Search found 252 matches

by rinco
Fri Jun 30, 2006 5:11 pm
Forum: PSP Development
Topic: PMP VLC 0.0.9 Player
Replies: 578
Views: 817007

I've got it working now (with Windows). This is awesome!

Is there a source repository somewhere that I can get updates from?
by rinco
Thu Jun 29, 2006 9:43 pm
Forum: PSP Development
Topic: PMP VLC 0.0.9 Player
Replies: 578
Views: 817007

In pmp.ini try with /Volumes/Csi5 instead of g: for your dvd That seems to start the streaming. I also noticed in the playlist that the path that works is ~/Movies/Csi5.avi. So I added that to the end of pspfiles.html, and that also starts the streaming. Problem is, now I'm getting 'unknown format'...
by rinco
Thu Jun 29, 2006 7:52 pm
Forum: PSP Development
Topic: PMP VLC 0.0.9 Player
Replies: 578
Views: 817007

But did streaming work? Not yet... I had a corrupt pmp.ini. And then it took me a while to figure out the right 'con' value (802.11b sometimes doesn't work for me first go). I've got it browsing the network list from the psp. When I select something, it starts loading but never goes anywhere. This ...
by rinco
Wed Jun 28, 2006 11:53 pm
Forum: PSP Development
Topic: PMP VLC 0.0.9 Player
Replies: 578
Views: 817007

I'm just tinkering with OSX VLC 0.8.5.

I couldn't get files in the directory to display until I took the following if statement out of pspfiles.html:

Code: Select all

<vlc id="if" param1="file.type value 'directory' strcmp 1 =" />...<vlc id="end" />
by rinco
Wed Feb 01, 2006 7:15 pm
Forum: PSP Development
Topic: Anyone had success with >8bpp indexed textures?
Replies: 13
Views: 4566

I also spent many hours trying to get 16 or 32bpp CLUT to work with SDL video (so noiz2sa can do hw accelerated blits and rects). In the end I decided that not enough is known about the parameters to sceGuClutMode - and gave up.
by rinco
Thu Jan 19, 2006 10:37 am
Forum: PSP Development
Topic: Abrick now works
Replies: 3
Views: 2090

Strange... I thought I uploaded the fixed Makefile to svn.

And this problem with vorbisidec affects all SDL Makefiles. Perhaps it would be best to link vorbisidec into SDL_mixer?
by rinco
Sat Jan 14, 2006 4:00 pm
Forum: PSP Development
Topic: Ogg Vorbis sample
Replies: 1
Views: 1269

What you are suggesting is entirely possible. But it has not been done.

I think you could save yourself a lot of time by just using SDL_mixer. A few weeks ago PSPGL support was added to SDL, and the result was rRootage.
by rinco
Sat Jan 14, 2006 3:46 pm
Forum: PSP Development
Topic: [ANN] Python for PSP
Replies: 22
Views: 9223

Any hints on how to build Python? I put together this command line but I just get errors: CXX=psp-g++ LDFLAGS="-L`psp-config --pspsdk-path`/lib -lstdc++ -lpsplibc -lpspkernel -lpspuser" ./configure --host=psp --prefix=`psp-config --psp-prefix` ... psp-gcc -c -Wno-long-double -no-cpp-precom...
by rinco
Sun Jan 01, 2006 10:45 pm
Forum: PSP Development
Topic: Arbitrary code crashing PSP
Replies: 4
Views: 2234

I bet you need to align a parameter or two. The documentation (ie: comments in pspgu.h) describes which parameters need to be aligned.
by rinco
Sun Jan 01, 2006 7:23 pm
Forum: PSP Development
Topic: Make things easier for potential developers
Replies: 4
Views: 2853

