Search found 646 matches
- Mon Jul 21, 2008 5:20 am
- Forum: PSP Development
- Topic: localtime doesnt return the correct date/month/year
- Replies: 21
- Views: 8279
If I may say so.... libc and it's implementations (namely newlib) are all so clobbered with function redirections and functionname dissembling that it's just a freaking PITA to work with it or do any changes/fixes.... who the hell decided that the code must be so unreadable that only the ones that w...
- Sat Feb 02, 2008 10:52 pm
- Forum: PSP Development
- Topic: Texture splatting - 2 Textures (Alpha / Color)
- Replies: 1
- Views: 1604
Well, though your idea is nice, it won't work out. The problem is that the additively blended scene would change the color effects of the output image in a non-realistic way. You really need alpha blending for it to work. You could achieve that by using DST*SRC blend and DST*(1-SRC), then adding tho...
- Thu Jan 31, 2008 8:08 pm
- Forum: PSP Development
- Topic: VFPU
- Replies: 3
- Views: 2312
- Wed Jan 30, 2008 11:02 pm
- Forum: PSP Development
- Topic: VFPU
- Replies: 3
- Views: 2312
- Thu Jan 10, 2008 7:29 am
- Forum: PSP Development
- Topic: Will This Work?
- Replies: 5
- Views: 1784
- Wed Jan 02, 2008 12:53 am
- Forum: PSP Development
- Topic: Is it possible to increase kernel memory ?
- Replies: 9
- Views: 4759
- Mon Dec 31, 2007 11:14 pm
- Forum: PSP Development
- Topic: sceImpose_driver prevents kernel mode plugin from loading
- Replies: 10
- Views: 3781
Did you try the module in vsh? I assume most exported NIDs for impose_driver work only w/vshmain running. Yes, that's where I tried it first, but it doesn't load neither in VSH nor in game nor from PSPLink. Maybe you should try to build other impose library, and using 00010011 as flags. Funnily eno...
- Sun Dec 30, 2007 9:02 pm
- Forum: PSP Development
- Topic: sceImpose_driver prevents kernel mode plugin from loading
- Replies: 10
- Views: 3781
- Sun Dec 30, 2007 11:17 am
- Forum: PSP Development
- Topic: sceImpose_driver prevents kernel mode plugin from loading
- Replies: 10
- Views: 3781
- Sun Dec 30, 2007 6:23 am
- Forum: PSP Development
- Topic: sceImpose_driver prevents kernel mode plugin from loading
- Replies: 10
- Views: 3781
sceImpose_driver prevents kernel mode plugin from loading
I have a kernel mode prx plugin for custom firmwares, it works perfectly fine but as soon as I add a sceImposeGetParam(PSP_IMPOSE_MUTE) call the plugin fails loading. I first assumed it was due to the import stub being wrong and linking the user mode version of the function, but that wasn't the case...
- Fri Dec 28, 2007 10:39 pm
- Forum: PSP Development
- Topic: Pause management
- Replies: 16
- Views: 4788
I just had a peek through sceImpose again (for some other reason) and hit the sceImposeGetHomePopup function once more. Isn't that function returning the current state of the Home button popup (off/on)? If so, that would be the solution to the problem. Not sure if that function is available in user ...
- Fri Dec 28, 2007 12:43 pm
- Forum: PSP Development
- Topic: Pause management
- Replies: 16
- Views: 4788
- Fri Dec 28, 2007 9:29 am
- Forum: PSP Development
- Topic: Pause management
- Replies: 16
- Views: 4788
Raphael : I would agree with you if there was not the confirmation screen. So if one presses the HOME button, okay the program exits, that is what the user wants. But the user can confirm his choice, so during the time he's taking a decision, I find it unfair that the game continues to evolve. I do...
- Fri Dec 28, 2007 9:20 am
- Forum: PSP Development
- Topic: Precision on pspDebugScreenInitEx
- Replies: 1
- Views: 1141
- Wed Dec 26, 2007 11:34 pm
- Forum: PSP Development
- Topic: Pause management
- Replies: 16
- Views: 4788
- Tue Dec 25, 2007 1:22 am
- Forum: PSP Development
- Topic: TRS (phone jack) plugged + Speaker sound output possible?
- Replies: 21
- Views: 8210
Don't know about the second function, but silverspring.lan.st says: 0x6D945509 sceCodecNotifyAvcKick That nid isn't right. The function definitely sets the LOUT1 and ROUT1 volume registers in the codec. It looks like the outputs are enabled and disabled in sceCodecOutputEnable. The prototype appear...
