Search found 307 matches

by cosmito
Thu Jun 05, 2008 9:02 am
Forum: PS2 Development
Topic: Filesystem Usage Example
Replies: 15
Views: 8105

I hope someone else finds this code useful. Yes I do indeed. Many thanks. BTW: If you're into sharing code for helping others you could setup a free subversion repository, using www.assembla.com ou others (like google code) and commit the source there. This has also the big advantage to yourself th...
by cosmito
Tue Jun 03, 2008 9:38 am
Forum: PS2 Development
Topic: My ps2 game in a CD
Replies: 7
Views: 4437

@phenomnon,

check PM.
by cosmito
Thu May 29, 2008 6:52 am
Forum: PS2 Development
Topic: My ps2 game in a CD
Replies: 7
Views: 4437

Re: My ps2 game in a CD

That's my problem: I develop, test and use my game using ps2link-ps2client. (ps2client execee host:balls.elf .... ), and it works perfectly, but I burn the .elf and the .tga textures in a mode2 cd, and I load it using swapmagic cd and the textures dont load! The game runs but the textures don't loa...
by cosmito
Thu May 29, 2008 6:41 am
Forum: PS2 Development
Topic: Filesystem Usage Example
Replies: 15
Views: 8105

ragnarok2040 wrote:If you look at the imports.lst files for the IOP modules you need, you can usually tell what modules need to be loaded.
Hmm useful advice, I wasn't aware of it. Thanks
by cosmito
Sun May 25, 2008 9:31 am
Forum: General Discussion
Topic: WIKI is down
Replies: 4
Views: 4930

I told you guys it wasn't a good idea to have an anti-matter cooled server!
Now you know what happens when a spill occours...

;)
by cosmito
Sun May 25, 2008 9:24 am
Forum: PS2 Development
Topic: Running multiple processes concurrently (also threads)
Replies: 22
Views: 13122

Interesting stuff. Thanks.

BTW : Is the -lstdc++ at EE_LIBS really needed? As far I remember it is related to C++.

---
Edited

Hmm I didn't notice your source filename is .cpp, since you're coding in C style.
by cosmito
Fri May 16, 2008 8:29 pm
Forum: PS2 Development
Topic: Adding gslib to subversion
Replies: 6
Views: 4282

evilo wrote:Hi ptek,

Just a question, did you tried gsKit instead ?

Regards,
evilo
Hi,

Yes I use gsKit since the beginning of my first homebrew adventures but gslib has some features I like, such as the possibility to open a 320x240 screen. This is in fact the main reason I like it :)
by cosmito
Fri May 16, 2008 3:17 am
Forum: PS2 Development
Topic: milkytracker on ps2
Replies: 2
Views: 2326

Actually I find it very interesting. And there is already a PSP port (only the player part as I read on http://forums.ps2dev.org/viewtopic.php?p=67816#67816 ) with uses SDL so it would simplify things. Since a USB keyboard can be attached to the PS2 this could be a interesting project. There's a &qu...
by cosmito
Thu May 15, 2008 3:01 am
Forum: PS2 Development
Topic: Adding gslib to subversion
Replies: 6
Views: 4282

Oops I forgot to set a time limit... I guess we can assume 15 days from the start of this thread.
by cosmito
Thu May 15, 2008 2:47 am
Forum: PS2 Development
Topic: Adding gslib to subversion
Replies: 6
Views: 4282

Adding gslib to subversion

Last days ago I was trying to make the sources of gslib0.51 as hosted from ps2dev.org to build under the current ps2sdk. It needed some makefile fixing and minor source changes and with the valuable help of Lukasz it was done. I realised gslib isn't at the subversion repository, so I thought it woul...
by cosmito
Tue May 13, 2008 7:56 pm
Forum: PS2 Development
Topic: Loading an ELF file above 0x80000000
Replies: 303
Views: 284685

deba5er wrote:To work with APA, I merely ran HDLoader 0.8b from ULaunchelf 4.12 on a hard drive with no existing partitions causing it to format the drive for APA. Other tools exist to do this, but this is what I used.
In fact, uLaunchelf can also create partitions.
by cosmito
Tue May 13, 2008 4:57 am
Forum: PS2 Development
Topic: Running multiple processes concurrently (also threads)
Replies: 22
Views: 13122

Also check Lukasz's Libito graphic library. Although I haven't tested it yet, it seems to have support for creating threads (it calls the thread support calls from the sdk) so even if you will not use Libito, you can learn to manage threads by looking at the Libito's source, I think. But like JF sai...
by cosmito
Thu May 08, 2008 7:48 am
Forum: PS2 Development
Topic: bad 16bits texture display
Replies: 7
Views: 3841

kouky wrote:Maybe TBW stands for "Texture Width Buffer"
From gsInit.h, TBW stands for "Texture Base Width".
by cosmito
Wed May 07, 2008 3:51 am
Forum: PS2 Development
Topic: Code who displays a picture
Replies: 9
Views: 4795

Look at the gsKit examples. You'll have to modify the sources to suit your needs probabily...
by cosmito
Tue May 06, 2008 11:51 pm
Forum: PS2 Development
Topic: Code who displays a picture
Replies: 9
Views: 4795

in other words, have a search for the existent code...
by cosmito
Sat May 03, 2008 8:18 pm
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 59698

