Search found 307 matches

by cosmito
Wed Jan 28, 2009 7:44 pm
Forum: PS2 Development
Topic: gsKit with some bugfixes, features, and stuff
Replies: 36
Views: 18902

I think it would a good idea to mention these recommendations preferentially at the README of the toolchain or at any existent FAQ/Wiki.
by cosmito
Thu Jan 22, 2009 9:05 pm
Forum: PS2 Development
Topic: GDB on PS2
Replies: 7
Views: 42641

Check also the thread http://forums.ps2dev.org/viewtopic.php?t=11075 where I applied Megaman's patch and experimented with ps2gdb. There were some issues regarding exceptions but I managed to get it working. What would nice now would be a gdb GUI or use Eclipse integrated support (it's already being...
by cosmito
Wed Jan 21, 2009 9:55 am
Forum: PS2 Development
Topic: Force PAL using SDL
Replies: 5
Views: 3736

Thanks for your lights. Unfortunately you don't seem to have a solution for me :( I believe cosmito fixed that issue in the SDL Doom port: I also added the option to force a specific display mode (PAL or NTSC) for whom needs it - So just rename the DOOM.ELF to something ending with PAL or NTSC at t...
by cosmito
Wed Jan 21, 2009 9:50 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60575

Cosmito, I would like to know how you force PAL signal in your Doom port. Hi, Just to be fair to the authors, it's not my port. 99,9% of the hard work was made by Lukasz and Jason (I'm experimenting with the two ports). LOL! I was going to say that I'm not forcing PAL nor NTSC since I forgot I adde...
by cosmito
Mon Jan 19, 2009 9:46 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60575

And why the DOOM_no_sound.ELF only loads from USB mass storage device? What's necessary to be HDD (uLaunchelf) compatible? ps2hdd.irx not loaded? Hi, Well it's necessary to add code to it for HD support. Currently I'm busy building a sound mixer from scratch so I can replace SDL_mixer from it. I co...
by cosmito
Tue Jan 13, 2009 1:11 am
Forum: PS2 Development
Topic: libsjgfx
Replies: 3
Views: 2511

BTW, both gslib and PGEN have more recent sources compilable with recent sdk than the in the links provided by Lukasz. gslib is at the svn and PGEN elsewhere (at least in my hardrive it is :) )
by cosmito
Thu Jan 08, 2009 12:40 am
Forum: PS2 Development
Topic: Help with cdvdfs/gsKit
Replies: 6
Views: 3135

Nice to hear that. By the way : I used the same initScreen() function with another rpogram that I made one week ago (a cool virtual keyboard :D ) I've got curious about your virtual keyboard... Can you give some details about it? Was it done to be re-usable? There are some nice v.keyboards for the P...
by cosmito
Tue Jan 06, 2009 9:06 am
Forum: PS2 Development
Topic: Help with cdvdfs/gsKit
Replies: 6
Views: 3135

methos3 wrote:but... mixed with the cdvdlib, the screen craches
Did you compiled the cdvdlib or used an already compiled version?
If the latter case, if compiled against an older version of ps2sdk than your, then the weird issues may be justified.
by cosmito
Wed Dec 31, 2008 8:45 am
Forum: PS2 Development
Topic: gsKit with some bugfixes, features, and stuff
Replies: 36
Views: 18902

Re: gsKit with some bugfixes, features, and stuff

ragnarok2040 wrote:I removed the last of the fileio code and replaced it with equivalent stdio file functions except for the fontm code
What's the issue with fileio?
by cosmito
Wed Dec 31, 2008 8:38 am
Forum: PS2 Development
Topic: gsKit with some bugfixes, features, and stuff
Replies: 36
Views: 18902

Great work! Just downloaded and going to try ASAP (the hotlinking is ok). And it would be a very nice extra if it already supports true low resolution modes, unlike the original option of a 320x256 texture scaled to a 640x512 PAL display.
by cosmito
Tue Dec 30, 2008 9:07 am
Forum: PS2 Development
Topic: Threads on the PS2
Replies: 3
Views: 3173

Re: Threads on the PS2

methos3 wrote:ps.: sorry for the bad english
Hey, don't be. Your english is better than mine and than others out there.

Back to the subject, have a read on 2 great threads about ... threads :)

http://forums.ps2dev.org/viewtopic.php?p=70355

http://forums.ps2dev.org/viewtopic.php?t=10294
by cosmito
Sun Dec 28, 2008 8:08 am
Forum: PSP Development
Topic: [RESOLVED] Threads and Modules
Replies: 11
Views: 3560

Re: Threads and Modules

PS:Sorry for my bad English _________________ Excuse me for my English, I'm French. Why everyone nowadays seems to be sorry about their english?! Is it so important really to have a *perfect* english? His text seems perfectly understandable... (sorry for the off-topic comment, but sometimes this ma...
by cosmito
Thu Dec 25, 2008 8:30 pm
Forum: General Discussion
Topic: Merry Christmas and a Happy New Year
Replies: 4
Views: 17260

Have a great Xmas all of you.

