Search found 21 matches

by loser
Mon Aug 20, 2007 7:50 pm
Forum: PS2 Development
Topic: EE serial port on 7900x
Replies: 0
Views: 1539

EE serial port on 7900x

hi, anyone know where the EE serial points are on the 7900x mobo?
by loser
Sun Nov 26, 2006 9:15 pm
Forum: PSP Development
Topic: current pspdev package for win32
Replies: 1
Views: 1780

current pspdev package for win32

hi all ive not done any pspdev in a while, but today i recompiled the toolchain for use in windows with cygwin. you can get this pre-compiled package in installable form here http://xorloser.com/PSPDevWin32.zip this package is patched to support visual studio's compiler output which allows you to do...
by loser
Fri Jun 02, 2006 7:58 pm
Forum: PS2 Development
Topic: Latest PS2 Toolchains for Win32 problem
Replies: 8
Views: 3964

fixed

ive made some fixes and the new files are on the site now.
i used rm.exe from unixtools (for windows)
this seems to work correctly with the wildcard deleting issues

if you have any other similar problems, be sure to post so that i can look at fixing them also
by loser
Fri Jun 02, 2006 9:18 am
Forum: PS2 Development
Topic: Latest PS2 Toolchains for Win32 problem
Replies: 8
Views: 3964

yeh ive noticed this problem too. the way i get around it is to not use wildcards, but use actual filenames. usually you have $(EE_OBJS) & $(EE_BIN) defined in your makefile. so i change the clean option to be clean: rm -f $(EE_BIN) $(EE_OBJS) perhaps you could do something along the lines of: r...
by loser
Thu Oct 13, 2005 7:28 pm
Forum: PS2 Development
Topic: EE memory access
Replies: 0
Views: 1873

EE memory access

hi all something that i have always been uncertain about was memory access to different areas on the EE. ive read the section on memory access in the EE docs, and in summary they seem to be basically as follows. 0x0xxxxxxx = user memory access 0x2xxxxxxx = uncached user memory access 0x8xxxxxxx = ke...
by loser
Thu Jun 16, 2005 2:50 pm
Forum: PSP Development
Topic: Library function list
Replies: 100
Views: 74266

http://www.internalreality.com/nid.html

javascript based Nid calculator in case you're really keen
by loser
Fri Jun 10, 2005 11:57 am
Forum: PSP Development
Topic: SHA1 Attack Program
Replies: 54
Views: 28212

wow newest version of sha1 attack goes really fast! good work guys sometimes i just want to check what the Nid would be for a function name without doing whole dictionary search things. i put up a html page to do this quickly and easily. this page calculates the Nid in javascript, so you should be a...
by loser
Tue Jun 07, 2005 12:38 pm
Forum: PSP Development
Topic: SHA1 Attack Program
Replies: 54
Views: 28212

yeh i noticed that in 'release config' in msvc++ it didnt work correctly, but in 'debug config' it did. after adding the memsets to buffer and buffer2 at the top it seemed to work. that was more of a quick fix tho; this part you point out is prolly what really needs fixing
by loser
Fri May 20, 2005 9:00 am
Forum: PSP Development
Topic: known psp devices
Replies: 28
Views: 26024

i tried all known devices with all known prefixes and suffixes. eg "ms" with "fat" and "stor" added to front and back etc. there is always the possibility that a module may need to be loaded to gain access to particular device, but i have tried these 'as is' with no ext...
by loser
Fri May 20, 2005 12:11 am
Forum: PSP Development
Topic: Documenting PSP Library Imports
Replies: 18
Views: 20474

sceIoOpen("ms0:/myfile.txt", O_CREAT|O_RDWR|O_TRUNC, 0777)

works fine for me
by loser
Fri May 20, 2005 12:07 am
Forum: PSP Development
Topic: Firmware Update
Replies: 20
Views: 18924

so are the O and X buttons still swapped between US and JAP?

