Search found 2908 matches

by J.F.
Mon Sep 28, 2009 2:14 am
Forum: PSP Development
Topic: Note, Vol Up, Vol Down Button Input?
Replies: 9
Views: 3068

If you look at the main.cpp in Basilisk II PSP, you'll see that parts of the PSP init junk has to be wrapped in extern "C" { } to work correctly... like the callback setup junk. You simply cannot change the main from C to C++ and have it work.

Look at some of the PSP C++ apps out.
by J.F.
Sun Sep 27, 2009 2:54 am
Forum: PSP Development
Topic: Note, Vol Up, Vol Down Button Input?
Replies: 9
Views: 3068

This is the clearest example of making a kernel mode PRX for a user mode application. If you can't figure it out from this, you aren't ready to work on this yourself.

http://forums.ps2dev.org/viewtopic.php?p=58653#58653
by J.F.
Sat Sep 26, 2009 2:35 am
Forum: Other Development
Topic: 32X Devkit
Replies: 7
Views: 5476

Okay, here's archives for my latest gendev toolchain and "SDK". The SDK is the source for bin2c, libheap, libmd, libromfs, and zasm. The binaries are all in the toolchain archive in the proper place. Note that this arc, unlike previous ones, is entirely 32 bit. Most 64 bit linux distros ca...
by J.F.
Fri Sep 25, 2009 12:08 pm
Forum: PSP Development
Topic: Dummying PRX Modules [SOLVED]
Replies: 8
Views: 4445

Cool - thanks for posting the solution.
by J.F.
Fri Sep 25, 2009 12:04 pm
Forum: General Discussion
Topic: Registration shenanigans
Replies: 11
Views: 30511

You still need some way to provide people who HAVE to use those email services with a way to register... maybe an email address posted in a thread like this telling them where to make a personal appeal.

Let's face it - with the registration method used now, I couldn't register here.
by J.F.
Fri Sep 25, 2009 5:37 am
Forum: PSP Development
Topic: Dummying PRX Modules [SOLVED]
Replies: 8
Views: 4445

Look at the SDK/toolchain source code. That's generally the only "documentation" you'll ever find.
by J.F.
Thu Sep 24, 2009 2:33 am
Forum: PSP Development
Topic: [pspgl + sdl] psp hangs up
Replies: 12
Views: 4182

PSPGL uses the vfpu. Add THREAD_ATTR_VFPU to the thread attributes.
by J.F.
Wed Sep 23, 2009 2:20 am
Forum: PSP Development
Topic: Microstation on PSP
Replies: 7
Views: 2186

I know up through SE (v5.7) they made a Mac version. I'm not sure if it was 68K or PPC or FAT-Binary... but if it was 68K or Fat, you might be able to run it on Basilisk II on the PSP.
by J.F.
Tue Sep 22, 2009 1:51 am
Forum: PSP Development
Topic: Help understanding PRX sections
Replies: 8
Views: 3053

@J.F.: PRXs are not standard ELF neither they have standard MIPS relocation entries. What I'm asking is PRX specific (thus PSP specific), no other ELFs have those entries. Try a Google search about PRX and please tell me if you find something. I didn't, except YAPSPD, which is outdated and sometime...
by J.F.
Sun Sep 20, 2009 2:29 pm
Forum: PSP Development
Topic: Help understanding PRX sections
Replies: 8
Views: 3053

There's lots of info out there on ELF files, including MIPS specific ELF. There's no reason for use to answer when a quick google will turn up the info. As stated many times before, we don't give beginner lessons here.
by J.F.
Sat Sep 19, 2009 12:19 pm
Forum: PS3 Development
Topic: Data representation (hex values) - Cell processor
Replies: 1
Views: 2780

There's TONS of info on the CBE out there... manuals, programming guides, environments... you ain't looking if you claim you can't find anything. :P The Cell is Big-Endian, like all other PPCs. Some model PPCs can be set for little-endian operation, but that was never used outside of the old Windows...
by J.F.
Thu Sep 17, 2009 8:31 am
Forum: PSP Development
Topic: libFLAC seeking problem, please help!(Solved, Code Included)
Replies: 8
Views: 2931

You could set your seek flag to the value you wish it to seek to. That would eliminate an extra variable.
by J.F.
Mon Sep 14, 2009 2:04 am
Forum: PSP Development
Topic: Porting FCEUltra to the PSP
Replies: 5
Views: 3337

You can't really swizzle the texture because that would complicate (thus slowing) the emulator screen drawing. The slicing is the best you can do there. You might look into how the screen is updated and speed it up. One thing I've always found that helps - make screen buffers uncached. Cacheable scr...
by J.F.
Sat Sep 12, 2009 1:52 am
Forum: PSP Development
Topic: Porting FCEUltra to the PSP
Replies: 5
Views: 3337

vertices[0].u = 0; vertices[0].v = 0; vertices[0].x = 85; vertices[0].y = 0; vertices[0].z = 0; vertices[1].u = 256; vertices[1].v = 256; //vertices[1].x = 480; vertices&a...
by J.F.
Wed Sep 09, 2009 8:02 am
Forum: PSP Development
Topic: Convert analogue nub X,Y to angle?
Replies: 10
Views: 4408

The PSP stick goes from 0 to 255, with the "center" being (theoretically) 128. So 128,128 is the nominal center when the stick isn't being pushed. This varies GREATLY by the PSP and how old it is and how much the user has used the stick. I've found a slop of plus or minus 32 is barely enou...
by J.F.
Wed Sep 09, 2009 2:53 am
Forum: PSP Development
Topic: Detecting one button input each time
Replies: 14
Views: 4438

