Search found 328 matches

by KickinAezz
Fri Aug 15, 2008 11:38 am
Forum: PSP Development
Topic: Cracking the PSP OFW without pandora
Replies: 91
Views: 35615

TyRaNiD wrote:There is certainly undisclosed exploits :)
In hold for 0 day release?
by KickinAezz
Fri Aug 15, 2008 8:09 am
Forum: PSP Development
Topic: [RELEASE] OoblikXMB v0.2 Beta (Preview)
Replies: 7
Views: 2939

Is there any animation or just Instant movement?
by KickinAezz
Fri Aug 15, 2008 4:23 am
Forum: PSP Development
Topic: Cracking the PSP OFW without pandora
Replies: 91
Views: 35615

jube wrote:bugger!! , ok thanks saved me a deal of work !

Are there any other avenues left unexplored, does the original Lumines or GTA crack still work?
BMX is a good game to look into for such exploits...

The gameplay in the game is so awful... I wonder if they really took security into consideration. :D
by KickinAezz
Wed Aug 13, 2008 1:18 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

From what you say, I guess that, what you see there is NAGLE-ING You can't get rid of it because it's not up to you but it's up to the sender of the data if they want nagle-ing or not. The only thing you can do is to write a system that processes each packet and takes out the most up to date inform...
by KickinAezz
Tue Aug 12, 2008 11:10 pm
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

for TCP_NODELAY => #include <netinet/tcp.h> About the delay what range of values did you try? Seems like TCP_NODELAY is the one that did the trick. Disabled it; It occasionally lagged waiting for data. http://img243.imageshack.us/img243/295/problemnt3.png Here's the updated one to try: http://www.s...
by KickinAezz
Tue Aug 12, 2008 11:56 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

There's definitely something weird going on with sockets and I feel like we may be forgetting some little detail somewhere. It'd be funny if this is all due to a random bug caused by implementing BSD sockets incorrectly Well I don't think it is a bug, but it's more a problem coming from the coopera...
by KickinAezz
Tue Aug 12, 2008 10:19 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

The PSP apparently uses threads to handle the packets. While doing DOOM for the PSP, I found that sockets didn't work correctly unless you gave up time right before reading or sending a packet. However, the thread(s) appear to be a higher priority than the default as you don't have to give up much ...
by KickinAezz
Tue Aug 12, 2008 7:52 am
Forum: PSP Development
Topic: Bochs for PSP compiles
Replies: 10
Views: 6570

IS it not possible on Dosbox?
by KickinAezz
Tue Aug 12, 2008 6:46 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

Hi KickinAezz, I had the same kind of issue, the only way I found to solve this isn't satisfactory, but... add just before your recv : sceKernelDelayThread(40* 1000); you may try a different delay. It seems like the select tells you that the data are arrived, but when you try to recv them, there ar...
by KickinAezz
Mon Aug 11, 2008 11:53 pm
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

Well - do note that you shouldn't be using the TCP protocol if you're writing a game. Use UDP. The PSP supports BSD sockets so any Linux UDP tutorial should do. TCP sockets work by: 1) Send data 2) Wait for receiver to send back "acknowledge" signal 3) Send new packet Thereby ensuring tha...
by KickinAezz
Sun Aug 10, 2008 1:07 pm
Forum: PSP Development
Topic: SDK Updated with sceMp3 stubs+headers
Replies: 30
Views: 16775

Any advantages over our ME mp3 player?
by KickinAezz
Sun Aug 10, 2008 1:05 pm
Forum: PSP Development
Topic: Del.
Replies: 1
Views: 930

Oops... I have absolutely no Idea I made a new thread.
by KickinAezz
Sun Aug 10, 2008 1:03 pm
Forum: PSP Development
Topic: Del.
Replies: 1
Views: 930

Del.

Very nice. Any chance of WMA decoding?
by KickinAezz
Sun Aug 10, 2008 9:30 am
Forum: PSP Development
Topic: PSPZ Project WIP
Replies: 68
Views: 36170

hi guys, her is another 2 vids showing app have done, will post the code in a bit, BUT DONT FLAME ME !!!!!, am just starting on psp code and the code is shit!!!!! not exactly text-book c!!! ( coming from a microcontroller background where even function calls are a no-no when they eat up your stack!...
by KickinAezz
Thu Aug 07, 2008 7:57 am
Forum: PSP Development
Topic: [Solved] Issue when someone want to connect to my PSP server
Replies: 8
Views: 2316

Hve you Checked the firewall?
by KickinAezz
Thu Aug 07, 2008 5:40 am
Forum: PSP Development
Topic: dc v6 graphics
Replies: 241
Views: 306500

