Search found 307 matches

by cosmito
Tue Apr 01, 2008 7:13 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

The graphic library being used tries to detect automatically the TV signal type : NTSC or PAL. Maybe your TV doesn't identify this properly? I think I just wrote some crap :) I don't know really how the PS2 detects PAL or NTSC, this now looks to me like a rubbish hint. Maybe it's from the power sup...
by cosmito
Mon Mar 31, 2008 9:44 am
Forum: PS2 Development
Topic: Loading an ELF file above 0x80000000
Replies: 303
Views: 313105

Mega Man wrote:This website is already the best I could find for free. Most providers doesn't let me upload big files. They fear to death, that someone could upload illegal mp3s. It would be nice when you could mirror it.
Have you tried http://www.4shared.com?
by cosmito
Mon Mar 31, 2008 8:57 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

@ttguy

Check PM
by cosmito
Mon Mar 31, 2008 6:54 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

I was using the lsdldoom that doesn't come with any built in wad, but the problem, is with the wad, the program just recognize "Oficial Wads" not the customs made by fans. Hmm so this port have the problem too... I wasn't aware of that. I guess the right path is to port prBoom like J.F. s...
by cosmito
Mon Mar 31, 2008 5:35 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

I Tested the Lsdldoom port, it function great, and with sound, but my problem is the WADs, i put the wad and the DOOM.elf on the root of my pendrive, but the DOOM just don't use that wad, what i'm dooing wrong?? thanks If you are refering to the Lukasz port of lsdldoom (aprox. 6MB for DOOM.ELF and ...
by cosmito
Mon Mar 31, 2008 5:21 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

And this is all very similar to what I found when building my LaunchELF. I had the same behaivour with it until I changed the SYSTEM.CNF file to have VMODE = PAL rather than VMODE = NTSC The graphic library being used tries to detect automatically the TV signal type : NTSC or PAL. Maybe your TV doe...
by cosmito
Sun Mar 30, 2008 10:41 pm
Forum: PS2 Development
Topic: How can I put many files in a Single elf?
Replies: 4
Views: 2740

Re: How can I put many files in a Single elf?

I am a lot newbie at ps2 programing, but i want to know: I have a Action Replay Max Evolution, and it has lots of directories and separated files, so when i run the elf in the "UlaunchELF", the ps2 does not search for these files, so the app does not start, anyone know how to put all thes...
by cosmito
Sun Mar 30, 2008 10:15 pm
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

And I got all excited when I saw Lukasz' "lsdldoom-ps2-bin.zip" and figured all I have to do is to browse to the DOOM.ELF on my USB drive using LaunchELF and select it. However, LaunchELF reports "this is not an ELF file". Yes it should work. Could the zip file be corrupted? Try...
by cosmito
Sat Mar 29, 2008 11:54 pm
Forum: PS2 Development
Topic: PS2 exceptions
Replies: 2
Views: 2205

OK thanks
by cosmito
Sat Mar 29, 2008 2:24 am
Forum: PS2 Development
Topic: PS2 exceptions
Replies: 2
Views: 2205

PS2 exceptions

The tutorial at http://lukasz.dk/playstation-2-programming/ps2link-debugging/ is very helpful (thanks Lukasz!) but I wonder if there is documentation about the meaning of the Cause, BadVAddr and Status things... Or are they classified as confidential being described only on official Sony SDK documen...
by cosmito
Sun Mar 23, 2008 5:55 am
Forum: PS2 Development
Topic: SDL : experiencing a hang-up with checkkeys example
Replies: 15
Views: 6833

SDL : experiencing a hang-up with checkkeys example

I compiled SDL with HAVE_INPUT_DEVICES=1 setting in the makefile to enable keyboard support. When I execute the checkkeys example, it hangs. For debugging, I put a "printf("#");" just before the SDL_WaitEvent(&event) call and I get two # characters before hanging... Could som...
by cosmito
Sat Mar 22, 2008 10:01 pm
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

I was thinking in creating a SVN repository to host the source for the lsdldoom so any interested could both checkout and commit its contributions. I already know and used assembla.com for free SVN hosting and I heard of Google Code although didn't use the latter yet. Does anyone have other suggesti...
by cosmito
Sat Mar 22, 2008 9:38 pm
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

I'd say the difference is so great, that there is no point in continuing my port, but just work on getting music working in Jason Yu's port and you will have a pretty good port. OK, since my free time is limited (as for everyone else in this world) i'll consider to focus on Yu's port only. My bigge...
by cosmito
Sat Mar 22, 2008 10:00 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

Time for some improvements on the lsdldoom : read on
http://ps2homebrewing.wordpress.com/200 ... r-the-ps2/
by cosmito
Fri Mar 21, 2008 8:53 pm
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

Thank you FeedBucket and Lukasz!

