Search found 76 matches

by SamuraiX
Tue Oct 20, 2009 10:45 am
Forum: PSP Development
Topic: psptoolchain under Snow Leopard
Replies: 4
Views: 2543

_Zack_ wrote:I'm thinking about uploading a pre-compiled one for snow leopard users.

Pm me if your interested
If you do be sure to add the newlib malloc enhancements. You can read about it here: http://forums.ps2dev.org/viewtopic.php? ... ght=newlib
by SamuraiX
Sat Oct 17, 2009 1:10 pm
Forum: PSP Development
Topic: psptoolchain under Snow Leopard
Replies: 4
Views: 2543

I am also getting the same error. Seems there is a bug with binuntils ar when using SL, here's my crash log. Process: ar [46519] Path: /usr/local/pspdev/psp/bin/ar Identifier: ar Version: ??? (???) Code Type: X86 (Native) Parent Process: bash [46514] Date/Time: 2009-10-12 01:34:08.819 -0400 OS Versi...
by SamuraiX
Wed Aug 19, 2009 5:40 am
Forum: PSP Development
Topic: newlib malloc updated to prevent memory fragment
Replies: 9
Views: 5662

I've gotten around to compiling this version of newlib using the following instructions above. The Good News: I went from 6246484 Bytes of fragmented memory to 4759612 Bytes. Thats about 23.8% Savings! The Bad News: I still have quite a bit of fragmented memory... If anyone has any suggestions on ho...
by SamuraiX
Tue Jul 14, 2009 3:11 am
Forum: PSP Development
Topic: newlib malloc updated to prevent memory fragment
Replies: 9
Views: 5662

Has the toolchain been updated to include this new patch, should i update my svn view and rebuild the SDK? I guess what I mean is.... has it been checked in yet as this would prove to be very handy update for my development.
by SamuraiX
Fri Dec 05, 2008 5:33 am
Forum: PSP Development
Topic: Lninux ubuntu 8.10 and PSPToolChain (Isntalled can't run :/)
Replies: 14
Views: 5460

I ran into this issue as well. Your LibTool has been upgraded in Ubuntu 8.10 to V2.2. You will need to uninstall it and install the older V1.5 (Hardy version). However, I don't remember the exact details in doing so, but that will fix the issue.
by SamuraiX
Wed Apr 16, 2008 1:56 pm
Forum: PS3 Linux Development
Topic: PS3 Ubuntu/Yellowdog file handling issues
Replies: 10
Views: 7830

Ok.... I'm finished! I've finished porting OpenBOR to the PS3/Ubuntu setup. Incase you guys don't know what OpenBOR is... Its very custimizable engine that is used for recreating old side-scrolling bashers. Streets of Rage, Final FIght and so on... The original creators of the BOR engine can be foun...
by SamuraiX
Wed Apr 16, 2008 3:50 am
Forum: PS3 Linux Development
Topic: PS3 Ubuntu/Yellowdog file handling issues
Replies: 10
Views: 7830

This makes complete sense why I would potentially run out of memory! Certain mallocs within my application are based off the image size (width*height) that is read from the file's header, now the pieces are starting to line up! So the lesson learned here is check all binary file operations and be su...
by SamuraiX
Tue Apr 15, 2008 11:57 pm
Forum: PS3 Linux Development
Topic: PS3 Ubuntu/Yellowdog file handling issues
Replies: 10
Views: 7830

I'm sorry for this noobish question but I have only worked on little endian systems, are there any preprocessor commands that will have a Big Endian system revert to Little Endian? Or must I be byte swapping all my data from right->left to left->right? But this doesn't make sense, in the fact that m...
by SamuraiX
Mon Apr 14, 2008 11:43 pm
Forum: PS3 Linux Development
Topic: PS3 Ubuntu/Yellowdog file handling issues
Replies: 10
Views: 7830

Your program works on little-endian machines, but the PS3 is big-endian. That did it! Once I swapped the order to little-endian, the data is no longer reversed and everything is running fine. Thank You very much! Now I just need to figure out why my app reports I'm out of memory. Perhaps I should j...
by SamuraiX
Mon Apr 14, 2008 5:56 am
Forum: PS3 Linux Development
Topic: PS3 Ubuntu/Yellowdog file handling issues
Replies: 10
Views: 7830

