Search found 307 matches
- 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...
- Mon Mar 31, 2008 9:44 am
- Forum: PS2 Development
- Topic: Loading an ELF file above 0x80000000
- Replies: 303
- Views: 313105
Have you tried http://www.4shared.com?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.
- Mon Mar 31, 2008 8:57 am
- Forum: PS2 Development
- Topic: Doom - PS2 Port
- Replies: 102
- Views: 62092
- Mon Mar 31, 2008 6:54 am
- Forum: PS2 Development
- Topic: Doom - PS2 Port
- Replies: 102
- Views: 62092
- 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 ...
- 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...
- 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...
- Sun Mar 30, 2008 10:15 pm
- Forum: PS2 Development
- Topic: Doom - PS2 Port
- Replies: 102
- Views: 62092
- Sat Mar 29, 2008 11:54 pm
- Forum: PS2 Development
- Topic: PS2 exceptions
- Replies: 2
- Views: 2205
- 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...
- 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...
- 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...
- 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...
- 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/
http://ps2homebrewing.wordpress.com/200 ... r-the-ps2/
- Fri Mar 21, 2008 8:53 pm
- Forum: PS2 Development
- Topic: Doom - PS2 Port
- Replies: 102
- Views: 62092
- 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...
- Fri Mar 14, 2008 7:15 am
- Forum: General Discussion
- Topic: such a sad thing!
- Replies: 6
- Views: 5271
- 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...
- 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...
- 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.
- Sun Feb 24, 2008 1:58 am
- Forum: PS2 Development
- Topic: Files into elf
- Replies: 19
- Views: 8037
- 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...
- Thu Feb 21, 2008 7:39 am
- Forum: PS2 Development
- Topic: Files into elf
- Replies: 19
- Views: 8037
- Thu Feb 21, 2008 7:31 am
- Forum: PS2 Development
- Topic: Doom - PS2 Port
- Replies: 102
- Views: 62092
- Wed Feb 20, 2008 10:21 am
- Forum: PS2 Development
- Topic: GsKit
- Replies: 17
- Views: 6343
- 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...
- 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...
- 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...
- Sat Feb 16, 2008 5:15 am
- Forum: PS2 Development
- Topic: GsKit
- Replies: 17
- Views: 6343
- Wed Feb 13, 2008 10:19 am
- Forum: PS2 Development
- Topic: Doom - PS2 Port
- Replies: 102
- Views: 62092