There is the toolchain.sh script. How to use this script is stickied at the top of this forum: http://forums.ps2dev.org/viewtopic.php?t=2478 I have run the script on Windows, Linux and OSX and found them all to be very simple. Linux would have to be the simplest - as it tends to already have develop...
by rinco
Wed Dec 21, 2005 4:09 pm
Forum: PSP Lua Player Development
Topic: Why the 512 limit on images
Replies: 6
Views: 6545

sceGuTexImage seems to have problems with images bigger than 512x512. The only way around this that I could see is to specify a smaller image to sceGuTexImage, with the appropriate memaligned x/y offset. SDL compensates for images greater than 512x512 at the cost of some extra complexity. LuaPlayer ...
by rinco
Mon Dec 19, 2005 4:14 pm
Forum: PSP Development
Topic: Preparing Mac OS X for PSPSDK
Replies: 29
Views: 22036

Easiest way to install the SDK for Mac: http://www.cs.helsinki.fi/u/jikorhon/condev/psp/dl/pspdev_4.0.1.dmg (Linked from http://www.deadcoderssociety.tk/) That build of the sdk is revision 792. The latest revision in svn is 1595. Following the instructions above is probably a better thing to do.
by rinco
Sat Dec 17, 2005 6:18 pm
Forum: PS2 Development
Topic: Firewire HD connection
Replies: 13
Views: 45493

There is a driver for usb mass storage, it works great.. and last time I checked keyboard, mouse, eyetoy and touchscreen all work.

But I have not read about anyone releasing anything to work the ieee1394 port.
by rinco
Fri Dec 16, 2005 7:44 pm
Forum: PSP Development
Topic: Porting a 256 colors game to PSP
Replies: 5
Views: 2596

SDL supports 8 bit palettes for screen surfaces. There is no support for swizzling, but I think you will find the PSP is fast enough to port an old game.
by rinco
Tue Dec 13, 2005 6:52 pm
Forum: PSP Development
Topic: Cursor Problem (SDL)
Replies: 3
Views: 1921

The DrawPixel function looks good and it is unlikely that using blits updated the video display. Are you using the most recent version of SDL from svn? edit: this seems to fix it... for&#40;int ly=0; ly < PSP_SCREEN_HEIGHT; ly++&#41; &#123; for&#40;int lx=0; lx < PSP_SCREEN_WIDTH; lx...
by rinco
Thu Dec 08, 2005 6:47 pm
Forum: PSP Development
Topic: Image Scaling Algorithm with pg.c/.h?
Replies: 10
Views: 3164

SDL_rotozoom.c (part of SDL_gfx) can also stretch (and rotate). Currently it does not use any Gu functions, but it might one day.
by rinco
Sun Dec 04, 2005 8:53 am
Forum: PSP Development
Topic: Textures in VRAM
Replies: 2
Views: 3033

Perhaps one of these will help you out: - sync your tex with sceGuTexSync - lose the color variable (and of course GU_COLOR_5551) - sceKernelDcacheWritebackAll before the sceGuCopyImage - pass swizzled_pixels to sceGuTexImage, not the drawbuffer (render the drawbuffer to the drawbuffer?!?) otherwise...
by rinco
Sat Dec 03, 2005 1:52 pm
Forum: Help Wanted Requests
Topic: FPS/RPG (PC) needs programmer(s)
Replies: 8
Views: 7487

I like the help-wanted forum section idea.

morkai: Are you sure Jaleco Inc don't own your ideas?
by rinco
Thu Dec 01, 2005 1:26 pm
Forum: General Discussion
Topic: multi-console development
Replies: 4
Views: 2894

sdl and/or gl
by rinco
Sun Nov 27, 2005 2:13 am
Forum: PS2 Development
Topic: Linux PS2 Kit for Sale (North America)
Replies: 3
Views: 2260

The kit doesn't help much with ps2dev, except for the hardware pdf's, network card and alternate boot method (a more time consuming method to prepare). Ps2linux is generally bleah. Doesn't Sony sell the kit with the condition that it cannot be resold? It's probably more legitimate to sell modded ps2...
by rinco
Sun Nov 27, 2005 12:50 am
Forum: PSP Development
Topic: Parsing jpegs
Replies: 14
Views: 4435