PS3 Ubuntu/Yellowdog file handling issues

Ok, Now i've ported my application to work on a x86 Ubuntu machine a while back and it works great. Now I've just installed Ubuntu on my ps3 and tried to compile it using the same steps I've used in my x86 Ubuntu machine and for the strangest reason I can't get it working. It seems to have problems ...
by SamuraiX
Tue Jan 15, 2008 1:24 pm
Forum: PSP Development
Topic: Possible 3.80 M33 I/O Issue found
Replies: 0
Views: 1306

Possible 3.80 M33 I/O Issue found

I don't know if this is the right place for Custom Firmware releases but. I know moonlight stops by frequently enough. So let me get right to the point. So I upgraded 1 of my 2 psp(s). 1 has 3.80 M33 and the other has 3.71 M33-4 and what I found was the latest Custom Firmware has slower read and wri...
by SamuraiX
Sat Jan 12, 2008 12:27 pm
Forum: PSP Development
Topic: Exception Handler for Kernel 3.xx
Replies: 23
Views: 10275

Also, an idea. Add pspDebugScreenPrintf(" / %s.text + %X\n", module_info.modname, regs->epc-(int)&_ftext); to your ExceptionHandler to print the offset of the exception to the start of the text section as the relocated addresses are kind of useless. I'm...
by SamuraiX
Sat Jan 05, 2008 1:40 pm
Forum: PSP Development
Topic: Exception Handler for Kernel 3.xx
Replies: 23
Views: 10275

If I remember correctly it wasn't the fact you couldn't use pspDebugInstallErrorHandler(). It was the fact that you couldn't use pspDebugScreenPrintf() in a kernel mode prx for the dump. There would be linker errors for missing libraries for debug printing to screen.
by SamuraiX
Mon Dec 31, 2007 2:45 pm
Forum: PSP Development
Topic: dosbox, now with 100% less drama
Replies: 484
Views: 475923

ok... so trap_handler == MyExceptionHandler in the samples directories. However, when I perform use pspDebugDumpException(regs) the PSP returns automatically to the XMB and never starts up the app. I get error: 8002013C Otherwise everything seems to be working so far, but no exception data obviously...
by SamuraiX
Mon Dec 31, 2007 1:25 pm
Forum: PSP Development
Topic: dosbox, now with 100% less drama
Replies: 484
Views: 475923

Would you happen to have the whole source for exception.prx meaning the *.c, *.S and whatever else is required to compile it?

I did try out the prx and found all I got was blank screen when I caused an exception on purpose with my app.
by SamuraiX
Mon Dec 31, 2007 7:46 am
Forum: PSP Development
Topic: dosbox, now with 100% less drama
Replies: 484
Views: 475923

Wait a sec.... exception.prx is a exception handler for 3.xx? If so, would you mind sharing the source as I would love to see what I was missing from getting it to work on my end.

Thank You crazyc!
by SamuraiX
Sun Dec 30, 2007 3:53 pm
Forum: PSP Development
Topic: HOME button doesn't work on custom firmware... Why ?
Replies: 14
Views: 5354

Just tried that too and no luck. It just doesn't make sense to only partially remove the functionality though.
by SamuraiX
Sun Dec 30, 2007 10:55 am
Forum: PSP Development
Topic: HOME button doesn't work on custom firmware... Why ?
Replies: 14
Views: 5354

this way, you will get a new state at each 10 ms. No need to sleep the thread, sceCtrlReadBufferPositive does it for you. Also note, sceCtrlReadBufferPositive is no longer synched with VSYNCH event but has its own timer. Hmm... without the sleep all I get is a blank screen when timer for ReadBuffer...
by SamuraiX
Sun Dec 30, 2007 7:16 am
Forum: PSP Development
Topic: HOME button doesn't work on custom firmware... Why ?
Replies: 14
Views: 5354

I know, I know.... shame on me!!!!! Must lay off the pepper! But I believe initially I didn't want the memory stick active, disc inserted switch to be reported by the prx and just left it as is. Should have just &= the values that i didn't want to be reported. Soo humiliating but, sharing is car...
by SamuraiX
Sat Dec 29, 2007 8:27 am
Forum: PSP Development
Topic: PRX Exception Handler
Replies: 0
Views: 1348

