Search found 258 matches
- Mon Oct 01, 2007 9:07 am
- Forum: PS2 Development
- Topic: HDD and SMS Player
- Replies: 11
- Views: 7731
my PS2 don`t recognises my HDD http://factoryjoe.com/projects/emoticons/images/emoticon-0101-sadsmile.gif .. i tried to format it from NTFS to FAT32... what should i do? The PS2 HDD needs to be formatted in APA format. You use the DMS harddrive tools on it. You want the DMS-HDD-FORMAT-1.1.zip file ...
- Mon Oct 01, 2007 8:56 am
- Forum: PS2 Development
- Topic: I'm considering developing on PS2, but need more infos
- Replies: 10
- Views: 6511
@kouky: there is a way to boot applications directly from memory card on slim units (at least I've managed to do that on SCPH-77004) without any modifications (modchips,swap disks etc.) of the console itself. I think it's not quite legal (it requires modifications of some official title), so I'm no...
- Thu Sep 27, 2007 9:20 pm
- Forum: PS2 Development
- Topic: I'm considering developing on PS2, but need more infos
- Replies: 10
- Views: 6511
I've just bought my pink PS2 online. Couldn't resist the color :) Dianor, I believe I've mostly understood your ELF stories... So I will be able to finally run my homebrew by just having the swap magic into the DVD player forever and runs softwares from a usb memory stick ? Yes, and I think that's ...
- Wed Sep 26, 2007 5:34 am
- Forum: PS2 Development
- Topic: I'm considering developing on PS2, but need more infos
- Replies: 10
- Views: 6511
So If I want to develop on the slim pink one, I can't use swap magic 3.6, I need to install a modchip? That's quite bad :/ Since I never used the slim PSTwo models myself, I'm not 100% certain, but I do believe that you can use SwapMagic 3.6 to launch homebrew software on those models too. But I ad...
- Mon Sep 03, 2007 9:09 am
- Forum: PSP Development
- Topic: Will the new model PSPs work with homebrew ?
- Replies: 3
- Views: 1976
Will the new model PSPs work with homebrew ?
I'm finally considering buying a PSP since the new models will allow the use of a normal TV set, just like other consoles, instead of the LCD screen (which I am unable to focus on at a useful distance). But since a large part of my enjoyment of my latest console (the PS2) is due to working with home...
- Thu Aug 30, 2007 6:16 am
- Forum: PS2 Development
- Topic: gsKit png/dat font support
- Replies: 11
- Views: 5573
All the exceptions just take me to different labels like 1834dc: 001834d8 <$LC127>: 1834d8: 322d5347 andi t5,s1,0x5347 1834dc: 00333130 tge at,s3,0xc4 Depending on the way I compile, the offset is always a few bytes around there. Unfortunately, it doesn't look like it says much :/. I'm guessing tha...
- Sat Aug 25, 2007 12:20 am
- Forum: PS2 Development
- Topic: Newbie
- Replies: 2
- Views: 2213
Re: Newbie
Help for a newbie with ps2dev... I compile many samples with success, but when i test my elf file on PS2 (with usb key and Swap-Magic), i see a black screen. Only math3d.elf is ok... Commercial ELF launchers, including that of SwapMagic, sometimes have problems with homebrew compatibility. So even ...
- Sun Aug 19, 2007 12:12 pm
- Forum: PS2 Development
- Topic: newbie question
- Replies: 1
- Views: 1624
Re: newbie question
Hi I am new to this whole thing and have just a few questions if someone could please answers. These questions are straight foeard and just a yes or no will do . Ok then. If you want it that simple, that's what you'll get. (Though I suspect you'll change your mind later) 1. Can you create an entire...
- Sun Jul 29, 2007 1:37 am
- Forum: PS2 Development
- Topic: fseek returns offset upon success instead of 0
- Replies: 5
- Views: 4023
Re: fseek returns offset upon success instead of 0
I noticed this when I had fseek in an if statement, if fseek succeeds it is supposed to return 0 but it instead returns the offset of the file from the return of fioLseek. I fixed it by checking whether fioLseek returned with an error and setting ret to 0 if it had not. I'm not sure if that's the c...
- Thu Jul 05, 2007 4:49 am
- Forum: PS2 Development
- Topic: Question about ps2client.
- Replies: 5
- Views: 3084
Blame Sony for the weird numbering, otherwise they wouldn't have needed to be fixed in the first place. I don't see anything weird in using OR functions to combine separate bit flags. The only problem here is that Linux apparently doesn't use any bit flags at all, but instead uses an arbitrary cons...
- Thu Jul 05, 2007 4:30 am
- Forum: PS2 Development
- Topic: Defs.mak/Defs.make
- Replies: 2
- Views: 1870
Re: Defs.mak/Defs.make
Why is there a Defs.mak and a Defs.make in the ps2sdk directory and which is the correct one? You should not have just one "the ps2sdk directory", but two separate ones, never to be mixed up. One for the source and another for the binary release, and all content of the second one should b...
- Mon Jun 25, 2007 8:28 pm
- Forum: PS2 Development
- Topic: Release: RadShell
- Replies: 45
- Views: 149270
PS2 Linux is another obvious case, but for most users that's not an option since it demands a Sony HDD (or modchip 'fakery'). PS2 Linux only requires a compatible HDD, not a Sony one. I've run PS2 Linux on a Western Digital Caviar and a Maxtor Diamond without a problem. Ooops! Sorry about that piec...
