Search found 140 matches

by rapso
Tue Jul 14, 2009 7:07 am
Forum: PS3 Development
Topic: PS3SDK collaboration invitation
Replies: 39
Views: 40539

so it's mcload with BSD license? for me, it wouldn't need to do all the stuff to get into development. flat memory (instead of an sophisticated MMU driver), no context switching (just a call into main(..) and main2(...) with two HW threads), video out and pad would be all needed from an OS to get in...
by rapso
Mon Jul 13, 2009 10:20 pm
Forum: PS3 Development
Topic: PS3SDK collaboration invitation
Replies: 39
Views: 40539

A homebrew PS3SDK would be definitely incredibily cool :),
but from the text here it rather seems to be another OS. is there something I miss? (that's no offense. I just don't really see the goal of this project as the topic seems to promise something else than the content, imho).


rapso
by rapso
Mon Jun 22, 2009 9:26 pm
Forum: PS3 Linux Development
Topic: SPE software rasterizer
Replies: 15
Views: 10105

graphiccards have a WAY less texture cache than the spu has local store, you dont need the whole texture in it to rasterize. Well in my personal rasterizer work, I have taken advantage of that additional SPE memory, allowing to draw on much bigger zones than 8x8 squares at once. My test code can dr...
by rapso
Mon Jun 22, 2009 9:14 pm
Forum: PS3 Linux Development
Topic: SPE software rasterizer
Replies: 15
Views: 10105

rapso, this sounds VERY interesting. Your project seems to be in a very advanced state. Have you got "viewable" results of what your rasterizer can do ? I'm not allowed to show anything as this is company work and all PR stuff is handled by dedicated people. it's also company politics tha...
by rapso
Fri Jun 19, 2009 8:19 pm
Forum: PS3 Linux Development
Topic: SPE software rasterizer
Replies: 15
Views: 10105

graphiccards have a WAY less texture cache than the spu has local store, you dont need the whole texture in it to rasterize. my rasterizer is always working on 64 (8*8) pixels, one memtransfer of about 32*32 texels takes roughly 600cycles, so I have always like 10cycle/pixel (40cycles/float4) to do ...
by rapso
Mon Jun 15, 2009 9:36 pm
Forum: PS3 Linux Development
Topic: SPE software rasterizer
Replies: 15
Views: 10105

is this using one or all SPUs?
by rapso
Wed May 27, 2009 11:10 am
Forum: PS3 Development
Topic: boot homebrew another way.
Replies: 28
Views: 15516

so we should stick together and make some SPU-GL running *haha* :) I doubt a couple folks could make a replacement OpenGL in a short period of time (leave that to the Cell-MESA project), but something simpler would be handy for some devs. yeah, the frontend with all those states etc is what takes t...
by rapso
Tue May 26, 2009 7:30 pm
Forum: PS3 Development
Topic: boot homebrew another way.
Replies: 28
Views: 15516

"OTHEROS" uses virtualized hardware. You can bet your grandma that GameOS uses Sony libs, just like the PSP. That's not the point, the point was about "The idea is by making devs use libraries, Sony can switch (or remove) parts as needed and the games will still work". and that'...
by rapso
Tue May 26, 2009 4:28 pm
Forum: PS3 Development
Topic: boot homebrew another way.
Replies: 28
Views: 15516

you work directly on hardware, I think more directly than on PSP. Most of the hardware access is virtualized via the OS, but you stick together the commandbuffer like on psp. "OTHEROS" uses virtualized hardware. You can bet your grandma that GameOS uses Sony libs, just like the PSP. That'...
by rapso
Mon May 25, 2009 7:15 pm
Forum: PS3 Development
Topic: boot homebrew another way.
Replies: 28
Views: 15516

you work directly on hardware, I think more directly than on PSP. Most of the hardware access is virtualized via the OS, but you stick together the commandbuffer like on psp. emulating this is similar to emulate a PS2. Sony can't just stick in another driver, although they could try to use different...
by rapso
Fri May 22, 2009 7:42 pm
Forum: PS3 Development
Topic: boot homebrew another way.
Replies: 28
Views: 15516

I somehow wonder why everyone 'needs' RSX access. If you want to make some 3d games, you can write your software rasterizer using SPUs (no, it's no rocked science). I somehow doubt that this limitation is the reason nobody does a ps3-linux game, really! I mean, the RSX is nothing revolutionary, you ...
by rapso
Thu Apr 23, 2009 6:14 pm
Forum: PS3 Linux Development
Topic: new Hardware PCI card.
Replies: 4
Views: 6151

FYI

the leadtek card now hit European shelves, I just ordered mine (I dont link to any price bots as I guess that would be rated as spam).
by rapso
Wed Mar 04, 2009 11:08 pm
Forum: PS3 Development
Topic: Developing for PS3 through Pc
Replies: 2
Views: 5381

you can run remotely binaries on a ps3 started from eclipse. you just need to give your friend an account on your ps3. on start it copies everything needed to the user's tmp folder and deletes it on quit.
by rapso
Thu Feb 05, 2009 2:16 am
Forum: PS3 Linux Development
Topic: new Hardware PCI card.
Replies: 4
Views: 6151

The SDK was released this month, you can grab it here:

http://www.leadtek.com/eng/tv_tuner/def ... eriesid=78

cheers
rapso
by rapso
Thu Dec 11, 2008 12:17 am
Forum: PS3 Development
Topic: PS3 Development
Replies: 6
Views: 5907

So make sure your tasks don't use more than 256kb of ram, i'm sure jbit was talking about MB, i'd suggest you to rather fit into 200mb. Nope, I meant 256kb, as in the size of the SPUs local store.. sorry, I didn't expect you talk about spus :/ My point about designing for PS3 (parallel, SPU compati...
by rapso
Wed Dec 10, 2008 11:34 pm
Forum: PS3 Development
Topic: PS3 Development
Replies: 6
Views: 5907

