. And i still had the same problem. I tried to play with the send buffer size, reduc...
by AudioMonster
Wed Sep 21, 2005 2:35 am
Forum: PSP Development
Topic: Problem to make a stable Wifi client on the PSP
Replies: 9
Views: 4837

OK i'll try that ( My PC is a laptop with integreated WiFi. ).

I'll try using an other router and plug the PC directly on it via RJ45.

But don't you think i should find a solution to make it work with my current setup ?
by AudioMonster
Wed Sep 21, 2005 2:05 am
Forum: PSP Development
Topic: Problem to make a stable Wifi client on the PSP
Replies: 9
Views: 4837

In my settings, the WiFi Power Save is on. I am not sure this is really the problem (?) Yesterday i tried to use a non-blocking socket to send data to my server. There is a point where the sceNetInetSend function returns -1... i can retry and retry .... it always returns -1 ( i send 100 bytes per ca...
by AudioMonster
Tue Sep 20, 2005 4:00 am
Forum: PSP Development
Topic: Problem to make a stable Wifi client on the PSP
Replies: 9
Views: 4837

Yes i've seen that one, and i would prefer not taking my PSP apart :-P My biggest problem is the fact that it stops in the middle of the transfert, randomly. The interesting thing is, if i brutally stop my server when the PSP seems to be freezed, sceNetInetSend(sock,ss,1024,0); unblocks and returns ...
by AudioMonster
Mon Sep 19, 2005 12:41 pm
Forum: PSP Development
Topic: Problem to make a stable Wifi client on the PSP
Replies: 9
Views: 4837

Problem to make a stable Wifi client on the PSP

I am using the pspnet lib from pspkrazy's ftpd client to make a small wifi client which connects to a small tcp server running on my PC, the server prints out everything it receives. I am trying to transfer 256k of text as a test. Sometimes, it works completely, sometimes, the PSP hangs in the middl...
by AudioMonster
Sun Sep 18, 2005 7:59 pm
Forum: PSP Development
Topic: STUBs Map
Replies: 13
Views: 3582

If there are some new stubs that are not yet supported yet by PSPSDK that i want to use in my program, is there a quick way to integrate them with my program without recompiling PSPSDK ?
by AudioMonster
Sun Sep 18, 2005 5:40 pm
Forum: PSP Development
Topic: Returning to the caller of sceKernelLoadExec ?
Replies: 5
Views: 1801

Correct me if i'm wrong, but i think that in the case of windows at least, the memory is freed when you Unload a .dll ( even if you did not free all the memory dynamically allocated in this dll ).

Is it the same when using sceKernelUnloadModule ?
by AudioMonster
Sun Sep 18, 2005 5:28 pm
Forum: PSP Development
Topic: Returning to the caller of sceKernelLoadExec ?
Replies: 5
Views: 1801

Thanks a lot , this is exactly what i wanted to know.

I am doing a program that is relaunching itself with that function and i was afraid that it could just fill the memory more and more each time i recall it.

Do the prxs are dynamically loaded libraries like .dll or .so ?
by AudioMonster
Sun Sep 18, 2005 12:48 pm
Forum: PSP Development
Topic: Returning to the caller of sceKernelLoadExec ?
Replies: 5
Views: 1801

Returning to the caller of sceKernelLoadExec ?

Is there a way to do so ?
by AudioMonster
Sat Sep 17, 2005 3:57 pm
Forum: PSP Development
Topic: STUBs Map
Replies: 13
Views: 3582

I am still confused about the STUBs and have a few other questions. > The STUBs are the short (8 byte) entries that are linked to the end of your program. They are used to bind to system entries (usually though a system trap to go from user to kernel mode) So what kind of information do those 8 byt...
by AudioMonster
Fri Sep 16, 2005 7:52 pm
Forum: PSP Development
Topic: A CPU-cheap SID Emulation Library on PSP
Replies: 4
Views: 4264

A CPU-cheap SID Emulation Library on PSP

Although it is not my very goal on PSP, i am planning to port my latest libNanoSID library on PSP and make the library available to you so you can play SID tunes in your games/demos without it to take all your CPU ( SID Emulation can be very expensive ! ). I've already ported an older version tonigh...