Does RoundUpPow2 not round up if already a power of 2? Using a width of 512 instead of 128 might result in a 1/4 horizontal squash. And I've seen a lot of roundUpPowerOfTwo functions floating around... the best being the one mrbrown submitted in SDL: static inline int roundUpToPowerOfTwo &#40;in...
by rinco
Tue Nov 22, 2005 1:55 pm
Forum: PSP Development
Topic: SDL - Loading/Displaying Small Images
Replies: 1
Views: 1327

I reckon the problem lies in the hwaccelerated blitting... non-screen hwsurface blits use this: sceGuCopyImage&#40;current_video->hidden->tpsm, srcrect->x, srcrect->y, srcrect->w, srcrect->h, src->pitch / src->format->BytesPerPixel, src->pixels, dstrect->x, dstrect->y, dst->pitch / dst->format->...
by rinco
Fri Nov 18, 2005 3:39 pm
Forum: PSP Development
Topic: JakX / Daxter / USB
Replies: 27
Views: 8931

Network the PS2 via a wireless router and using PSP as a auxillary display/controller could be achieved right now! No need to wait for PS3.

But back on topic... Anyone got a usb protocol analyser and can sniff jakx/daxter and/or the talkman?
by rinco
Thu Nov 17, 2005 10:52 pm
Forum: PSP Development
Topic: SDL & Alpha Blending
Replies: 6
Views: 2642

I've put this into the head revision in svn: this->info.blit_hw_A = 0; /* todo&#58; implement me */ This should make alpha blits work (without hwaccel)... but I'm not sure about skewed images. Perhaps you can point me to the source? ps: checkout noiz2sa, it now playable even with background ogg ...
by rinco
Thu Nov 17, 2005 4:27 pm
Forum: PSP Development
Topic: SDL & Alpha Blending
Replies: 6
Views: 2642

The current hw_blit probably fails to support alpha blits (both per pixel and per surface). I had a quick glance at the source and it would appear to be difficult to support both 5650 and 4444. Neither VideoInit or SetVideoMode seem to provide an interface to request one or the other. It would be ni...
by rinco
Wed Nov 16, 2005 5:44 pm
Forum: PSP Development
Topic: toolchain error: operation not permitted
Replies: 4
Views: 1917

download the file and put it in the same directory as toolchain.sh... then do the same for the other files it tries to download.
by rinco
Sat Nov 12, 2005 2:30 pm
Forum: PS2 Development
Topic: graphics library that takes advantage of vu0 + vu1
Replies: 2
Views: 2537

Several graphics libraries take advantage of vu0 in macromode. I personally prefer libplanar (requires lalib). If you want maximum performance you'd be best off constructing your own GS packets. To do this you may wish to investigate libgraph, which is a part of ps2sdk. It really depends on what goa...
by rinco
Sat Nov 12, 2005 10:59 am
Forum: PSP Development
Topic: Gu Functions Help
Replies: 14
Views: 4641

You are specifying GU_COLOR_4444 which would indicate your Vertex structure is providing color information. Which it doesn't. You could either add a short color to the start of your struct (and set a value for each vertex), or not specify GU_COLOR_4444.
by rinco
Sat Nov 12, 2005 10:30 am
Forum: PS2 Development
Topic: programming USB controller : Buzz! on PC or PS2 ?
Replies: 6
Views: 3747

A cross platform program similar to lsusb is test_libhid from the libhid library. Here is a quote from test_libhid.c: /* How to write to and read from a device: * * Writing to a device requires the HID usage path, a buffer, and the length * of the latter. You must also know the exact length of a pac...
by rinco
Thu Nov 10, 2005 4:30 pm
Forum: PSP Development
Topic: aalib broke svn
Replies: 1
Views: 1413

aalib broke svn

I've been getting this error for the past couple of weeks:
$ svn update psp/trunk/
svn: Failed to add file 'psp/trunk/aalib/src/Font.c': object of the same name already exists
I don't really want aalib, but I do want to update psp/trunk/. Could someone please fix the repository?