Search found 29 matches

by Mihawk
Sat Feb 14, 2009 4:32 am
Forum: PSP Development
Topic: Media Engine and Mp3 decoding
Replies: 23
Views: 19577

Torch wrote:The PS3 must have dedicated H264 decoding hardware too. There's no way a crappy 3.2GHz CPU that's not half as powerful as a desktop 3.2GHz CPU can decode 1080p. My old 3200+ couldn't.
The hardware is called SPE(s) ;)
by Mihawk
Fri Aug 15, 2008 4:56 pm
Forum: PSP Development
Topic: Dynamic Recompilation Question
Replies: 4
Views: 1487

... "j cont\n" "skip:\n" "jr $ra\n" "cont:\n" "jalr $a0\n" //option A ... Not sure if this is part of your problem, but what about the delay slots of those jump instructions? Are nops inserted automaticaly when compiling this or shou...
by Mihawk
Mon May 12, 2008 11:06 pm
Forum: PS3 Linux Development
Topic: two for loops very low frame rate
Replies: 27
Views: 14674

Looks like the color doesn't change inside the loop anyway, so why not just define an unsigned int color outside the loop and calculate it just once there?

2nd:
maybe you also need to add "-O3" compiler flag in the Makefile?
by Mihawk
Thu Jan 17, 2008 4:31 am
Forum: PSP Development
Topic: How to write a Hex value in a file...
Replies: 11
Views: 3148

hint: int sceIoWrite(SceUID fd, const void *data, SceSize size); P.S.: How do you know that it writes an ASCII value and not a HEX one? And why don't you like ASCII values? Is it just because HEX sounds cooler? Ok, you say your english is not so good, but do you know what discriminat...
by Mihawk
Sat Dec 29, 2007 11:06 pm
Forum: PSP Development
Topic: HOME button doesn't work on custom firmware... Why ?
Replies: 14
Views: 5355

I don't think that "a=b & (x | y | z)" is much better than "a= b&x; a|=b&y; a|=b&z;"... I think it's even the opposite... Especially since a and b are assigned registers ;) If you have three constants or'ed together it's combined to just one constant at compile t...
by Mihawk
Tue Dec 04, 2007 5:29 pm
Forum: PS3 Development
Topic: Playstation Eye
Replies: 133
Views: 206043

Thanks a lot jimparis. :)
I will have a closer look later after work.
by Mihawk
Sun Dec 02, 2007 10:48 pm
Forum: PS3 Development
Topic: Playstation Eye
Replies: 133
Views: 206043

Any chance to get you to post some sample program with source code? ;)
by Mihawk
Sun Nov 11, 2007 9:37 pm
Forum: PS3 Linux Development
Topic: Reset text console?
Replies: 4
Views: 4019

jimparis, that makes sense... and works. Thanks!

jonathan, Ctrl-L and 'reset' didn't work. Thanks anyway ;)
by Mihawk
Sun Nov 11, 2007 10:06 am
Forum: PS3 Linux Development
Topic: Reset text console?
Replies: 4
Views: 4019

Reset text console?

I have the problem that after a program crash my program returns to the console but I can't see anything. That means my program switched to graphics mode, crashed and the screen looks like it's frozen but I know that I'm back on the console as I can type commands and stuff. So my question is: is the...
by Mihawk
Sat Oct 27, 2007 9:51 pm
Forum: PS2 Development
Topic: Questions about mips asm/inline asm and other stuff
Replies: 4
Views: 2883

The IPU (Image Processing Unit) can do RGB32 to RGB16 (not the other way I believe) using the PACK command.

I've been using the IPU for color space conversion some two years ago but can't find the code,
otherwise I could have posted the relevant parts.
by Mihawk
Tue Oct 02, 2007 3:23 am
Forum: PS3 Development
Topic: Machine Code doc
Replies: 4
Views: 4453

Or are you interested in SPU Instruction Set Architecture? ;)
by Mihawk
Thu Sep 20, 2007 4:44 pm
Forum: PSP Development
Topic: How create a microphone homemade without original headset?
Replies: 6
Views: 2495

If you took the picture from this thread and you read that thread, then you should know that the microphone input doesn't really work. There's still something missing.
by Mihawk
Thu Sep 20, 2007 2:34 am
Forum: PSP Development
Topic: psp slim outputting 1080p
Replies: 22
Views: 9411

Re: psp slim outputting 1080p

Or better yet, fill up the 1920x1080p in blocks. Should not take more than 4 passes to fill up the 1920x1080 (480x4=1920 and 272x4=1088). Just time it right and you get about 15fps with 4 flickers per frame. Can you explain that once more in detail? My math must be a little rusty ;P (maybe explain ...
by Mihawk
Tue Aug 28, 2007 3:45 am
Forum: PSP Development
Topic: Need help with assembler for PSP
Replies: 18
Views: 6017

Wha wha wha What, complicated?!
I mean did you really look into the file and at least tried to understand it? It's just 200 lines, half of which are comments o_O;
What part exactly is complicated about that?
by Mihawk
Tue Aug 28, 2007 3:27 am
Forum: PSP Development
Topic: Need help with assembler for PSP
Replies: 18
Views: 6017