He is saying the button masks above 0x8000 (ie. the volume up/down, note, screen, etc. buttons) can only be read in kernel mode. Only the the normal keypad buttons (of which are masked to values under 0x8000) are readable when under user mode. It has nothing to do with memory addresses. What he sai...
by J.F.
Wed Sep 09, 2009 2:46 am
Forum: PSP Development
Topic: dynamic libraries
Replies: 11
Views: 3347

m0skit0 wrote:Or you can just use an object-oriented-like method, like

Code: Select all

int my_global;

int return_my_global()
{
    return my_global;
}
I mentioned that earlier in the thread. ;)
by J.F.
Wed Sep 09, 2009 2:45 am
Forum: PS2 Development
Topic: How to deal with DIV/DIVU needs in ".set noat" cod
Replies: 10
Views: 5236

-S -c would be part of CFLAGS used by gcc/CC in the makefile. The combination tells gcc to output .s files and then stop. Just add them to wherever you set other flags, like -O2 or -Wall.
by J.F.
Tue Sep 08, 2009 9:47 am
Forum: PSP Development
Topic: dynamic libraries
Replies: 11
Views: 3347

Call a function that returns a structure full of pointers to the variables you wish to access. Something like struct myPointers { int * var1; int * var2; char * var3; }; When the prx function returns a pointer to the struct, you then have pointers to all the stuff in the PRX you want. You'd do somet...
by J.F.
Tue Sep 08, 2009 4:47 am
Forum: PSP Development
Topic: Detecting one button input each time
Replies: 14
Views: 4438

I will just had to add this !(pad.Buttons & ...) to all the buttons. Btw, why isnt this working: int pad_ = 0x100000; if(pad.Buttons & pad_) {...} The inside of the brackets isnt being processed. I know this uses a bit mask, but they say Buttons is unsigned int. So the problem here could be...
by J.F.
Tue Sep 08, 2009 12:49 am
Forum: PS2 Development
Topic: How to deal with DIV/DIVU needs in ".set noat" cod
Replies: 10
Views: 5236

Use -S -c to get the .s file.
by J.F.
Sat Sep 05, 2009 2:09 pm
Forum: PSP Development
Topic: [SOLVED] Trouble using ODE
Replies: 4
Views: 2401

You have -lm BEFORE -lode instead of after it. Remember, put dependencies AFTER the dependent library.
by J.F.
Thu Sep 03, 2009 3:25 pm
Forum: PSP Development
Topic: dynamic libraries
Replies: 11
Views: 3347

Torch wrote:For exporting variables, use pointers for user->user or kernel->kernel exports. You'll have to use an accessor function for kernel->user variable exports.
Yeah, that's right. I was thinking of kernel prxs as that's what I've worked on. :)
by J.F.
Thu Sep 03, 2009 3:23 pm
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 461488

Re: Add network support...

Add network support... maybe using udp tunneling like CIPE, OpenVPN or other protocol that suport tunneling and bridging. It's got UDP tunneling... for AppleTalk networking. You'd need a special server app on a PC to provide internet via UDP tunneling, and I haven't the gumption to put that much wo...
by J.F.
Thu Sep 03, 2009 8:09 am
Forum: PS3 Development
Topic: Slim PS3 = No More Otheros
Replies: 82
Views: 62400

Re: Sony explains PS3 Slim's loss of Linux option

Sony seems to be always far behind when it comes to innovative decisions, but far ahead if it comes to annoy customers :( I think they're ahead on both. :) They make innovative decisions, like making OTHEROS available, then piss everyone off by removing it later. They did the same thing with regard...
by J.F.
Thu Sep 03, 2009 8:05 am
Forum: PSP Development
Topic: dynamic libraries
Replies: 11
Views: 3347

You have to define exported function. Check the SDK example about PRXs. Also remember that while functions can be exported, the SDK doesn't allow you to access exported variables. If you wish to use variables from the main app, you have to pass them (or a pointer) in to the function, and if you wis...
by J.F.
Thu Sep 03, 2009 8:00 am
Forum: PSP Development
Topic: Why memalign?
Replies: 13
Views: 5488

mrbrown wrote:The default alignment for PSP newlib malloc() is 16 bytes, or 128 bits.
That's good to know. As long as it stays that way, a malloc or new is fine.
by J.F.
Wed Sep 02, 2009 12:34 pm
Forum: PSP Development
Topic: Why memalign?
Replies: 13
Views: 5488

thanks for you reply. so i must understand that i always have to use memalign(16, whatever) instead of new/malloc? Yes. If I remember correctly, the most you can count on for newlib is the largest natural type the CPU handles - for most CPUs, that's double, but on the PSP, it's just long/single. So...
by J.F.
Wed Sep 02, 2009 9:01 am
Forum: PSP Development
Topic: Why memalign?
Replies: 13
Views: 5488

I know that malloc allocates memory aligned on 16 bytes boundary, so maybe new does too. That's not guaranteed! It depends on the implementation, and many allocate on 8 or 4 byte boundaries. Some are 16-byte boundary + 4 (allocate to a 16 byte boundary, then push a long, then return the result). Th...
by J.F.
Mon Aug 31, 2009 2:56 am
Forum: PS3 Development
Topic: Slim PS3 = No More Otheros
Replies: 82
Views: 62400

Re: Sony explains PS3 Slim's loss of Linux option

Coding drivers too expensive? http://www.theregister.co.uk/2009/08/28/sony_ps3_slim_linux_install_loss/ Considering that most Sony engineers are on salary and probably spend most of their time playing minesweeper, the "cost" of drivers is just another excuse. Particularly when you realize...