Search found 328 matches

by KickinAezz
Mon Jun 01, 2009 6:01 am
Forum: PSP Development
Topic: PSP decompiler
Replies: 57
Views: 32665

Awesome project.

Hopefully once PSP GO! is hacked, we can play with bluetooth protocols unrestrictedly.
by KickinAezz
Wed Jan 14, 2009 4:36 am
Forum: PSP Development
Topic: Draw text on XMB
Replies: 18
Views: 6340

OldPrisoneR wrote:
KickinAezz wrote:...(4c 45 41 4b)!
What did you mean?
Nevertheless, we can see some interesting things in future.. better PRX plugins that donot depend on VRAM blitting, etc

GU acceleration by itself, is a great optimization.
by KickinAezz
Tue Jan 13, 2009 11:56 pm
Forum: PSP Development
Topic: Draw text on XMB
Replies: 18
Views: 6340

You can blit anything to XMB without any hooks, you'll just need to setup GE in every display list you sent You don't need to clear screen each time, cuz XMB will do it for you and you also don't need to setup framebuffer and draw region. This sample will help you to understand better the concept: ...
by KickinAezz
Tue Jan 06, 2009 5:24 am
Forum: PSP Development
Topic: [Betarelease]PSPDebug 0.8(GUI for PSPLink 3.0){UPD:10.01.08}
Replies: 13
Views: 6390

Very nice work.

Can you add more commands to GUI ?

Like all under help misc, help thread, help fileio ?

Like ability of kill threads, stop modules, change events flags, etc
by KickinAezz
Tue Jan 06, 2009 4:33 am
Forum: PSP Development
Topic: UNDOCUMENTED Module Attributes
Replies: 10
Views: 6931

How come even with 0x0001|0x0002|0x0004 mod attr flags, a user mode module doesn't remain "persistent" across game mode once started as a VSH Plugin?
by KickinAezz
Sun Jan 04, 2009 1:06 pm
Forum: PSP Development
Topic: Using Mips (without pspsdk)
Replies: 14
Views: 5369

Hello World Prxtool MIPS assembly Compilation Fix Program NIDs to static elf.
by KickinAezz
Thu Jan 01, 2009 1:33 am
Forum: PSP Development
Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
Replies: 17
Views: 9964

It would be better if you just asked for particular functions rather than all the NID's. There are simply too many NID's to list them all. Which sceGu functions do you need? I'll post the 5.00 NID's for them (if that particular function is exported that is, not all of the sceGu API is exposed. Thou...
by KickinAezz
Wed Dec 31, 2008 10:21 am
Forum: PSP Development
Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
Replies: 17
Views: 9964

It would be better if you just asked for particular functions rather than all the NID's. There are simply too many NID's to list them all. Which sceGu functions do you need? I'll post the 5.00 NID's for them (if that particular function is exported that is, not all of the sceGu API is exposed. Thou...
by KickinAezz
Wed Dec 31, 2008 6:23 am
Forum: PSP Development
Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
Replies: 17
Views: 9964

I don't have the nids. It is a waste of time because it would make your app not work whenever 5.10 or whatever comes out. Got it. There's always the option to consume more memory and use our own code instead of the ones already there :D --- From which module do Games import sceGu* function from?
by KickinAezz
Tue Dec 30, 2008 11:22 pm
Forum: PSP Development
Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
Replies: 17
Views: 9964

Im just sayin that you dont need to know the name when using prxtool. You looking for all SceGu commands, and minus what commands we have, you just need to find the names we dont have, unless you want to brute force the prx file and get the exports (that been hash with sha, but havent been encoded)...
by KickinAezz
Tue Dec 30, 2008 11:48 am
Forum: PSP Development
Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
Replies: 17
Views: 9964

Dariusc123456 wrote:
KickinAezz wrote:
NoEffex wrote:If you need I can use prxtool on it for ya.
Sure; if you know the names too.
prxtool disassemble elf or prx files. Its use to reverse enginner the file that output mips asm.
wut?

/ye

-

Still open for answers.
by KickinAezz
Tue Dec 30, 2008 10:58 am
Forum: PSP Development
Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
Replies: 17
Views: 9964

NoEffex wrote:If you need I can use prxtool on it for ya.
Sure; if you know the names too.
by KickinAezz
Tue Dec 30, 2008 9:35 am
Forum: PSP Development
Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
Replies: 17
Views: 9964

moonlight wrote:They are exported but they randomized nids, and they do it again each few new firmwares. They are not handled by nids resolver, paf is too big!
Could you post most of what you know for 5.00 Paf i.e. the nids?


Bad SCE!
by KickinAezz
Tue Dec 30, 2008 7:19 am
Forum: PSP Development
Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
Replies: 17
Views: 9964

Where have all sceGu* exports gone from PAF FW3.40 onwards?

Where have they all gone?

Why aren't they exported any longer?