Although the J.F. suggestion to go for a full PrBoom port is the best thing to do (more compatible with the custom wads outhere) this will keep us busy with something to play in the meanwhile - with sound :)

Very cool
by cosmito
Mon Mar 17, 2008 8:41 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

A very small update - enabled keyboard support. As simple as enabling it on SDL and do a rebuild :) Get it here the binary : http://ps2homebrewing.wordpress.com/2008/03/16/modified-ps2-port-of-doom-update-1/ @ dirsors, I played sucessfully doom2 and doom ultimate... If you tried to run my modified v...
by cosmito
Fri Mar 14, 2008 7:15 am
Forum: General Discussion
Topic: such a sad thing!
Replies: 6
Views: 5271

Doh !
by cosmito
Sun Mar 09, 2008 9:37 pm
Forum: PS2 Development
Topic: New to PS2 programming
Replies: 7
Views: 3416

Re: images

Q1. I have noticed that in ps2 games, moving images (like people running) are typical. Are these images created by actually writing code OR are they created by some sort of image creating program (3d studio max e.g. only) and then some how manipulated in the ps2 code? The bitmaps are regular RGBA b...
by cosmito
Sun Mar 09, 2008 9:40 am
Forum: PS2 Development
Topic: New to PS2 programming
Replies: 7
Views: 3416

Re: New to PS2 programming

Hello, 1. I have a background in C and C++ programming. I suspect that these languages are used in PS2 programming. Is this correct? Correct. You can program both in C or C++. 2. Is OpenGL used? Nope 3. Can I download a C/C++ compiler for either Windows or Unix (Solaris)?? Ar they free? Look for th...
by cosmito
Mon Feb 25, 2008 4:35 am
Forum: PS2 Development
Topic: PSMS Reloaded v0.1 - Problems with GsKit/CLUT
Replies: 5
Views: 6847

Thanks bootsector_ for keeping the PS2 scene alive in these days. I recommend you a free SVN repository service (www.assembla.com) for keeping your sources. This way, you'll have a free repository for you files and for us an always up-to-date version.
by cosmito
Sun Feb 24, 2008 1:58 am
Forum: PS2 Development
Topic: Files into elf
Replies: 19
Views: 8037

Cool files, Mega Man!
by cosmito
Thu Feb 21, 2008 7:43 am
Forum: PS2 Development
Topic: GsKit
Replies: 17
Views: 6343

This worked ok, but your makefile seems very clean and better (and you hadn't to delete those Xlinker references). Bit... if the two makefiles can compile allright, I will use your idea to make my programs. I would say to you almost the same : I'd prefer your makefile (if it works) because it looks...
by cosmito
Thu Feb 21, 2008 7:39 am
Forum: PS2 Development
Topic: Files into elf
Replies: 19
Views: 8037

SMS does this. At SMS_Data.c, the buffer g_DataBuffer contains several irx embedded into a char array.
by cosmito
Thu Feb 21, 2008 7:31 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

Hmm nice!
by cosmito
Wed Feb 20, 2008 10:21 am
Forum: PS2 Development
Topic: GsKit
Replies: 17
Views: 6343

To use the gsKit I usually do include at the end of my makefile : include gskitMakefile.pref include gskitMakefile.global include $(PS2SDK)/samples/Makefile.pref include $(PS2SDK)/samples/Makefile.eeglobal The gskitMakefile.pref and gskitMakefile.global are modified v...
by cosmito
Wed Feb 20, 2008 9:56 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

I've done some modifications to the Lucasz port. Now it loads (only) from an USB mass storage connected to the PS2 and I also changed some screen settings. So it uses a non interlaced screen and I also stretched the image to meed the original PC version aspect ratio. Get it from here http://ps2homeb...
by cosmito
Tue Feb 19, 2008 8:54 am
Forum: PS2 Development
Topic: GsKit
Replies: 17
Views: 6343

As you know, the Makefile tells the GCC how to build the code and where are the source files. So you basically need to see what the gskit and the ps2sdk makefiles have in common and use this on your new makefile. I didn't looked closely to your makefile, but as a general rule, if it compiles it shou...
by cosmito
Sun Feb 17, 2008 10:15 pm
Forum: PS2 Development
Topic: GsKit
Replies: 17
Views: 6343

The only error was because the existing file was the same, but seems like is all ok. Can anyone say me if it's all ok? Yes I remember that the make install gives that error. As long the files are there, there shouldn't be a problem. I can assume you have a gsKit build and ready to use. About the GS...
by cosmito
Sat Feb 16, 2008 5:15 am
Forum: PS2 Development
Topic: GsKit
Replies: 17
Views: 6343

I see a discrepance on the output of the "make install" : Yan@YANSPC /c/ps2dev/gsKit $ make install GSKITSRC=`pwd` make -C ee install make[1]: Entering directory `/c/ps2dev/gsKit/ee' GSKITSRC=/c/ps2dev/ gsKit make -C gs install make[2]: Entering directory `/c/ps2dev/gsKit/ee/gs' GSKITSRC=/...
by cosmito
Wed Feb 13, 2008 10:19 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 62092

The port plays very well!
One of the things I would add would be strafing with the right analog stick.

The run mode would be nice, although joypad buttons are running out.

And weapon cycling is also a must.
I guess I must put my hands on the source soon.

Good work Lukasz.