Search found 185 matches

by mc
Wed Jun 25, 2008 12:41 am
Forum: PS3 Linux Development
Topic: How to start development?
Replies: 3
Views: 4510

The hardware is protected by the hypervisor. For some hardware, such as the USB controller, you can get direct access if you ask the hypervisor for it. For other hardware, such as the hard drive, only higher level access through hypervisor calls is available. But yes, you can make your own OS and et...
by mc
Thu May 29, 2008 6:51 am
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 268348

Linking fixes the address layout, so after that you can not move any code. So even if you were able to remove unused functions, it would just leave "holes", not make the memory footprint smaller. There is an option "--gc-sections" to ld which allows unused sections to be removed ...
by mc
Wed May 28, 2008 8:29 pm
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 268348

@ooPo: --whole-archive is useful sometimes when you don't know
beforehand which code will be used, e.g. when you have a dynamic
plug-in system. I use it in the Dreamcast port of ScummVM.
by mc
Wed May 28, 2008 8:22 pm
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 149946

Here you haven't set up the SLB or enabled the MMU for the second thread. This means you will not be able to access DDR ram, and probably not all of the XDR ram either. Also, clearing the BSS from both threads is probably not a good idea. What you should do is leave global setup like clearing the BS...
by mc
Sat May 24, 2008 6:26 am
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 268348

stripping does not remove unused code, just symbol and debug information.
by mc
Sat May 24, 2008 6:21 am
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 149946

If you want the second PPU hardware thread to do something, just change the loop at
"secondary_hold" in start.S to go somewhere useful. Note that you'll need to set
up MSR, SLB etc separately for the second thread.
by mc
Fri Feb 29, 2008 11:36 pm
Forum: PS3 Development
Topic: Cold Boot Attacks on Disk Encryption
Replies: 9
Views: 11753

I would expect any crypto keys to be stored in the local RAM of an SPE running in isolation mode, making them inaccessible both from PPE code and from pin-snooping of the RAM chips.
by mc
Sun Feb 24, 2008 1:47 am
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 149946

Mine is CECHC04.
by mc
Mon Feb 18, 2008 12:56 am
Forum: PS3 Linux Development
Topic: Can anyone with a dualshock 3 confirm its vendorID:productID
Replies: 10
Views: 9781

Note that play-asia don't ship these to Europe, though...
by mc
Thu Feb 14, 2008 11:11 pm
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 149946

It didn't work when I tried to run it on the PS3 at work, which is upgraded to 2.10.
by mc
Wed Jan 23, 2008 9:14 pm
Forum: PS3 Linux Development
Topic: PPC Mac Emulation on Linux PPC
Replies: 16
Views: 60565

I haven't been developing MOL since 2001 so I'm not really up to date when it comes to the linux interface, However I know that 2.6.x broke the way MOL hooked onto the memory management in linux, but it might or might not been fixed now. MOL runs fine on my MacMini under 2.6.22.14, so that part see...
by mc
Sat Jan 05, 2008 2:03 am
Forum: PS3 Linux Development
Topic: Can anyone with a dualshock 3 confirm its vendorID:productID
Replies: 10
Views: 9781

My main concern is that as europeans aren't allowed to buy DS3 yet, I had no way of knowing whether my code was still working with them or not. If the device ID is the same, then that's fine. I'll eventually buy a DS3 when they're available here and figure out how to get them rumbling! If you want ...
by mc
Sat Jan 05, 2008 1:35 am
Forum: PS3 Development
Topic: Decryption by Plaintext Attack
Replies: 19
Views: 15624

jonwil: Not quite. There are a few other applications of a hacked GameOS: * To get around region protection for PS1 and PS2 games, and BD titles. * Importing PS1 and PS2 saves from other emulation systems (this can also be achieved by cracking the signature on PSV files) * Translation patches and si...
by mc
Wed Dec 26, 2007 12:48 am
Forum: PS3 Linux Development
Topic: Does Firmware 2.10 remove access to RSX?
Replies: 30
Views: 25437

stesmi: Note the use of "currently" in both paragraphs, which indicate that this information is subject to change. It does not say "we don't want to support 3D under linux", just "we don't support 3D under linux right now". Of course, it doesn't say that they do want to...
by mc
Mon Dec 24, 2007 9:14 pm
Forum: PS3 Linux Development
Topic: Access to ps3 filesystem from linux???
Replies: 3
Views: 5751

The same hypervisor call is used to read any sector of the disk, the HV
will simply refuse access to sectors outside of the OtherOS area.

http://wiki.ps2dev.org/ps3:hypervisor:lv1_storage_read
by mc
Thu Dec 20, 2007 8:16 am
Forum: PS3 Development
Topic: What Programming Language? C or C++?
Replies: 21
Views: 78678

Yup, just avoid using all the C++ constructs like exceptions, virtual methods
and templates, and you get something decent. Namely C. Except that
with a C++ compiler you miss out on some of the C99 goodies like
sane union initializers.

