Search found 307 matches

by cosmito
Tue May 12, 2009 8:09 am
Forum: Patch Submissions
Topic: [PS2] libconfig port
Replies: 2
Views: 3867

Cool! Thanks!
by cosmito
Mon May 04, 2009 10:51 pm
Forum: PS2 Development
Topic: Taking screenshots with ps2link
Replies: 10
Views: 5941

Maximus32 wrote:I would like to add the screenshot feature, but who is currently maintaining ps2link?
As far I know the current policy is to make a patch and post it over "forums.ps2dev.org Forum Index -> Patch Submissions". Some mod there will hopefully apply it.
by cosmito
Mon May 04, 2009 10:16 pm
Forum: PS2 Development
Topic: Updating PS2 Tutorials and Loaders sections...
Replies: 11
Views: 5521

I need to get ps2link configured and running. I had it set running from uLE (started via the IDEx), so it shouldn't be any problem getting that working with FMCB. I should take the opportunity to make sure I have the latest version. It as simple of using the FMCB configurator to browse to the same ...
by cosmito
Mon May 04, 2009 9:38 pm
Forum: PS2 Development
Topic: Taking screenshots with ps2link
Replies: 10
Views: 5941

Re: Taking screenshots with ps2link

- Is a screenshot feature like this interesting for someone? Would it be possible to take a screenshot at any time? That would be nice. - What other features would you like? If you're modifying ps2link, please update the PAL/NTSC detection method to work with recent consoles. Check for detect_signa...
by cosmito
Mon May 04, 2009 9:25 pm
Forum: General Discussion
Topic: ps2dev.ofcode not available?
Replies: 0
Views: 6782

ps2dev.ofcode not available?

Is there any problem with http://ps2dev.ofcode.com ? Some days ago it only returned me "XOOPS path check: Script is not inside XOOPS_ROOT_PATH and cannot run" and now seems to be still under the same situation.
by cosmito
Thu Apr 30, 2009 11:26 pm
Forum: PS2 Development
Topic: PS2SDK enhancement ?
Replies: 18
Views: 9877

I see so many cool things in this thread... It's a pity the scene has lost so many steam :S

I would be great if the projects even incompletes would be released so other could continue the work (which I somewhat doubt...)
by cosmito
Sun Apr 19, 2009 1:03 am
Forum: PS2 Development
Topic: New Demo/Sample code (GuileSmash)
Replies: 10
Views: 6832

It works well, nice work. Although I noticed some flickering at the alpha channel of Guille. It seems to happen only you press and release the cross pad button. If you keep it pushed, the animation goes OK. About the libgs, is it available? Are you the authour? I took a glimpse at this demo sources ...
by cosmito
Mon Apr 13, 2009 7:04 am
Forum: PS2 Development
Topic: cosMix sources with JammerPS2 example
Replies: 2
Views: 2256

cosMix sources with JammerPS2 example

The sound engine I cooked for the PS2Doom port is officially available from http://code.google.com/p/cosmix/ along with a playable example I named JammerPS2. JammerPS2 works like a sound sample trigger, using the Dualshock controller buttons to fire up sounds. I decided to pack it with samples from ...
by cosmito
Fri Apr 10, 2009 7:10 am
Forum: PS2 Development
Topic: Playstation homebrew goes to music festival
Replies: 4
Views: 2894

very cool indeed!
by cosmito
Mon Apr 06, 2009 6:36 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

Yes, that's where it happens. If I remember correctly, it has also locks up at times in the sub-menus (e.g. load screen, options menu) Hmm doesn't seems the same bug... Have to investigate later I must :) I was thinking of helping to develop this myself, but this will be my first time ever developi...
by cosmito
Sat Apr 04, 2009 11:06 pm
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

I forgot to mention that it randomly locks up at times when at the main menu, is this an unresolved bug of some sort? Because it was in older versions too if I recall correctly. Edit: Some icon of some sort should be implemented otherwise the folder on the memory card will appear as corrupted data ...
by cosmito
Sat Apr 04, 2009 10:05 pm
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

Thanks Cosmito, good to hear. And if you want some help implementing the back to OSD feature, ffgriever over a psx scene released an elf which does that for you. It's the CB_launch.rar at the bottom of Bootleg's post here: http://psx-scene.com/forums/ps2-homebrew-dev-emu-scene/57901-codebreaker-pat...
by cosmito
Thu Apr 02, 2009 12:49 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

hi urbigbro, Yes, your suggestions are too on my list, specially the wad selector and being able to get back to the OSD and although progress is ssslllloooowwww, it's not stalled :) But any updates news should be posted over my development blog (http://ps2homebrewing.wordpress.com) instead at ps2dev...
by cosmito
Mon Mar 30, 2009 10:20 pm
Forum: PS2 Development
Topic: A New PS2 SDK Graphics Lib.
Replies: 2
Views: 2376

Personally I thing gsKit is quite capable. The only issue I see is that you still need to know some of the inners of the GS chip to properly use it... And the examples don't cover some of these details. For example: You get support for setting the oneshot and permanent modes of the GS operations but...
by cosmito
Sat Mar 28, 2009 2:32 am
Forum: PS2 Development
Topic: Compiling Errors FMCB 1.7
Replies: 2
Views: 2161