And I hope we all also get rich soon, so we can leave our jobs and do more fundamental things instead :)
by cosmito
Thu Dec 25, 2008 9:13 am
Forum: Help Wanted Requests
Topic: PS2 network help
Replies: 6
Views: 6863

k, i used the information and website u gave me and it works... well sorta, its goes through the connecting stage but then times out on the DNAS authentication and then on codebreaker it wont get any saves bc of this as well.. network error (-603) Connection Timed Out. Im close but no cigar :( That...
by cosmito
Wed Dec 24, 2008 10:19 pm
Forum: PSP Development
Topic: dosbox, now with 100% less drama
Replies: 484
Views: 546653

Murdock wrote:Win95 also runs!
You should say that it "slowly crawls" instead of "runs" ;)
by cosmito
Tue Dec 23, 2008 2:43 am
Forum: Patch Submissions
Topic: gslib patch
Replies: 6
Views: 4687

Re: gslib patch

I made a class that keeps track of vram usage among the various gsPipe objects. It can allocate vram for textures, as well as be reinitialized, in case of a display mode change, scene change, etc. It could probably be merged with the gsDriver class but it might be helpful to have a separate object ...
by cosmito
Mon Dec 22, 2008 12:21 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60575

My experience working with the SDL on the Doom port tells me that SDL is by no means complete nor properly tested. (...) I would personally expect to do some heavy debugging and developing on SDL itself while porting a SDL application to the PS2. Which is also why I had no interest in continuing wo...
by cosmito
Mon Dec 22, 2008 12:13 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60575

Accodingly to the authors of the USB driver, the write operations weren't enough tested, so there's the risk of data corruption. I may add support to save to USB, but in any way I will be resposible for any data loss... Sometimes I get amazed myself with the rubish I sometimes write :) Indeed I rea...
by cosmito
Mon Dec 15, 2008 8:04 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60575

I've been including the sound routines from prboom+ into Lukasz port and also tried to incorporate Jason's but I only get garbled sound in particular conditions and silence is normal conditions... Let me explain: After replacing sound routines from prboom+ sources I got only silence. But when I was ...
by cosmito
Sun Dec 14, 2008 10:21 pm
Forum: PS2 Development
Topic: ps2 linux on usb memory
Replies: 420
Views: 228410

Thanks. Both seems easy to build. SOG = Sync on Green, right?
by cosmito
Sun Dec 14, 2008 9:51 pm
Forum: PS2 Development
Topic: HOW TO DEVELOP A VideoGame...
Replies: 1
Views: 1808

The best way to start is to look at the sdk examples, assuming you already know how to program in C. From there, you'll start to learn how things work on the PS2. There are some documentation scattered also, but not too much (programmers usually hate to document :) )

Good work.
by cosmito
Sun Dec 14, 2008 9:43 pm
Forum: PS2 Development
Topic: ps2 linux on usb memory
Replies: 420
Views: 228410

Re: kernel parameter setting problem for vga screen(support

Hello falconcool,

Could you post the link for the VGA cable you made, please?
falconcool wrote:And,i know there is a way to install $ony's linux RTE without modchip,if anyone interested in this,i will post my method
I guess there will be always someone interested :) As long you have the time to write it, go for it.
by cosmito
Sun Dec 07, 2008 7:51 am
Forum: PS2 Development
Topic: Hello there, little help with networking
Replies: 4
Views: 2507

As far I know there is no documentation, but I guess the examples and source should guide you. Check the sdk's sources (ps2sdk\iop\tcpip).
by cosmito
Wed Dec 03, 2008 8:50 am
Forum: PS2 Development
Topic: Doom - PS2 Port
Replies: 102
Views: 60575

Any news, updates, new releases or updates for this port? Yes and no... Updates only on an indirect way. I've been exploring how to do basic debugging on the PS2 since with little free time and no basic debugging I'll not go far. But keep tuned to my blog (see above) since any new announcements wil...
by cosmito
Thu Nov 27, 2008 9:33 am
Forum: PS2 Development
Topic: Is it possible to create an image from a memory card?
Replies: 3
Views: 2838

Yes sure. The HdProjectX does that, since it allows to backup and restore memory card images. I could not find the sources by myself from a quick search but have a go for yourself.
by cosmito
Mon Nov 24, 2008 12:14 am
Forum: PSP Development
Topic: PMP VLC Player v1.1 By Team P86: Watching TV on PSP
Replies: 2
Views: 2117

First of all, thanks for the work. Secondly, please host using other service. This file is neither allocated to a Premium Account, or a Collector's Account, and can therefore only be downloaded 10 times. This limit is reached. To download this file, the uploader either needs to transfer this file in...
by cosmito
Sun Nov 16, 2008 10:10 pm
Forum: PS2 Development
Topic: Loading an ELF file above 0x80000000
Replies: 303
Views: 299869

Re: ps2 linux distribution

deba5er wrote:This is a pre-configured PS2-Linux (hdd/NTSC) installation with initial password "changeme".
A lazy question before trying : is it possible to anyone reconfigure it to PAL starting from the NTSC package you share?
by cosmito
Fri Nov 14, 2008 6:20 am
Forum: PS2 Development
Topic: remotely debugging ps2sdk application
Replies: 15
Views: 8754

So I fetched the ps2link sources from the repo planning to comment the exception handling section. After compiling the ps2link no longer catches the exception. To my surprise neither ps2gdb did! Looking more carefully to ps2gdb sources (as I should have done in the first place) I saw two issues : - ...
by cosmito
Wed Nov 12, 2008 9:27 am
Forum: PS2 Development
Topic: remotely debugging ps2sdk application
Replies: 15
Views: 8754

In order to launch an ELF linked with ps2gdbStub I use ps2link v1.51 and then invoke gdb at linux side. During a debugging session with a code written deliberately to cause an exception I was surprised to see the exception is not catched by the debugger but normally by the ps2link exception handler!...
by cosmito
Mon Nov 10, 2008 5:56 am
Forum: PS2 Development
Topic: remotely debugging ps2sdk application
Replies: 15
Views: 8754

Mega Man was right. Disabling the optimizer did the trick, so for the simple example it's then possible to inspect the contents of local variables 'i' and 'j'. Obviously I should have read the gdb manual first: Ninth Edition, for gdb version 6.8.50.20081018, page 86 Another possible effect of compi...