Search found 1469 matches

by mrbrown
Fri Dec 23, 2005 10:20 am
Forum: PSP Development
Topic: pspsdk strncat broken
Replies: 8
Views: 3902

Re: pspsdk strncat broken

I've been having some trouble with peldet running out of memory when using newlib, so I decided I'd try the pspsdk libc. (I seem to recall someone saying that newlib mallocs the largest amount of memory it can and then just assigns from there?) For the record, PSPSDK's libc uses the same _sbrk() th...
by mrbrown
Thu Dec 22, 2005 9:58 am
Forum: PSP Development
Topic: GTA:LCS Save Game Stats Extraction...
Replies: 1
Views: 1785

Save game hacking is not valid discussion for these forums. GTA:LCS is exempt only because it's being used to run code out of the save, but the game-specific data itself is off-topic.

Software requests are also OT.
by mrbrown
Mon Dec 19, 2005 5:05 am
Forum: PSP Development
Topic: MPHDowngrader source
Replies: 22
Views: 18924

Thread locked.
by mrbrown
Sat Dec 17, 2005 2:34 am
Forum: PSP Development
Topic: Booting ELFs in Kernel mode?
Replies: 2
Views: 1828

The ELFs you refer to are equivalent to PRXs relocated to a fixed address.
by mrbrown
Sat Dec 17, 2005 12:37 am
Forum: General Discussion
Topic: Irc Server & Channels
Replies: 2
Views: 2910

A lot of us are on #pspdev on irc.freenode.net. There's a dedicated Lua Player channel in #luaplayer on the same server.
by mrbrown
Fri Dec 16, 2005 5:24 pm
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

After doing some thinking and talking with the fellas on #pspdev I've decided to drop 16:9 as a playfield hack and implement 4:3. The display and playfield are now exactly the same as the original game. It was a mistake for me to ever hack up the playfield in the first place. I may at some point add...
by mrbrown
Fri Dec 16, 2005 7:37 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

It seems the only mode where there is a speed difference is Normal mode. I haven't played the original version of the game so I'm not certain if the other play modes have specifically different speeds for the ship when toggleing laser off and on. The gameplay is no different than the original versi...
by mrbrown
Fri Dec 16, 2005 7:26 am
Forum: PSP Development
Topic: difference between retail elf and PSPSDK
Replies: 8
Views: 4196

If a game is developed using PSPSDK and let's say I buy the official dev kit. Can my game be converted (I don't know if this is the right word) to the official dev kit? What I mean is this. If I develop a game using PSPSDSK and I want to publish it commercially... Can I do it? (Getting Sony's Licen...
by mrbrown
Fri Dec 16, 2005 5:23 am
Forum: PSP Development
Topic: psp-config error
Replies: 6
Views: 3396

You only have to type export once for it to remain for the shell session you're in. And you only need to set the PATH, the other two aren't required.

If you put this in your .bash_profile in your Home directory then you never have to type it again.
by mrbrown
Fri Dec 16, 2005 1:40 am
Forum: PSP Development
Topic: difference between retail elf and PSPSDK
Replies: 8
Views: 4196

PSPSDK has support for building PRXs, which are relocatable, which are equivalent to the PRXs that retail games use (including the game itself).

As for your second question, usually you pass something like "-Ttext <address in hex>" to the linker.
by mrbrown
Thu Dec 15, 2005 5:06 pm
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

I noticed in version 1.4 that there is no difference in the ships movement speed with the laser on or off. Was this a fix to something that was broken in previous versions? There were no changes in v1.4 that would've affected gameplay. Can you better describe what you're seeing (game mode, level, s...
by mrbrown
Thu Dec 15, 2005 3:03 pm
Forum: PSP Development
Topic: How to write homebrew for v2.0 firmware
Replies: 23
Views: 28875

About the EBOOT laoder and C++ global constructors...

So, we figured out that rRootage was crashing on 2.0 systems because _init() wasn't being called by the EBOOT loader. To recap, _init() is the function that goes through and executes the constructors used in C++ static classes and C functions using GCC's "constructor" attribute. rRootage u...
by mrbrown
Thu Dec 15, 2005 2:25 pm
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

rRootage for PSP v1.5: rRootage now works on 2.0 PSPs under EBOOT loader!. Thanks to all of the 2.0 users who helped me track down this issue, including jimparis, dot_blank, Nic, and dem1980.
by mrbrown
Thu Dec 15, 2005 11:04 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

Wouldn't it be better to politely ask Fanjita if he could add a fix to the loader? :) It would be if it were something that he could easily fix. I've already discussed this with Fanjita and he's mentioned a way to detect the EBOOT loader. The way I'm fixing it is more reliable and straightforward t...
by mrbrown
Thu Dec 15, 2005 8:47 am
Forum: PSP Development
Topic: How to write homebrew for v2.0 firmware
Replies: 23
Views: 28875