eg
jap: O = selcet, X=back
us: X = select, O = back?

if not where does it store this?!
by loser
Fri May 20, 2005 12:05 am
Forum: PSP Development
Topic: known psp devices
Replies: 28
Views: 26024

raw flash access!

well seems my brute force device name checker paid off big time!! it found exactly what i was looking for :) lflash: this give you block access to the flash, the full 32meg of it! btw thanks to mrbrown for realising that a blocksize of 512byte multiples is needed when reading from it. w00t! it also ...
by loser
Thu May 12, 2005 1:16 pm
Forum: PSP Development
Topic: Getting the home button to work
Replies: 4
Views: 3293

there is some kinda callback that gets set for when home is pressed. its done early on in a game since it has to handle home being pressed as soon as a game starts (even during loading etc) also just as a note, home does not seem to work when you are using the "PSP/GAME/UPDATE" dir. i gues...
by loser
Wed May 11, 2005 3:14 pm
Forum: PSP Development
Topic: known psp devices
Replies: 28
Views: 26024

it seems there is a way of assigning a device name similar to the ps2's AddDrv function. wipeout shows funcs that assign "umd:", "wad:" and "ms:" to other files on the memcard and disc. for this reason a search through files is not enough to give real device names. if y...
by loser
Tue May 10, 2005 5:24 pm
Forum: PSP Development
Topic: known psp devices
Replies: 28
Views: 26024

known psp devices

hiya ive written a psp program to brute force test all io devices. from what ive seen so far there seem to be 2 main types of devices: "fat access" devices which provide file system access "block access" devices which provide access to a big chunk or block of data usually with fa...
by loser
Thu Apr 28, 2005 8:02 pm
Forum: PS2 Development
Topic: why no seperate dirs for EE and IOP sample code?
Replies: 2
Views: 1958

oh and wtf is the "ports" dir for?
ports from other systems?!
is it needed?
by loser
Thu Apr 28, 2005 8:00 pm
Forum: PS2 Development
Topic: why no seperate dirs for EE and IOP sample code?
Replies: 2
Views: 1958

why no seperate dirs for EE and IOP sample code?

as the topic says, where aren't there seperate dirs for the IOP and EE code samples? (i realise that there are currently no IOP samples, but surely we could have an empty IOP dir for now?) i thinki having seperate dirs would make it handy to easily see examples of coding for each processor. ill make...
by loser
Sun Apr 24, 2005 10:25 am
Forum: PS2 Development
Topic: sce prefix on functions?
Replies: 6
Views: 3252

heh ok, well ill go ahead with it for 1 module. most like the cdvd one for iop and ee and once its done see if ppl hate it so much they want me to take it out again :P main thing i wanted to check was that now we could be calling funcs on ee as 'sceCdInit()' intsead of 'CdInit()', but i guess we can...
by loser
Sat Apr 23, 2005 9:16 pm
Forum: PS2 Development
Topic: sce prefix on functions?
Replies: 6
Views: 3252

yes

but i want to confirm the way its expected to be done, especially cos im interested in having the same functions calls work on iop and ee. the same code should then be able to be used on either iop or ee.
by loser
Sat Apr 23, 2005 1:31 pm
Forum: PS2 Development
Topic: sce prefix on functions?
Replies: 6
Views: 3252

sce prefix on functions?

ive finally made the change from ps2lib to ps2sdk :) i want to know, was it decided to definately keep the 'sce' prefix on functions that have it in the bios (as was mentioned in an iop file somewhere in ps2sdk). if so what about on the ee side? i ask because i would like to get a common interface t...
by loser
Mon Feb 07, 2005 10:35 am
Forum: PSP Development
Topic: UMD Format
Replies: 108
Views: 48272

umd drives

i cant remember exactly where i read it now, but i saw it mentioned on a couple of different sites that sony is going to be licensing the UMD format out to other vendors, so a UMD drive for pc may come about in time anyway. i know they talked about the possibilities of a hardware media player device...