Oops... Fixed now.
by cosmito
Fri May 02, 2008 8:44 pm
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 59698

Some updates : I fixed some issues preventing the configuration loading at startup and saving at exit, so at last you can permanently backup your Doom configuration. The config file is saved at memory card 1 (mc0:DOOM/boom.cfg) when exiting using the Quit option from de menu. I also added the option...
by cosmito
Fri May 02, 2008 4:24 am
Forum: PS2 Development
Topic: Using the USB Keyboard
Replies: 16
Views: 8993

Great.
But about the SVN, my suggestion was to the repository admins, since only they have "commit" rights.
by cosmito
Thu May 01, 2008 8:18 pm
Forum: PS2 Development
Topic: Using the USB Keyboard
Replies: 16
Views: 8993

When finished I think that would be a good idea to add the example to the SVN repository, don't you think?
by cosmito
Thu May 01, 2008 6:56 am
Forum: PS2 Development
Topic: Using the USB Keyboard
Replies: 16
Views: 8993

Thank you for the example. I'm sure it will be useful when needed.
by cosmito
Tue Apr 22, 2008 8:07 pm
Forum: PS2 Development
Topic: bad 16bits texture display
Replies: 7
Views: 3841

So you want to split your big picture into multiple smaller textures that match the sizes in the table above according to the color depth of the texture. I don't think this is necessary. In the gsKit examples, some full screen size images are read from the host: and shown without you have manually ...
by cosmito
Mon Apr 21, 2008 7:19 am
Forum: PS2 Development
Topic: how to load binary files from USB?
Replies: 10
Views: 5259

I didn't compile your example (weekend time ran out too much quicly) but from your code : FILE *infile; int b=0; infile = fopen("mass:polly.jpg", "rb"); fread(&b,sizeof(unsigned char),1,infile); fclose(infile&...
by cosmito
Mon Apr 21, 2008 7:13 am
Forum: PS2 Development
Topic: error compilation
Replies: 12
Views: 5100

It seems you're using a pre-compiled sdk for windows... I was refering to the "you compile" toolchain for cygwin/linux.

Then in your case, yes, you should run this bat file at the command line and it should work.
by cosmito
Mon Apr 21, 2008 1:49 am
Forum: PS2 Development
Topic: error compilation
Replies: 12
Views: 5100

Hello, Have you done what's described at the readme of the ps2toolchain ? 2) Add the following to your login script: export PS2DEV=/usr/local/ps2dev export PATH=$PATH:$PS2DEV/bin export PATH=$PATH:$PS2DEV/ee/bin export PATH=$PATH:$PS2DEV/iop/bin export PATH=$P...
by cosmito
Sun Apr 20, 2008 8:59 pm
Forum: PS2 Development
Topic: Independant packet driver source for ps2dev (based on smap)
Replies: 12
Views: 9036

This looks very interesting.
BTW : The links are working at this moment, but I looked at the SVN repository and it seems not to be there.
by cosmito
Sat Apr 19, 2008 11:24 pm
Forum: PS2 Development
Topic: Why is the ps2sdk network driver so slow?
Replies: 1
Views: 1789

Why is the ps2sdk network driver so slow?

I was wondering about the low speed transfers archived with the ps2sdk network driver. Is it due to the clock speed of the IOP, or is there other additional reason?
by cosmito
Sat Apr 19, 2008 9:44 pm
Forum: PS2 Development
Topic: how to load binary files from USB?
Replies: 10
Views: 5259

kouky wrote:Could SDL lib or gsKit lib conflict with the fopen function??
No, that's not seem to be the problem. I used in some projects with no problems gsKit, SDL along with mass: loading from.
by cosmito
Wed Apr 16, 2008 8:39 am
Forum: PS2 Development
Topic: Properly building the PS2SDK
Replies: 8
Views: 4071

Re: Properly building the PS2SDK

But now I'm having trouble with libjpg... I'm not even certain I'm doing this all right, because I don't know if you have to pay attention to which directories these are being installed to. Usually I stick to the structure used at the SVN. But unless a specific project expects some relative locatio...
by cosmito
Tue Apr 15, 2008 11:04 pm
Forum: PS2 Development
Topic: Properly building the PS2SDK
Replies: 8
Views: 4071

Re: Properly building the PS2SDK

So to test it out, I wanted to try compiling some code... And decided I'd look into doing it with pgen-source... It lists gslib as one of libraries needed by it.... Googled... led me to PS2DEV.org... Downloaded the gslib, decompressed the folder to the same directory the PS2SDK was in [/local/PS2SD...
by cosmito
Tue Apr 15, 2008 9:58 am
Forum: PS2 Development
Topic: How to use the SDL port?
Replies: 6
Views: 3409

Are those step by step instructions good to follow: http://www.netadelica.com/coding/sdl/install.html ? Nope, these instructions do not apply to the PS2 (unpacking a dll doesn't make sense). Yes, you need to do a "make" and a "make install". The SDL installation for the PS2 sdk ...