Search found 206 matches
- Sun Aug 19, 2007 5:40 am
- Forum: PS2 Development
- Topic: strings with twin characters
- Replies: 6
- Views: 2966
strings with twin characters
I ran across a bug that kind of worries me, but I haven't been able to reproduce it in a test case. I wrote some browsing code for a larger project, for browsing directories. It had been working, but, all of a sudden, I was unable to use strcat() to append a "/" to a folder with twin chara...
- Mon Aug 13, 2007 3:52 am
- Forum: PS2 Development
- Topic: Including asm in C source
- Replies: 5
- Views: 3231
http://ps2dev.ofcode.com/modules/wordpress/?page_id=37
That site has a ton of documents about the EE as well including opcodes and registers and etc. Maybe it'll be of some help.
That site has a ton of documents about the EE as well including opcodes and registers and etc. Maybe it'll be of some help.
- Fri Aug 03, 2007 4:38 pm
- Forum: PS3 Development
- Topic: Virtual GPU project
- Replies: 23
- Views: 14092
- Wed Aug 01, 2007 10:21 pm
- Forum: PS3 Development
- Topic: Virtual GPU project
- Replies: 23
- Views: 14092
I don't own a ps3, but what about using a glide wrapper for a start. The only open source glide wrapper I know of is hacktarux's modified one posted on the emutalk boards. http://emutalk.net/showthread.php?t=37658 The glide functions could be rewritten to use the SPUs or do what was posted above but...
- Mon Jul 30, 2007 8:42 pm
- Forum: PS2 Development
- Topic: fseek returns offset upon success instead of 0
- Replies: 5
- Views: 3993
- Sun Jul 29, 2007 2:27 am
- Forum: PS2 Development
- Topic: fseek returns offset upon success instead of 0
- Replies: 5
- Views: 3993
- Sat Jul 28, 2007 10:07 pm
- Forum: PS2 Development
- Topic: fseek returns offset upon success instead of 0
- Replies: 5
- Views: 3993
fseek returns offset upon success instead of 0
I noticed this when I had fseek in an if statement, if fseek succeeds it is supposed to return 0 but it instead returns the offset of the file from the return of fioLseek. I fixed it by checking whether fioLseek returned with an error and setting ret to 0 if it had not. I'm not sure if that's the co...
- Sat Jul 28, 2007 9:34 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
Nice, :D. On another note, I've noticed a bug in ltconfig when building stdc++v3, I think. It tries to call c:\ps2dev\ee\ee\nm.exe, but instead it comes out as c:ps2deveeeenm.exe. I'm not sure where it gets the dos-based path. Would redefining the variable for the nm executable in config.cache to /c...
- Thu Jul 26, 2007 5:19 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
The site on which I pasted the patch must be messing up something or maybe windows clipboard is doing it. Ack, I forgot to define HOST_BITS_PER_WIDEST_INT as well, so the build errors out. It didn't need to be defined in hwint.h as HOST_WIDEST_INT hadn't been defined yet, but it's needed in xm-mingw...
- Thu Jul 26, 2007 6:14 am
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
Hrmm, somehow a copy of the rev1.patch got placed in the newer source folder and diff added it to the patch. Here's the patch just comparing the old ps2dev patched gcc vs. gcc patched + my changes. diff -burN gcc-3.2.2/gcc/config/i386/xm-mingw32.h gcc-3.2.2-ps2/gcc/config/i386/xm-mingw32.h --- gcc-3...
- Wed Jul 25, 2007 10:06 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
Ok, I will, shouldn't take that long. Be back in a few. Edit: Here it is: http://nopaste.de/p/aL0jnueIB Did you want me to submit just the patch for xm-mingw32.h? I posted the whole thing :S. Oh yeah, before I forget, adding those definitions made configure act a little weird, like it was adding fas...
- Wed Jul 25, 2007 2:48 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
- Tue Jul 24, 2007 6:59 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
I've found the parts in gcc where it starts type checking the operands, type conversion, and etc. I've started adding warning messages inside the conditional statements to see how exactly the left shift expression is evaluated. I'll post the relevant files/lines I think are interesting in case someo...
- Sun Jul 22, 2007 7:03 am
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
I have the archlinux distro installed on my other harddrive, so I could just go into that if it becomes necessary. The Ogre3D MinGW Toolkit didn't work when compiling the toolchain, either. I'll go digging around. I managed to grab a log of all the warning messages when building gcc. Perhaps somethi...