I never compiled FMCB but I can add some notes from your output : mcboot.c(2744) : warning: implicit declaration of function `mcReset' mcboot.c(2747) : warning: implicit declaration of function `padReset' These are in principle warnings only, not errors. Make sure the sources refer to libpad.h ... I...
by cosmito
Sun Mar 15, 2009 10:46 pm
Forum: PSP Development
Topic: [RELEASE] PXDrum Cross-platform drum machine (version 1.2)
Replies: 3
Views: 3393

Seems quite cool. The mouse control needs a bit of tweaking... Hard to do precise control for hitting the Mute and Solo icon. A PS2 version would be nice. I see you already have PS2 experience from your webpage. I could also do the PS2 port from eventually in a near future (accordingly to you, just ...
by cosmito
Fri Mar 13, 2009 6:54 pm
Forum: PS2 Development
Topic: atari800 port
Replies: 4
Views: 3945

Accordingly to the first link, there seems to existed a port : : To compile use ps2dev from ps2dev.org Additional libraries neeeded: gsKit Additional Modules usbd.irx, kbd.irx, audsrv.irx Convert irx modules to *.s via bin2s, Copy *.s files to src directory. ./configure \ --target=ps2 \ --bu...
by cosmito
Wed Mar 04, 2009 10:28 pm
Forum: PSP Development
Topic: [Solved]getting cerr(stderr) to work
Replies: 7
Views: 2004

How can you claim your question is dumb since you don't know the answer?
by cosmito
Wed Mar 04, 2009 7:23 pm
Forum: PS2 Development
Topic: Please help with Linux Installaton (Mega Man Tutorial)
Replies: 5
Views: 4668

Why the heck are 1001 threads about PS2 Linux? Why don't you stick to the original Megaman's thread and put your questions there?
by cosmito
Mon Mar 02, 2009 8:41 pm
Forum: PS2 Development
Topic: Loading an ELF file above 0x80000000
Replies: 303
Views: 300067

Re: SCPH-90004 / PAL / Installing on USB problem

I have SCPH-90004 Slim ps2. I had succesfully setup FreeMCBoot and over ESR I can play backup games or I can run any ELF I want. These questions are MegaMan and the other users in this forum: 1) I have a common problem with the homebrew codes as well as the KernelLoader (I have tried with 1.9, 1.8,...
by cosmito
Mon Mar 02, 2009 8:08 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

Hi dirsors, Saw you post only now. Contributions to the project are welcome. Feel free to get the latest code from the .zip release and improve it. It's up to you to decide what to do later: hosting it yourself, sending me your modifications for being incorporated, you decide. I'm thinking in hostin...
by cosmito
Mon Mar 02, 2009 7:57 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

Version 1.0.2.0 now available. Support for USB keyboard and for changing weapon are the main features.
by cosmito
Sun Mar 01, 2009 7:49 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

Personally I've found more appealing and even educational for me to write a sound mixer instead of debugging/fixing others people code. But yes, I see your point. I believe the problem with SDLmixer is a side effect of PS2 cooperative multitasking. The sound playing task seems to be freezed all the ...
by cosmito
Sat Feb 28, 2009 8:27 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

The link is now fixed (I'm using 4shared service).

BTW: It's still not impremented yet in this port the changes I made to lsdldoom (adding support for next/prev weapon, game save/load to memory card) but I'll add soon of course.
by cosmito
Wed Feb 25, 2009 8:06 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

I (finally) fixed sound for Lukasz's PS2Doom port. I implemented my own mixer engine and got rid of SDLmixer calls.

Get it from :
http://ps2homebrewing.wordpress.com/200 ... d-at-last/
by cosmito
Sat Feb 21, 2009 10:46 pm
Forum: PS2 Development
Topic: Loading an ELF file above 0x80000000
Replies: 303
Views: 300067

From here : http://forums.ps2dev.org/viewtopic.php?t=11351 I've found this : http://files.rillion.net/volt/ which in turn pointed me to : http://sourceforge.net/project/shownotes.php?release_id=617430 According to the sourceforge link, for that kernel loader, network is supported : "Status: Ker...
by cosmito
Sat Feb 21, 2009 10:22 pm
Forum: PS2 Development
Topic: Loading an ELF file above 0x80000000
Replies: 303
Views: 300067

Thanks mazxim for the info. I'm going to try it soon.
I was unaware that the network adapter isn't supported... It's a pity since my main interest was surfing the web of checking email. However, I'm still going to try it.
by cosmito
Sat Feb 21, 2009 12:29 am
Forum: PS2 Development
Topic: Loading an ELF file above 0x80000000
Replies: 303
Views: 300067

Cool. And someone there with good will and enough free time to write a tutorial for the installation on PS2 slim models?
by cosmito
Tue Feb 03, 2009 8:52 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60668

LBGSHI already reported that issue... It seems a MinGW issue, I'm afraid. With cygwin romfs compiles perfectly.
by cosmito
Sat Jan 31, 2009 10:12 pm
Forum: PS2 Development
Topic: gsKit with some bugfixes, features, and stuff
Replies: 36
Views: 18926

I'm not sure what the reasoning is behind needing both the binaries and source in the same directory. I believe the issue is that many people (at least some, me included) wasn't aware of the beneficts of have the distributions kept separate. Has you pointed out, it's a must for the sdk itself and t...