Also when I say make a PC version, I do not mean write a PC engine, I mean write a PS3 engine that uses the PC.... I'd suggest to use opengl and cg for that task. So make sure your tasks don't use more than 256kb of ram, i'm sure jbit was talking about MB, i'd suggest you to rather fit into 200mb. ...
by rapso
Tue Oct 14, 2008 7:14 pm
Forum: PS3 Linux Development
Topic: new Hardware PCI card.
Replies: 4
Views: 6151

would be nice if it came with an sdk :)

the only alternative I know is the cell accelerator board for a price of $5k :(
by rapso
Thu Sep 11, 2008 7:19 pm
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 6251

However, even DXT is bigger than a 8bit paletted image sorry, but that is incorrect. DXT1 is 4bit/pixel, dxt3/5 are 8bit/pixel, all 3 do not need an extra palette so there is no dxt format that is as big or bigger than 8bit paletted. for small textures that fit uncompressed into the texturecache, d...
by rapso
Thu Aug 28, 2008 11:53 pm
Forum: PSP Development
Topic: Cracking the PSP OFW without pandora
Replies: 91
Views: 33941

Well, if the algorithm is AES128 based like the certificate verify opcode, and the "private key" is in the hardware, encryption is symetric, because the "private key" is not really private, it is public, it is there in hardware. Another different matter is that it cannot be retr...
by rapso
Thu Aug 07, 2008 1:41 am
Forum: PS3 Development
Topic: SPU instrinsics emulation/wrapper
Replies: 1
Views: 2924

SPU instrinsics emulation/wrapper

Hi, I wonder if you guys know, if there is some way or some lib, to use the spu instrinsics (in emulation mode) on non-spus. Particulary I'd like to debug/develop on my PC (I know there is an SPU2VMX header for Mac), but recompile it for PS3 and get all the speed :) I could of course rewrite the ins...
by rapso
Wed Jul 30, 2008 8:22 pm
Forum: PS3 Development
Topic: PS3SDK release date
Replies: 15
Views: 16645

Don't forget why RSX access is so great too... Textures in extra 256Mb! Can we still, in 2.10, upload textures in gpu-side ram and have spu based rendering code use textures uploaded in gpu-side ram? If it's possible, that will be great. If not, there will be an interesting difference between PS3's...
by rapso
Tue Jul 29, 2008 10:39 pm
Forum: PSP Development
Topic: Find pixel coordinates by color
Replies: 6
Views: 2054

J.F. wrote:Must... resist... urge... to... flame...

We don't teach baby-programming here.

DAMN! And I was trying so hard!
oh com'on, I know it's hard but you could be a little bit more helpful.
There is of course a function, it's called "getRedPixel".
by rapso
Mon May 26, 2008 10:04 am
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 164400

i got some time to test the threading, it was quite easy to setup, not sure if it's 100% correct tho. but maybe someone needs some performance? the whole modified start.S: #define LOAD_REG_IMMEDIATE(reg,expr) \ lis reg,(expr)@highest; \ ori reg,reg,(expr&#...
by rapso
Sat May 24, 2008 10:43 am
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 164400

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. oh, that's awesome, thx. I will check that. I was also seekin through the ...
by rapso
Fri May 23, 2008 6:02 pm
Forum: PS3 Linux Development
Topic: Games using stripped down linux kernel?
Replies: 7
Views: 6355

I would have to imagine that using modern APIs like OpenGL or DirectX is loads easier than writing for specific gfx hardware. I recall the first generation of hardware accelerated PC games making you chose different renderers based on your hardware, which at that time was either voodoo (glide), pow...
by rapso
Thu May 22, 2008 8:10 am
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 164400

hi, i'm trying to get 720p instead of 480i, is there any known setting for that? i've tried static const unsigned char avb_param_720p_cmd[] = { 2, 5, /* av command version */ 0, 148, /* Length following this length field */ 4, 0, 0, 1, /* command id: AVB_PARAM */ 0, ...
by rapso
Wed May 21, 2008 7:48 pm
Forum: PS3 Linux Development
Topic: two for loops very low frame rate
Replies: 27
Views: 14973

Hi and thanks for your replies. Sorry that my answer has taken so long. @rapso: You were right! i'm glad I guide you to some issue finding although this special input issue wasn't what I was intending. so additionally: I asked if you kept SDL_LockSurface( screen ) in your code when you tested witho...
by rapso
Mon May 19, 2008 5:35 pm
Forum: PS3 Linux Development
Topic: Games using stripped down linux kernel?
Replies: 7
Views: 6355

I only now noticed that v1.0 of the otheros demo says that it uses CPU rendering. Previously, I had only seen v1.1, which using RSX, which I am not interested in because I have new firmware and am not interested in hacking around it. beside that, developing with standard otheros allows (or forces) ...
by rapso
Mon May 19, 2008 5:20 pm
Forum: PS3 Linux Development
Topic: two for loops very low frame rate
Replies: 27
Views: 14973

First of all, rapso: I cut the for loops out of the code and got a frame rate of ~50000 fps. For a 3.2 Ghz Cell, utilizing the ppu only, I consider this also as a bit too slow. Putting the for loops in, shrinking the fps count 10000 time down?! but you kept everything else like SDL_LockSurface( scr...
by rapso
Thu May 15, 2008 5:52 pm
Forum: PS3 Linux Development
Topic: Games using stripped down linux kernel?
Replies: 7
Views: 6355

check out the 'otheros' demo (search for it in this forum). it's kinda what you suggested. you said there were already such games for pc? can you link me to some of them? I had this idea for years and was always wondering, why nobody was actually doing it. having a bootable version of games (beside ...