- Sun Jul 22, 2007 5:09 am
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
I tested the vista-toolchains you provided chp, and they produce the same error. GIF_TAG = 0x0000000000008004 GIF_TAG = 0x0000000000008004 I used the candidate versions of mingw last year to build my toolchain, and the versions haven't changed since then except for binutils, so whereever the problem...
- Sat Jul 21, 2007 2:19 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
- Sat Jul 21, 2007 12:27 am
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
- Fri Jul 20, 2007 5:56 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
I setup a cygwin-hosted toolchain and a mingw toolchain side by side. gsKit works with the cygwin toolchain. The gsKit binary built with the cygwin toolchain works with the mingw toolchain, but it won't work if the mingw toolchain builds gsKit. I'm pretty sure this bug affects p2sdk, too. For a sepa...
- Wed Jul 18, 2007 3:42 pm
- Forum: PS2 Development
- Topic: Building PS2 Toolchains In MinGW
- Replies: 44
- Views: 28529
I wonder if that is the issue I'm currently having with FCEUltra. I ported it using gsKit last year using MinGW around June, but after updating gsKit sometime last year afterwards, it stopped working. I'd forgotten which revision of gsKit I had used. I tracked it down to a function not returning in ...
- Fri Mar 02, 2007 6:31 pm
- Forum: PS2 Development
- Topic: Methods for datafile access
- Replies: 7
- Views: 4244
From my understanding, the fio* functions are the functions residing inside of the PS2's BIOS itself (from embedded IOP modules inside the BIOS that every PS2 has) and the fopen/fclose/etc. functions are wrapped around the fio* functions for a standard C library implementation for file routines (for...
- Thu Mar 01, 2007 9:11 pm
- Forum: PS2 Development
- Topic: Methods for datafile access
- Replies: 7
- Views: 4244
You could use freedoom's iwad to distribute with your port, the downloads page has a list of compatible ports (if the port of the port that you used supports it) http://freedoom.sourceforge.net/. It can also be used with mods with pwads and whatnot. You can load IOP drivers which the ps2 kernel can ...
- Mon Dec 04, 2006 10:44 am
- Forum: PS2 Development
- Topic: remove(); function returns 0 (successful delete)
- Replies: 0
- Views: 1038
remove(); function returns 0 (successful delete)
Heh, tripped on this when I tried to use the remove(); function in my project.
remove(); returns 0, in stdio.c, when a file is succesfully deleted, but since this function is an empty routine, shouldn't it always return -1 or something.
remove(); returns 0, in stdio.c, when a file is succesfully deleted, but since this function is an empty routine, shouldn't it always return -1 or something.
- Mon Dec 04, 2006 10:34 am
- Forum: PS2 Development
- Topic: Tutorial: Setting up CodeBlocks for ps2dev
- Replies: 15
- Views: 16712
Nice, thanks J.F. sincodes: Make sure you have a rule like: something_assembly.o: something_assembly.s in your Makefile, and include $PS2SDK/samples/Makefile.pref and $PS2SDK/samples/Makefile.eeglobal or .iopglobal depending on your project. They have the %.o: %.s rule for compiling assembly into ob...
- Sat Nov 18, 2006 4:23 pm
- Forum: PS2 Development
- Topic: Tutorial: Setting up CodeBlocks for ps2dev
- Replies: 15
- Views: 16712
Tutorial: Setting up CodeBlocks for ps2dev
Goal This guide breaks down into two parts: Setting up a ps2dev environment, for those who want to try this without ps2dev experience Setting up CodeBlocks to compile ps2dev projects, works for Cygwin, MinGW, or precompiled toolchain users What you need for CodeBlocks CodeBlocks, www.codeblocks.org...
- Sat Nov 04, 2006 8:28 pm
- Forum: PS2 Development
- Topic: IDE - Mingw Developer studio, ps2dev & ps2sdk tutorial
- Replies: 16
- Views: 7627
Simplest way to get EE compiler working in CodeBlocks
I had planned on making compiler set configurations for CodeBlocks, but it proved a little too complicated with the way things are setup, especially with all the Project creation wizards and etc., so here's a "simple" (it's kind of convoluted) way to use CodeBlocks' IDE with PS2Dev. I set ...
- Wed Aug 09, 2006 1:17 am
- Forum: PS2 Development
- Topic: IDE - Mingw Developer studio, ps2dev & ps2sdk tutorial
- Replies: 16
- Views: 7627
Ditto for bumping an old thread, but I have some new information. The new ps2sdk samples make erl files for the erl-loader. I haven't messed with it yet, but you'd have to change the compile options taken from $(EE_BIN)'s make rule in the Makefile.eeglobal file to $(EE_ERL)'s make rule options, at t...