Classes without virtual methods are just structs.
by mc
Wed Dec 19, 2007 8:07 pm
Forum: PS3 Development
Topic: What Programming Language? C or C++?
Replies: 21
Views: 78678

<flamebait>C++ adds nothing to C except a vehicle to generate bloat more quickly.</flamebait>

Write in C.
by mc
Wed Dec 19, 2007 8:09 am
Forum: PS3 Linux Development
Topic: Hypervisor API
Replies: 23
Views: 20811

Hypervisor calls run on the PPE. It's just like a regular syscall, it only elevates the CPU privilege level and jumps to a set address.
by mc
Mon Dec 03, 2007 7:28 am
Forum: PS3 Development
Topic: FP/VP assembler project
Replies: 22
Views: 12727

Sweet. Now all I need to do is learn fp language, and I'll modify my demo
to compute the fractals on the fly using fragment programs. :-)
(Any links to a good reference and/or tutorial?)
by mc
Sun Dec 02, 2007 6:10 am
Forum: PS3 Development
Topic: FP/VP assembler project
Replies: 22
Views: 12727

Yes, BB is not number of buffers, but number of megabytes up in DDR ram where stuff like textures and z-buffer is placed. (This comes from IronPeter's samples.) Trying to map as much as 48M might overflow the MMU htab. The easiest way to get it working is probably to leave BB and DDR_SIZE as they ar...
by mc
Sun Dec 02, 2007 1:49 am
Forum: PS3 Development
Topic: FP/VP assembler project
Replies: 22
Views: 12727

ps2devman: Triple buffering in 1080i will use more DDR-ram, so you'll
need to increase "BB" to at least 24. This also means you'll need to map
more DDR-ram to the CPU for texture upload to work.
by mc
Fri Nov 30, 2007 9:25 pm
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 149946

OtherOS demo 1.1 (with RSX visuals)

I made a new version of the OtherOS demo which uses the RSX for
rendering. Be prepared to be stunned by the exquisite 3D graphics
(yeah right...) :-)

Many thanks to IronPeter and Glaurung for their hard work without
which this would not have been possible.

Source and binaries

Enjoy.
by mc
Wed Nov 28, 2007 5:02 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 725283

NV40TCL_VTX_CACHE_INVALIDATE

I'm trying to do some animation with vertex buffers, but the RSX
is caching my vertices. There is a NV40TCL_VTX_CACHE_INVALIDATE,
but does anyone know how many parameters it takes and what
they are?
by mc
Tue Nov 27, 2007 8:31 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 725283

Firmware 2.01

Just a quick heads-up for cautious upgraders: I verified that the
triangle and dxt demos still work with FW 2.01.
by mc
Mon Nov 19, 2007 9:14 am
Forum: PS3 Development
Topic: mcload 1.0 released
Replies: 12
Views: 52658

USB mouse (and other input device) protocol specification is here:
http://www.usb.org/developers/devclass_docs/HID1_11.pdf

Knock yourself out. :-)
by mc
Mon Nov 19, 2007 8:58 am
Forum: PS3 Development
Topic: Boot loader, bootstrap FreeBSD PPC
Replies: 1
Views: 3345

For what is currently known about the HV calls and their parameters, refer to
the HV Wiki. Not everything is understood though. In some cases
we're just copying over the parameters from the Linux code (which as
often as not simply specifies a hex value without even making a define
for it)...
by mc
Mon Nov 19, 2007 8:42 am
Forum: PS3 Linux Development
Topic: Better way to disable rendering.
Replies: 5
Views: 4461

One thing that might be worth trying is to use the VT_ACTIVATE ioctl to switch to a different virtual console, and then set it to graphics mode with KDSETMODE to prevent the vt driver from rendering text or cursor to it. Then you ought to get exclusive access to the fb memory. X will start rendering...
by mc
Sun Oct 14, 2007 12:08 am
Forum: PS3 Linux Development
Topic: kboot forcing kernel to boot
Replies: 3
Views: 3472

Just put mykernel='sda3:/usr/src/linux/vmlinux initrd=... etc (provided your / is on sda3) in /etc/kboot.conf and it should work. Or enter it at the kboot prompt. You can invoke a kernel manually by simply typing the path to it in kboot. You can also use the mount command to mount/remount any partit...
by mc
Sun Oct 07, 2007 9:01 pm
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 725283

Well, yeah, but that only makes it more likely that it is intentional
that this particular part can be mapped. It would make sense
to only expose the parts needed for performance (= FIFO interface)
and handle access to other parts through the HV.

Thanks for the link, BTW.
by mc
Sun Oct 07, 2007 8:35 pm
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 725283

Very nice work, IronPeter! I find it intriguing that not only are you allowed to define the FIFO region in user memory, but that you are also allowed to map the control area. This suggests to me that Sony actually intended to support HW 3D under Linux, as they could just as easily have made the cont...