Search found 206 matches

by ragnarok2040
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...
by ragnarok2040
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.
by ragnarok2040
Fri Aug 03, 2007 4:38 pm
Forum: PS3 Development
Topic: Virtual GPU project
Replies: 23
Views: 14092

Yeah, now that I think on it, it's not low level enough to use as a base for a virtual gpu. Maybe you can use nouveau's source code and port it.
by ragnarok2040
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...
by ragnarok2040
Mon Jul 30, 2007 8:42 pm
Forum: PS2 Development
Topic: fseek returns offset upon success instead of 0
Replies: 5
Views: 3993

Ahh, I see. I modified the fix so that it does that. It's kind of redundant now to return fseek with the negative errno value, but that shouldn't matter, heh. ret = fioLseek&#40;stream->fd, &#40;int&#41;offset, origin&#41;; if &#40;ret < 0&#41; errno = ret * &#40;-1&#...
by ragnarok2040
Sun Jul 29, 2007 2:27 am
Forum: PS2 Development
Topic: fseek returns offset upon success instead of 0
Replies: 5
Views: 3993

Nice, thanks dlanor. I created a patch from the implementation you suggested. diff -burN orig.ps2sdk/ee/libc/src/stdio.c ps2sdk/ee/libc/src/stdio.c --- orig.ps2sdk/ee/libc/src/stdio.c Sat Jul 28 12&#58;00&#58;45 2007 +++ ps2sdk/ee/libc/src/stdio.c Sat Jul 28 12&#58;11&#58;54 2007 @@ ...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
Wed Jul 25, 2007 2:48 pm
Forum: PS2 Development
Topic: Building PS2 Toolchains In MinGW
Replies: 44
Views: 28529

#include <stdio.h> typedef unsigned long long u64; int main&#40;int argc, char* argv&#91;&#93;&#41; &#123; u64 st = &#40;&#40;&#40;u64&#41;&#40;1&#41;&#41; << 32&#41;; //printf&#40;"test = %ulld\n", st&#41;; printf&#40;"...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
Sat Jul 21, 2007 2:19 pm
Forum: PS2 Development
Topic: Building PS2 Toolchains In MinGW
Replies: 44
Views: 28529

Initializing the DMAC&#58; RELE=0 MFD=0 STS=0 STD=0 RCYC=0 DMAC Initialized. Initilizating DMA Channel 2 - GIF DMA Channel Initialized. Initilizating DMA Channel 8 - fromSPR DMA Channel Initialized. Initilizating DMA Channel 9 - toSPR DMA Channel Initialized. NTSC NTSC CurrentPointer Before&...
by ragnarok2040
Sat Jul 21, 2007 12:27 am
Forum: PS2 Development
Topic: Building PS2 Toolchains In MinGW
Replies: 44
Views: 28529

Using an empty function "void dummy_func(u64 val2) {;}" and calling it in main(); using dummy_func(val); I still end up with the same assembly, though the cygwin tools give out the left shift warning now. When I used printf("%d",val); (Not correct but it wouldn't error out), the ...
by ragnarok2040
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...
by ragnarok2040
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 ...
by ragnarok2040
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...
by ragnarok2040
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 ...
by ragnarok2040
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.
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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 ...
by ragnarok2040
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...