Search found 646 matches

by Raphael
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...
by Raphael
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...
by Raphael
Thu Jan 31, 2008 8:08 pm
Forum: PSP Development
Topic: VFPU
Replies: 3
Views: 2312

The full list of ops and their explanatory C code counterpart is in the first of the threads I listed. It's the most complete documentation available
by Raphael
Wed Jan 30, 2008 11:02 pm
Forum: PSP Development
Topic: VFPU
Replies: 3
Views: 2312

A simple search for "vfpu" turned up the following: http://forums.ps2dev.org/viewtopic.php?t=6929&highlight=vfpu http://forums.ps2dev.org/viewtopic.php?t=7539&highlight=vfpu http://forums.ps2dev.org/viewtopic.php?t=6968&highlight=vfpu and lots more. Additionally, in my signatur...
by Raphael
Thu Jan 10, 2008 7:29 am
Forum: PSP Development
Topic: Will This Work?
Replies: 5
Views: 1784

No it won't. Anyway, it will just crash at some point as it is constantly leaking memory.
by Raphael
Wed Jan 02, 2008 12:53 am
Forum: PSP Development
Topic: Is it possible to increase kernel memory ?
Replies: 9
Views: 4759

I'd guess writing to ME memory while the video/music plugin is running or a game is using ME's audio/video decoding would be a problem though, no?
Which games use the volatile memory?
by Raphael
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...
by Raphael
Sun Dec 30, 2007 9:02 pm
Forum: PSP Development
Topic: sceImpose_driver prevents kernel mode plugin from loading
Replies: 10
Views: 3781

PSPLink tells me 0x80020139 when loading the prx, which resolves to "exclusiveload" - whatever that means. When I try to load the .elf directly, it says SCE_KERNEL_ERROR_MEMBLOCK_ALLOC_FAILED (0x800200D9) - though that's probably because it's not inside a prx. I'm on 3.52-M33 so the NIDs s...
by Raphael
Sun Dec 30, 2007 11:17 am
Forum: PSP Development
Topic: sceImpose_driver prevents kernel mode plugin from loading
Replies: 10
Views: 3781

Just tried it and I was sure that would be it, because I just didn't think of that simple thing. But unfortunately, that didn't help :/ Thanks anyway
by Raphael
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...
by Raphael
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 ...
by Raphael
Fri Dec 28, 2007 12:43 pm
Forum: PSP Development
Topic: Pause management
Replies: 16
Views: 4788

I think it should, although I tested Pinball and found out you're right. Otherwise there's no reason for a "Yes <> No" requester, so there's a bit of an inconsistency. If it's not going to pause, I think all games should just exit without the request. Well, the HOME button shouldn't be co...
by Raphael
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...
by Raphael
Fri Dec 28, 2007 9:20 am
Forum: PSP Development
Topic: Precision on pspDebugScreenInitEx
Replies: 1
Views: 1141

@param setup - Setup the screen if 1
Well, that tells you it sets up the screen if you set it to 1. That should already be enough information for usage. If you're interested in knowing exactly what it does, a peek into the pspsdk source reveals everything (src/debug/scr_printf.c).
by Raphael
Wed Dec 26, 2007 11:34 pm
Forum: PSP Development
Topic: Pause management
Replies: 16
Views: 4788

The question is, why do you want the game to pause when the user presses the HOME button? The HOME button isn't intended as a "PAUSE", so the user should only press it if he really is about to exit the game. Actually, I've yet to find a commercial game that pauses gameplay while the home b...
by Raphael
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...
by Raphael
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...
by Raphael
Mon Dec 24, 2007 5:29 am
Forum: PSP Development
Topic: Slim speaker damage?
Replies: 9
Views: 2719

In that case: If you blow your PSP, it will eventually 'blow up'.
by Raphael
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...
by Raphael
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...
by Raphael
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). ...
by Raphael
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

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
This is worthy for hall of shame :/
by Raphael
Sat Dec 22, 2007 11:09 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 141457

indeed, int sceKernelWritebackInvalidateAll&#40;void&#41; &#123; int i, j; j = mfc0&#40;0x16&#41;; // Config register j = &#40;j >> 6&#41; & 3; j = 2048 << j; for&#40;i = 0; i < j; i += 64&#41; &#123; __builtin_allegrex_cache&#40;0x14, i&#41;; __b...
by Raphael
Sat Dec 22, 2007 8:11 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 141457

Well, makes sense then to do it that way :) thanks
by Raphael
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 ...
by Raphael
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...
by Raphael
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 ...
by Raphael
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

W00fer wrote:Can we use the uClinux port for the ipod (ipodlinux.org) on this ?

Because it also uses the 2.6 kernel i think.

Would be cool, playing some games etc etc (i suppose music wont work).
iPod is ARM, while PSP is MIPS.
by Raphael
Fri Dec 07, 2007 8:02 am
Forum: PSP Development
Topic: we can use videocodec.prx to decode xvid(divx)
Replies: 19
Views: 22738

Just for notification: I added pspvideocodec and pspmpegbase to the SDK.
Still needs some documentation on the use of the "Video_Codec_BufferMP4V" (best create a matching struct) and Video_YCrCbCopy_Buffer (already created a struct for that - see pspmpegbase.h).
by Raphael
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...