PRX Exception Handler

I know this has been talked about before but I have a few questions and would like to have my memory refreshed.... :p 1) Why would this work as a kernel mode application aka static elf but not as a prx? 2) Does a prx, even if compiled in kernel mode not have all the access to the same libraries as a...
by SamuraiX
Sat Dec 29, 2007 8:13 am
Forum: PSP Development
Topic: HOME button doesn't work on custom firmware... Why ?
Replies: 14
Views: 5354

Have a look at my ctrlhook.prx source and you will see how its done. It was based off homehook.prx but I went to the extreme.....lol


http://openbor.svn.sourceforge.net/view ... rlhookprx/


Have fun!
by SamuraiX
Wed Dec 19, 2007 3:55 pm
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 64976

MysticWhiteDragon, I have completed my update of the Graphics lib. It will now display Composite, Progressive and Interlaced modes. Feel free to reference my version. I ran a few test to see the performance of my graphics lib. Mind you these results are based on my own application. LCD Screen: 200 f...
by SamuraiX
Tue Dec 18, 2007 7:43 am
Forum: PSP Development
Topic: Question about graphics.h TV-out functions
Replies: 15
Views: 5365

I look at 100 thousand lines of code everyday, so its not a problem....lol But I think I now understand the problem you are having. Does oslDrawImageXY() use the graphics library's functions such as blitImagetoScreen() and so on....? If not then you will never display the picture correctly as I'll b...
by SamuraiX
Tue Dec 18, 2007 7:05 am
Forum: PSP Development
Topic: Question about graphics.h TV-out functions
Replies: 15
Views: 5365

Ok... i think you are mixed up in the modes. 0 = LCD Screen 1 = Composite TV Out 2 = Component (Progressive) TV Out 3 = Component (Interlaced) TV Out As for the application logic, though I know nothing about your app, you should be following something similar to this. void main() &am...
by SamuraiX
Tue Dec 18, 2007 5:06 am
Forum: PSP Development
Topic: Question about graphics.h TV-out functions
Replies: 15
Views: 5365

Thats not right. You should only init the graphics once (Outside prior to your work/loop). Then blit your images and finally flipscreen (with or without vsync). Now as far as the white screen, perhaps thats due to the above or my changes not sure yet. Does the image display properly on the PSP Scree...
by SamuraiX
Tue Dec 18, 2007 1:44 am
Forum: PSP Development
Topic: Question about graphics.h TV-out functions
Replies: 15
Views: 5365

Hmm, specifying 1 is for composite cable which is not working from what I'm told. However, Component is working. But I see where it could be not working... So let me update my graphics lib to fix these issues. ** Edit ** Ok I believe it should be working now. However, I don't have my PSP with me to ...
by SamuraiX
Mon Dec 10, 2007 5:30 am
Forum: PSP Development
Topic: Question about graphics.h TV-out functions
Replies: 15
Views: 5365

You are missing the required objects in your makefile for compilation. Such as.... vertex.o and probably image.o
by SamuraiX
Sun Dec 09, 2007 1:12 am
Forum: PSP Development
Topic: Question about graphics.h TV-out functions
Replies: 15
Views: 5365

You need vertex.c/h and you might need image.c/h depending on your application as well from here:

http://openbor.svn.sourceforge.net/viewvc/openbor/psp/
by SamuraiX
Sat Dec 08, 2007 2:35 am
Forum: PSP Development
Topic: Question about graphics.h TV-out functions
Replies: 15
Views: 5365

Remove the following code as they are not need outside of my application and then I believe you are all set and ready to go. Delete Declarations: typedef void (*BlitScreenToScreen)(int, int, s_screen*); void blitScreenToScreenLCD(int width, int height, s_scree...
by SamuraiX
Thu Dec 06, 2007 11:33 am
Forum: PSP Development
Topic: Question about graphics.h TV-out functions
Replies: 15
Views: 5365

It looks like you are using my version of the graphics lib which was based off of Cooleyes' version. So here it goes: setGraphicsVideoMode(int mode) sets the output for LCD or TV Out based on the cable type that is inserted or by the User Interface selection that you created. setGraphicsTVAspectRati...