Somethings can't be disclosed :D

You'll have to find out by yourself...
by KickinAezz
Wed Aug 06, 2008 10:23 pm
Forum: PSP Development
Topic: PSPZ Project WIP
Replies: 68
Views: 36170

Good progress :) Phat units not yet ready?
by KickinAezz
Wed Aug 06, 2008 4:09 am
Forum: PSP Development
Topic: dosbox, now with 100% less drama
Replies: 484
Views: 567301

Dosbox July 31 08 Build
---------------------------------


Memory Stick LED flashes CONTINUOULSLY

[Downloaded from PSPupdates]
by KickinAezz
Tue Aug 05, 2008 11:16 pm
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

While waiting for another solution you could tackle the stream problem by wrapping it in "packets". There are a few ways to do this: - Always send the same length data. - Add magic bytes, such as 0 or new line at the end of your data (you still didn't answer my question on whether you are...
by KickinAezz
Tue Aug 05, 2008 5:14 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

jimparis wrote:It is quite possible that the MSG_DONTWAIT define is wrong; that is, flag==0x80 could a very different meaning on PSP than in the BSD headers used by newlib.
No... It's actually works; Otherwise we would be totally 'stuck' unless server sends replies or anything back.

Problem is SOMETHING else! :(
by KickinAezz
Tue Aug 05, 2008 12:48 am
Forum: PSP Development
Topic: Changing System Time Globally? Any SCE function Exports?
Replies: 3
Views: 1198

sceRtcSetCurrentTick. Note however that it is a kernel export only. void SetDate&#40;pspTime *time&#41; &#123; u64 tick, tick2; sceRtcGetTick&#40;time, &tick&#41;; sceRtcConvertLocalTimeToUTC&#40;&tick, &tick2&#41;; sceRtcSetCurrentTick&#40;&tick2&...
by KickinAezz
Tue Aug 05, 2008 12:44 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

This ain't gonna help you a jot and tittle, but &recvbuff == &recvbuff[0] == recvbuff Well, yes, on PSP they all have the same value, but what they don't need to share in any C compiler is their type. And, that means that they don't necessarliy have the same value... Exactly. (applies to PS...
by KickinAezz
Mon Aug 04, 2008 11:08 pm
Forum: PSP Development
Topic: Changing System Time Globally? Any SCE function Exports?
Replies: 3
Views: 1198

Changing System Time Globally? Any SCE function Exports?

Hello,

I was wondering if it was possible; It Should be...

I looked into sceRTC* but I've seen nothing that would be useful :|

How can we achieve that?
by KickinAezz
Mon Aug 04, 2008 10:33 am
Forum: PSP Development
Topic: [TUTORIAL]How to program in D on the PSP!!!
Replies: 15
Views: 9455

D has great future!

I donot know why people seem so uninterested...
by KickinAezz
Mon Aug 04, 2008 3:04 am
Forum: PSP Development
Topic: PSPY WIP
Replies: 15
Views: 5301

Yes, you can update the internal chip FW, and very very easily, which exactly what wlanfirm_magpie.prx and the other one do. However, you need to update it with the correct one :) Sony interface the WLAN controller with a memory stick host interface, and I am sure the WLAN firmware somehow takes th...
by KickinAezz
Mon Aug 04, 2008 3:00 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

1) &recvbuff is the not the same as recvbuff, unless you write it like &recvbuff[0]. &recvbuff == &recvbuff[0] == recvbuff, when dealing with constant-arrays When dealing with pointer arrays, that's when things change 2) Might the problem you're describing be Nagle-ing? When one sen...
by KickinAezz
Sun Aug 03, 2008 12:57 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

NO, that was not the problem... Still exists...

Image
Image
by KickinAezz
Sun Aug 03, 2008 12:33 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

I tried clearing the buffer before using recv; that does the same thing as memset? char recvbuff[255]; Yes memset to 0 is the same as clearing the buffer. &recvbuff is the not the same as recvbuff, unless you write it like &recvbuff[0]. Sounds like this was the problem. IS IT? Really, didn'...
by KickinAezz
Sat Aug 02, 2008 11:50 pm
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

What do you mean by stacking? Maybe the strings aren't always null terminated. You could try memset(&recvbuff, 0, 255); before a recv. Also it is interesting you are using &recvbuff and not recvbuff, how did you declare that variable? I tried clearing the buffer before using recv; that does...
by KickinAezz
Sat Aug 02, 2008 7:31 am
Forum: PSP Development
Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
Replies: 32
Views: 10842

I was very hopeful this would work... but.. Unfortunately stacking still happens (also nonblocking): Stacking behaviour is slight different like this: Begins with 2 and continues with about 25... //Function returns -1 when error, 0 when no data received, and >0 when data received signed int net_recv...