If anyone has an idea, it would be great!
by KickinAezz
Tue Dec 30, 2008 5:36 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 57121

Does anyone know the 5.00 NID for sceDisplaySetFrameBufInternal ?

tnkx!
by KickinAezz
Thu Dec 25, 2008 12:43 am
Forum: PSP Development
Topic: disable buttons in XMB menu
Replies: 34
Views: 11295

Simply use sceCtrlReadBufferPositive in the main loop it will disable XMB entirely until you switch back to sceCtrlPeekBufferPositive. (I remember when I did this long back... but it should work)
by KickinAezz
Wed Dec 17, 2008 11:55 pm
Forum: PSP Development
Topic: Win32 native Toolchain for PSPSDK
Replies: 261
Views: 129285

Using only the 0.8.10 full installer it works. You must use the full installer, not the lite (without docs, libs). And by default they are selected to install unless you de-select them. Oh... That is the reason why. Can you create a new type next time "PSP SDK - No Docs + All Libs". I che...
by KickinAezz
Wed Dec 17, 2008 11:32 am
Forum: PSP Development
Topic: Win32 native Toolchain for PSPSDK
Replies: 261
Views: 129285

if you installed the libs, it should be there. The header file under: C:\pspsdk\psp\include\png.h and the lib file: C:\pspsdk\psp\lib\libpng.a I've installed the 0.8.10 to C:\pspsdk and i get those files. Yes it works if I install the Devpaks. But doesn't 0.8.10 come preinstalled with all those lib...
by KickinAezz
Tue Dec 16, 2008 1:17 am
Forum: PSP Development
Topic: Win32 native Toolchain for PSPSDK
Replies: 261
Views: 129285

I installed 0.8.10 (which includes all libs)...

I can't find libpng or png.h ANYWHERE...
by KickinAezz
Mon Dec 15, 2008 1:57 pm
Forum: PSP Development
Topic: sceDisplayGetCurrentHcount, Something interesting... :O
Replies: 2
Views: 1710

What kind of results did you get? Last time I tried this sceDisplayGetCurrentHcount and sceDisplayGetAccumulatedHcount didn't add up. For example add the return value of sceDisplayGetCurrentHcount each frame to some variable and see if it grows at the same rate as sceDisplayGetAccumulatedHcount. I ...
by KickinAezz
Sat Dec 13, 2008 3:18 pm
Forum: PSP Development
Topic: sceDisplayGetCurrentHcount, Something interesting... :O
Replies: 2
Views: 1710

sceDisplayGetCurrentHcount, Something interesting... :O

I just tested this and values looked intriguing.

I felt like it returned values based on what was shown on screen;


Anything to do with Display Power Saving or hidden interlacing techniques?
by KickinAezz
Sun Dec 07, 2008 2:27 am
Forum: PSP Development
Topic: Modifying a target thread's Priority known it's UID
Replies: 3
Views: 1663

ne0h wrote:I think that sceKernelChangeThreadPriority can help you
Wow... How could I have missed that!

Thanks.
by KickinAezz
Sat Dec 06, 2008 11:59 pm
Forum: PSP Development
Topic: Modifying a target thread's Priority known it's UID
Replies: 3
Views: 1663

Modifying a target thread's Priority known it's UID

Is it possible to change a thread's priority in the runtime?
by KickinAezz
Sun Nov 16, 2008 1:41 am
Forum: PSP Development
Topic: svn checkout svn://svn.ps2dev.org/psp/trunk/pspirkeyb
Replies: 8
Views: 3554

Ok! Great! I'll PM you if there's a major update! As for the OSK, it's a bit of a nightmare at the moment. Looks like there's more to the OSK than what meets the eye. I think the OSK_Plugin_500 may only work for VSH. =( It's causing havoc with piKey! We have to remap OSKOut! pikey with 5.00 Full QW...
by KickinAezz
Thu Nov 13, 2008 12:19 pm
Forum: PSP Development
Topic: Latest version of piKey - 0.4 Prerelease?
Replies: 2
Views: 1734

Hmmm... I currently hold the latest version of Unofficial piKey and the PSPIRKeyB Lib, which it probably 0.48 status. (0.5 will be released on Christmas day.) The latest public release was 0.4. I would give you the latest source (this Saturday) if you provide me a good enough reason why you want it...
by KickinAezz
Thu Nov 13, 2008 12:08 am
Forum: PSP Development
Topic: Latest version of piKey - 0.4 Prerelease?
Replies: 2
Views: 1734

Latest version of piKey - 0.4 Prerelease?

Can any one provide me a link to the LATEST Version of pikey?

Thanks!
by KickinAezz
Mon Nov 10, 2008 11:26 am
Forum: PSP Development
Topic: PSP USB HID descriptor
Replies: 15
Views: 6091

Something to do with USB Host Mode support?
by KickinAezz
Mon Nov 03, 2008 3:47 am
Forum: PSP Development
Topic: Exporting functions from user mode prx to kernel mode prx
Replies: 24
Views: 5523

LOL!

pspiofilemgr_kernel.h.

LIBS = -lpspiofilemgr_kernel (not required since it's already in BUILD.MAK)
by KickinAezz
Mon Oct 27, 2008 4:30 am
Forum: PSP Development
Topic: OpenPSID prototype in PSPSDK gives gibberish.. Outdated?
Replies: 9
Views: 3817

Torch wrote:
KickinAezz wrote: I donot think PSN will solely depend on PSID.
What else is there? AFAIK anything can be spoofed on CFW. You should just use the same login.
There are cases when spoofing is impossible... For example reading unique stuff directly from hardware without any middleman (Sce* functions)
by KickinAezz
Mon Oct 27, 2008 3:57 am
Forum: PSP Development
Topic: OpenPSID prototype in PSPSDK gives gibberish.. Outdated?
Replies: 9
Views: 3817

Yes that result is probably correct. Though the PSID is not an ASCII string, it's just 16 hex values that is meant to be a unique identifier of the PSP. A serial number if you will. Is it derived from the FUSE Id, or is it the FUSE Id itself? But anyway with CFW, isn't it possible to just hook the ...