- Mon Dec 24, 2007 9:51 pm
- Forum: PSP Development
- Topic: TRS (phone jack) plugged + Speaker sound output possible?
- Replies: 21
- Views: 8210
The wm8973 datasheet is a good place to look for info. It looks like the speaker (fat psp) is connected to the L/ROUT2 pins of the codec and the headphone is connected to L/ROUT1. By that nid 6D945509 is sceCodecSetHeadphoneVolume and nid 40D5C897 is sceCodecSetSpeakerVolume. Don't know about the s...
- Mon Dec 24, 2007 5:29 am
- Forum: PSP Development
- Topic: Slim speaker damage?
- Replies: 9
- Views: 2719
- Mon Dec 24, 2007 3:27 am
- Forum: PSP Development
- Topic: is there anyway to connect a keyboard to the psp?
- Replies: 1
- Views: 1423
Re: is there anyway to connect a keyboard to the psp?
using the cord that i have (one side mini b the other usb-female) is it possible of coding SOMETHING that could initialize it so that it'll work with the PSP? {instead of, or together with the current OSK). i really think it'll help programs like dos box and others which need a keyboard. also you c...
- Mon Dec 24, 2007 3:25 am
- Forum: PSP Development
- Topic: TRS (phone jack) plugged + Speaker sound output possible?
- Replies: 21
- Views: 8210
Well, you can just see.... The audiorouting setmode function just sets a 0x20 event flag in sub_00000000 and passes some params. This would not be suspicious if the HPRM connect handler in impose.prx didn't do the same ;) So I think something is wrong in the way it is called - maybe it doesn't like...
- Mon Dec 24, 2007 1:14 am
- Forum: PSP Development
- Topic: TRS (phone jack) plugged + Speaker sound output possible?
- Replies: 21
- Views: 8210
Thanks, somehow I missed that thread when searching. Seems that adrahil failed when trying to provide a software solution and chopping off the Tip of the phone jack is the easy hardware solution. That could work out, though I'd have preferred a software solution (gonna ask adrahil when I see him). ...
- Sun Dec 23, 2007 11:27 pm
- Forum: PSP Development
- Topic: A new port of uClinux on PSP (with accessibility to ms0)
- Replies: 284
- Views: 199334
Re: Version 0.2 Problems
This is worthy for hall of shame :/MythosGR wrote:Hi all,
It seems that version 0.2 doesn't work with new firmware 3.80.
I get "The game could not be started (80020148)" when I try to run it.
Any help will be appreciated.
Thanks
- Sat Dec 22, 2007 11:09 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 141457
- Sat Dec 22, 2007 8:11 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 141457
- Sat Dec 22, 2007 2:07 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 141457
Isn't the cache 16kb? I believe the entire cache (i+d) is 16kb, but i'm not 100% sure. Both CPUs contain 16KiB of two-way set associative instruction cache and data cache respectively. Though not the best source of information, I understand that as 16kb for each. Someone reversed the sony function ...
- Fri Dec 21, 2007 12:05 pm
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 141457
Thinking about the threads I've read on the PSP cache, it seems that most cache commands are run twice, supposedly because the MIPS cache is two-way set associative, meaning you have to do the command twice to affect both sets. That shouldn't be the case as 0x14 is index writeback invalidate and th...
- Fri Dec 21, 2007 3:23 am
- Forum: PSP Development
- Topic: TRS (phone jack) plugged + Speaker sound output possible?
- Replies: 21
- Views: 8210
deniska: As I see it, the code in mapthis works by overriding the interrupt handler *before* something is plugged into the jack, hence speaker sound output isn't overridden, correct? Well, the problem in my case is, that I cannot just override the interrupt handler as I need to stay compatible with ...
- Fri Dec 14, 2007 3:12 am
- Forum: PSP Development
- Topic: A new port of uClinux on PSP (with accessibility to ms0)
- Replies: 284
- Views: 199334
- Fri Dec 07, 2007 8:02 am
- Forum: PSP Development
- Topic: we can use videocodec.prx to decode xvid(divx)
- Replies: 19
- Views: 22738
- Tue Dec 04, 2007 8:40 pm
- Forum: PSP Development
- Topic: How good and complete is pspgl or is there something better?
- Replies: 5
- Views: 2371
pspGL isn't really complete, it provides most of the basic functionality, but if you need anything advanced you'll probably soon hit the roof and need to go the direct anyway (one thing I remember being QUAD rendering not supported - not sure if that has already been fixed or not). If you have knowl...