Search found 893 matches
- Sat Jul 03, 2004 9:42 pm
- Forum: PS2 Development
- Topic: program hangs at hddCheckPresent
- Replies: 17
- Views: 8231
- Fri Jun 18, 2004 1:58 am
- Forum: PS2 Development
- Topic: 640x512 PAL mode
- Replies: 6
- Views: 4602
- Fri Jun 04, 2004 2:31 am
- Forum: PS2 Development
- Topic: sce_fileio: unrecognized code ff
- Replies: 10
- Views: 5526
- Sat May 22, 2004 3:09 pm
- Forum: PS2 Development
- Topic: usbd.irx comaptibility....
- Replies: 5
- Views: 4092
- Fri May 21, 2004 2:51 am
- Forum: PS2 Development
- Topic: Accessing the IOP resources from the EE?
- Replies: 6
- Views: 4135
- Sun May 16, 2004 7:22 pm
- Forum: PS2 Development
- Topic: USB KB
- Replies: 10
- Views: 5182
- Wed May 12, 2004 7:50 am
- Forum: PS2 Development
- Topic: USB-flash-disk lib?
- Replies: 16
- Views: 10564
- Fri Apr 23, 2004 3:03 am
- Forum: PS2 Development
- Topic: Adresd's vdiv bug with the unstable patches.
- Replies: 2
- Views: 2010
- Fri Apr 23, 2004 3:00 am
- Forum: PS2 Development
- Topic: DVD remote control
- Replies: 3
- Views: 2575
Well the kernel modules _possibly_ are for the DVD remote (don't see why not) but you probably need the RTE as provided by the BBN software, the SBIOS stuff is just the exported RTE functionality to hide the IOP. Obviously only the latest version supports the calls necessary to read data from the re...
- Wed Apr 14, 2004 10:25 pm
- Forum: PS2 Development
- Topic: PS1DRV exploit not working on first version jap ps2
- Replies: 5
- Views: 3608
Oki, further to my previous post I have modified the payload of the exploit to fix loading issues on 15k (and maybe 10k, who knows :) so most things should work out of the box. Unmodified ps2link now sort of works, still has reset issues but there you go. The bin of ps2menu now runs up, although the...
- Sat Apr 03, 2004 8:16 pm
- Forum: PS2 Development
- Topic: PS1DRV exploit not working on first version jap ps2
- Replies: 5
- Views: 3608
I have fixed dev9 and have also fixed what seems to be a bug in probably the 15k kernel, but it has issues with reset at the moment so I have not commited changes to CVS... When projectBP has finsihed I will attempt to get it working 100% :P I will point out in this case that I am talking about ps2l...
- Tue Mar 23, 2004 9:13 am
- Forum: PS2 Development
- Topic: Communication API
- Replies: 14
- Views: 7917
- Tue Mar 23, 2004 6:33 am
- Forum: PS2 Development
- Topic: Communication API
- Replies: 14
- Views: 7917
It would be nice to have some auto discover feature for PS2Link, there isn't a great point to having a bound IP address for PS2Link but then again what about other stuff like PS2NetFS? I am not sure whether I would want to advocate the use of broadcasts though, we are realistically trying to solve a...
- Sun Mar 21, 2004 10:47 pm
- Forum: PS2 Development
- Topic: Communication API
- Replies: 14
- Views: 7917
As an addendum to this I was thinking of writing a tunnel driver. While it isn't quite as nice as a fully feldged comms API it might at least solve the immediate issue of running point to point applications (such as ps2link) over different transport mediums. The idea is similar to many other tunnel ...
- Fri Mar 12, 2004 5:41 am
- Forum: PS2 Development
- Topic: rom0 and rom1
- Replies: 3
- Views: 3879
- Sun Feb 22, 2004 9:41 am
- Forum: PS2 Development
- Topic: Call to arms
- Replies: 4
- Views: 3856
- Sat Feb 21, 2004 5:35 am
- Forum: PS2 Development
- Topic: Call to arms
- Replies: 4
- Views: 3856
Ok some preliminary rules we have been specced out... -= Project BP =- Maximum size of demo (uncompressed) 16mb Maximum size of demo (compressed) 2mb Rules: You cannot: Use the IOP or any IOP functions. Allocate memory generally, outside of any internal alloc in the specified 16Mb block provided. Re...
- Sat Feb 21, 2004 4:23 am
- Forum: PS2 Development
- Topic: Call to arms
- Replies: 4
- Views: 3856
Call to arms
This is only an idea at the moment but is anyone interested in producing some nice effects for a PS2 demo to show at the upcoming Breakpoint demo party. The plan is thus, get as many people to do a bit of the demo, maybe 5 to whatever seconds each depending on time. These individual bits we can weav...
- Fri Feb 20, 2004 6:48 am
- Forum: PS2 Development
- Topic: To EE or not to EE? that is the question.
- Replies: 3
- Views: 3616
To EE or not to EE? that is the question.
Given that most devices (if not all) are mapped to both IOP and EE addressing space what advantages could be gained from writing drivers for the EE instead of the IOP? Certainly one of the main plus points of the IOP is it's modular system which lends itself well to device drivers but might the powe...
- Wed Feb 11, 2004 4:26 am
- Forum: PS2 Development
- Topic: ps2link on ps2link
- Replies: 12
- Views: 7610
If you go to the Makefile in the ee dir there is a setting called LOADHIGH. Set this to 1 and rebuild. That should allow you to run ps2link over ps2link. Note: I have not tried this personally, just from what I have heard. If it doesnt work it isn't my fault ;) You will need a upgraded version of pk...
- Wed Jan 28, 2004 7:41 am
- Forum: PS2 Development
- Topic: The Eyetoy
- Replies: 16
- Views: 11217
Yah the NPM USB driver was used in the solitaire game, but that was only through special dispensation from Duke[NpM]. Alas is cannot be redistributed, and it isn't worth asking. The source is also lost in the mists of time so even that angle can't be taken :( I would work on a USB driver but as I st...
- Sun Jan 18, 2004 1:39 am
- Forum: General Discussion
- Topic: What we need is less off topic discussions..
- Replies: 5
- Views: 4950
What we need is less off topic discussions..
What is the point of an off topic discussion forum without less off topic discussions. If we wanted something like that we would have a forum for it.
- Sun Jan 18, 2004 1:29 am
- Forum: General Discussion
- Topic: What we need is more off topic discussions..
- Replies: 10
- Views: 7330