Then why don't you look into the Makefile and put what it is doing into a bat file.
And if you really need asm files then just rename the main.S to main.asm ;P
by Mihawk
Tue Aug 28, 2007 2:18 am
Forum: PSP Development
Topic: Need help with assembler for PSP
Replies: 18
Views: 6017

I think that comes the closest to what you want (if you want assembly only):
TyRaNiDs Minifire
by Mihawk
Tue Aug 14, 2007 10:41 pm
Forum: PSP Development
Topic: Loading data from 'current directory'
Replies: 3
Views: 2273

This should work (i.e. just the filename without path). You could also use a sub dir (e.g. "data/file.dat"). One problem I had where it didn't work was in a kernel app where I started a user thread and wanted to load a file in the user thread. Then you need to get the current working direc...
by Mihawk
Mon Aug 13, 2007 6:04 am
Forum: PS2 Development
Topic: Including asm in C source
Replies: 5
Views: 3206

I'm not sure, but are you looking for something like this?

Code: Select all

void* ptr = specificMemoryAddress;
asm __volatile__(
	"jalr	$ra,%0\n"
	"nop\n"
	:
	: "r"(ptr)
	:
);
by Mihawk
Fri Aug 10, 2007 1:21 am
Forum: PSP Development
Topic: Trouble with libmad
Replies: 15
Views: 4450

The thread sounds much friendlier now, but sorry, I don't know the answer.
Actually I just wanted to point out, that it's not very nice to bump a thread that soon (not even 1 day) after you've postet your question. If no one replies, then maybe no one knows.
by Mihawk
Thu Aug 09, 2007 11:09 pm
Forum: PSP Development
Topic: Trouble with libmad
Replies: 15
Views: 4450

What's the magic word?
by Mihawk
Tue Aug 07, 2007 6:33 pm
Forum: PS2 Development
Topic: __asm("text:"); Function. Where is it defined?
Replies: 14
Views: 5782

What makes you think the function is terminated with 0, 0x00000000 or whatever? 0x00000000 as an opcode would be a "nop" IIRC. So if you're lucky and you have a nop somewhere in the middle of your function only half of that function will be copied. One method I used some time ago when I wa...
by Mihawk
Fri Jul 27, 2007 5:00 pm
Forum: PS3 Development
Topic: Fastest way to test quadword equality on SPU?
Replies: 5
Views: 5674

If you're looking for a method without "other subsequent operations", then I believe there is none.

But this should be the shortest way I think:

Code: Select all

ceq	$5, $3, $4	# compare words
gb	$6, $5		# gather bits from words
ceqi	$7, $6, 15
# then branch or selb
or something like that (didn't test).
by Mihawk
Mon Jul 09, 2007 2:46 am
Forum: PSP Development
Topic: Chotto Cam accessing
Replies: 45
Views: 23838

Very nice. I just bought that camera at ebay because of this :)

Thanks very much for the sample! :D
by Mihawk
Mon Jul 02, 2007 4:21 pm
Forum: General Discussion
Topic: Special .irx's for PS3?
Replies: 1
Views: 2630

The sound chip of the PS1/PS2 is called SPU ;) (this sucks when you're googling after spu (cell) source codes ;P)
by Mihawk
Sat Jun 09, 2007 8:54 pm
Forum: PSP Development
Topic: now,we can use libaudiocodec to decode mp3 and aac
Replies: 36
Views: 49072

I didn't test it yet, so how exactly does this work? Is sceAudiocodecDecode a blocking function that decodes and plays the samples directly? Or does it just decode the data and put the samples into the mp3_mix_buffer? I would prefer the second one ;) because I would like to use it to just decode an ...
by Mihawk
Thu Jun 07, 2007 9:29 pm
Forum: PSP Development
Topic: we can use "sceAudioSetFrequency" to change AudioF
Replies: 11
Views: 8815

Nice, could be usefull.
But is it not possible to use lower frequencies, like 22.05 or 24kHz? or are only those two (44.1 and 48kHz) valid?
by Mihawk
Fri Jun 01, 2007 4:14 am
Forum: PSP Development
Topic: Listing a directory
Replies: 12
Views: 4139

IIRC you don't need the memset before every sceIoDread call just before you call it the first time (thats what I saw in samples, and what worked for me).
So it would be a waste of cycles if you do it inside the while loop,
once before the loop is enough.
by Mihawk
Tue May 01, 2007 7:51 pm
Forum: PSP Development
Topic: sceIoDopen
Replies: 5
Views: 3652

Actually it would have been sufficient to just memset the structure to 0 (see this thread).
by Mihawk
Wed Apr 04, 2007 10:42 pm
Forum: PSP Development
Topic: Homebrew crash random?
Replies: 1
Views: 1419

Exception - Address load/inst fetch ... BadVAddr - 0000084A Looks like an alignment problem(?). You're trying to access an array or variable which is not aligned (0000084A is halfword / 16bit aligned and your program is probably trying to read/write a word / 32bit). Or maybe another problem: I don'...