- Mon Jun 25, 2007 6:26 am
- Forum: PS2 Development
- Topic: Release: RadShell
- Replies: 45
- Views: 149270
About the testing i'll try as soon as possible, although I cannot say when... I already asked to borrow an usb keyboard from the office two times :S Eventually I'll buy one but I wasn't thinking of it now - radshell will be more use to me when i'll have a HD installed. First I need a network adapte...
- Fri Jun 22, 2007 1:38 pm
- Forum: PS2 Development
- Topic: Release: RadShell
- Replies: 45
- Views: 149270
radshell executes the script radshell.rsh found in the same directory as the elf. In that script it performs an 'iopreset' and then reloads all needed modules. When I run it under PS2Link I comment out the 'iopreset' line. So I dont understand how an older uLE would have different results unless yo...
- Fri Jun 22, 2007 5:46 am
- Forum: PS2 Development
- Topic: Release: RadShell
- Replies: 45
- Views: 149270
Seems like there is some incompatibility with the memory card modules and your memory card. These modules are loaded off of rom0. I do use the 'x' modules, maybe that is the issue. That is indeed the issue. Your code seems dependent on no conflicting modules being present in the IOP at launch time....
- Thu Jun 21, 2007 2:28 am
- Forum: PS2 Development
- Topic: Release: RadShell
- Replies: 45
- Views: 149270
You are correct dlanor. Although it still shouldnt hang. And there was no 'freezing' in my tests. For me those commands never had a worse result than an error message, even when I used incorrect path strings. So I could just continue testing without restart. ----- snip ----- re: need for screen pos...
- Tue Jun 19, 2007 12:15 pm
- Forum: PS2 Development
- Topic: Release: RadShell
- Replies: 45
- Views: 149270
- Sun Jun 17, 2007 4:33 am
- Forum: PS2 Development
- Topic: Removable Hardware designations
- Replies: 3
- Views: 2132
- Wed Jun 13, 2007 9:27 pm
- Forum: PS2 Development
- Topic: Release: RadMenu
- Replies: 32
- Views: 21704
- Tue Jun 12, 2007 9:08 pm
- Forum: PS2 Development
- Topic: Release: RadMenu
- Replies: 32
- Views: 21704
Yeah, it's displaying time incorrectly, the time is set correctly in the ps2's bios. NTSC PS2 v7(scph 39001) Though I don' think that matters. I don't know what time zones you guys use, but if the program just displays the time as given by the RTC, then it will always be diifferent unless the time ...
- Fri Jun 08, 2007 9:51 pm
- Forum: PS2 Development
- Topic: PS2Menu freezes
- Replies: 5
- Views: 2732
Well that got kinda too techy for me Sorry if I confused you, but this is a site for development of homebrew software, so here all questions are treated as 'techy' info requests. But short put, would i be able to put saves on the dvd and transfer it to my memory cards using uLaunchElf? I don't own ...
- Fri Jun 08, 2007 10:40 am
- Forum: PS2 Development
- Topic: PS2Menu freezes
- Replies: 5
- Views: 2732
Does that work in the same way? Transfer npo save files over to memory card? No, NPO files would only be copied as-is, not expanded to the original gamesave folder structure, which is probably what you meant. But instead uLE has similar backup/restore support for PSU files, which serve much the sam...
- Tue Jun 05, 2007 1:20 am
- Forum: PS2 Development
- Topic: Linux 2.6 on PS2
- Replies: 140
- Views: 104925
But if you can suggest some experiments to make then I'm willing to test it. I've a modified version of demo1.elf from ps2tut_01, that tries to write a byte in kseg0. Normally the apps goes black screen, because it's running in user mode. But if I add a simple assembler snippet that puts the proces...
- Mon Jun 04, 2007 12:26 pm
- Forum: PS2 Development
- Topic: Linux 2.6 on PS2
- Replies: 140
- Views: 104925
I'm working on a modified linux version from linux-mips.com. Of course that is not from Sony's PS2 linux package That's good to know. (Though I already assumed it.) We certainly wouldn't want yet another Linux version whose stuff would be illegal to share with others in the PS2 community. PS: dlano...
- Thu May 31, 2007 4:58 am
- Forum: PS2 Development
- Topic: Linux 2.6 on PS2
- Replies: 140
- Views: 104925
- Wed May 30, 2007 2:39 am
- Forum: PS2 Development
- Topic: Linux 2.6 on PS2
- Replies: 140
- Views: 104925
I think the reason for the kernel not booting on the PS2 is the scrict requirement of a certain load address, that uLauchElf doens't consider when loading the kernel. To make it work under the emulator i had to set the load address in the kernel to 0x200000 or (strangely enough) PCSX2 would crash. ...
- Wed May 23, 2007 8:44 pm
- Forum: PS2 Development
- Topic: New ps2toolchain in the repository.
- Replies: 9
- Views: 3448
- Wed May 23, 2007 3:50 am
- Forum: PS2 Development
- Topic: New ps2toolchain in the repository.
- Replies: 9
- Views: 3448
Re: New ps2toolchain in the repository.
The previous ps2toolchain (1.0 series) can be accessed by: svn export svn://svn.ps2dev.org/ps2/tags/ps2toolchain-1.0.0 The new ps2toolchain (2.0 series) can be accessed by: svn export svn://svn.ps2dev.org/ps2/trunk/ps2toolchain Information on what's new can be seen in this thread: http://forums.ps2...
- Mon May 21, 2007 7:15 am
- Forum: PS2 Development
- Topic: downloading a file through http
- Replies: 15
- Views: 6911
- Wed May 16, 2007 3:50 pm
- Forum: PS2 Development
- Topic: Which jpeg library to use?
- Replies: 6
- Views: 2964