Is there a cheap way to detect if the EBOOT loader is active? I need to manually call _init() to initialize C++, and I also need to avoid calling anything that triggers a kernel access.
by mrbrown
Thu Dec 15, 2005 8:40 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

The patch I used to do debug logging in libBulletML is here (it applies in the src/ directory). It just uses PSPGL's __pspgl_log() function. You can see I had a call in IDPOOL::Init(), that should just print "enter\n". HOLY CRAP!!!!! I know why it's not working now. The EBOOT loader patche...
by mrbrown
Thu Dec 15, 2005 7:32 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

Yeah, it's a bit disappointing that there's no precise way to pin this down. About the kernel flags, all apps linked against libSDL_main.a will show up as kernel apps, but they don't use anything that the EBOOT loader doesn't already patch out. Other people have tested SDL-based apps using OpenGL an...
by mrbrown
Thu Dec 15, 2005 6:25 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

by mrbrown
Thu Dec 15, 2005 6:10 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

There's no way it should be crashing within the logging function, because calls to the logging function use atomic writes to log.txt - the file is closed at the end of each call. This suggests that the bigger problem could be coming from the EBOOT loader. It's already been shown that the EBOOT loade...
by mrbrown
Thu Dec 15, 2005 3:41 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

build (66): enter init (27): Thanks for testing. The log looks a bit strange - did you allow rRootage to completely crash or wait for the memory stick LED to stop flashing for at least a minute or two before grabbing the log? If not, could you please run it again and post the log? Thanks. And I can...
by mrbrown
Thu Dec 15, 2005 2:21 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

What line is causing the crash out of interest? If there's anything you'd like tried with the code or test binary i'm sure they'd be many people that would oblige (including myself). The crash occurs during the call to BulletMLParserTinyXML::build() made on line 44 of barragemanager.cc. It crashes ...
by mrbrown
Wed Dec 14, 2005 8:02 pm
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

rRootage for PSP v1.4: Fixed the Psyvariar crash bug that happened to 1.50 users. Thanks goes to ReKleSS for helping me track this down on his 1.5. Fixed the GL_LINE_LOOP primitive in immediate mode, graphics are noticeably improved. Added the performance meter used in PSPGL - it can be used for mea...
by mrbrown
Wed Dec 14, 2005 7:51 pm
Forum: PSP Development
Topic: MIPS bitfield rotation instruction?
Replies: 5
Views: 1795

jsgf wrote:Hm, might be useful. What happens if pos+size > 31?
No one knows :).
by mrbrown
Wed Dec 14, 2005 5:41 pm
Forum: PSP Development
Topic: MIPS bitfield rotation instruction?
Replies: 5
Views: 1795

If you want bitfield extraction and insertion, check out ext and ins. The syntax for ext and ins are: ext rt, rs, pos, size // Extract size bits from position pos in rs and store in rt ins rt, rs, pos, size // Insert size bits starting from the LSB of rs into rt starting at position pos The opcode t...
by mrbrown
Wed Dec 14, 2005 3:09 pm
Forum: PSP Development
Topic: MIPS bitfield rotation instruction?
Replies: 5
Views: 1795

The ALLEGREX CPU supports MIPS rotr and rotrv. GCC does a pretty good job of detecting a rotate, if you have code like this:

Code: Select all

val = &#40;val >> shift&#41; | &#40;val << 32 - shift&#41;
the compiler will convert that to to the appropiate rotr instruction.
by mrbrown
Tue Dec 13, 2005 11:31 pm
Forum: PSP Development
Topic: New savedata encryption and decryption samples for 2.0
Replies: 32
Views: 66232

1. when in the game, is the exploit in user-mode only (sorry, but i haven't got the answer from a reliable post yet)? 2. elz-dev created a 2.0 umd dump utility (partial dump). does it function in user-mode or is using the umd a kernel thing? 1. All games run in user mode. There is no known way to a...
by mrbrown
Tue Dec 13, 2005 4:44 am
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

sjk1 wrote:there you go:

psp-addr2line -e target.elf -f -C 0x8902cfc 0x1952b988 0x8904f10

hope this helps! :-)
Thanks. This is from v1.3, correct? I think I have an idea of what the problem could be.
by mrbrown
Tue Dec 13, 2005 4:38 am
Forum: PSP Development
Topic: Decrypt PRX
Replies: 2
Views: 1541

There's a sample called "prxdecrypt" in PSPSDK.
by mrbrown
Mon Dec 12, 2005 10:39 pm
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 59670

If you are a user experiencing crashes in PSY mode, I need the full text of the line that begins with "psp-addr2line" from the BSOD.
by mrbrown
Mon Dec 12, 2005 10:36 pm
Forum: PSP Development
Topic: Cursor Problem (SDL)
Replies: 3
Views: 2002

Call SDL_ShowCursor(SDL_DISABLE) to disable the cursor. Visit http://www.libsdl.org/ for SDL API documentation.