Search found 2908 matches

by J.F.
Fri Aug 14, 2009 5:50 am
Forum: PSP Development
Topic: What is NID, how I could get and why
Replies: 8
Views: 8739

All NIDs used to be just the SHA1 hash of the function name... emphasis on used to be. User functions still are since Sony clearly can't change the user functions. However, in an effort to defeat custom firmware, Sony started randomizing the kernel function NIDs starting at 3.70. Not all kernel func...
by J.F.
Thu Aug 13, 2009 1:29 am
Forum: PSP Development
Topic: Wifi - Sockets Problems
Replies: 12
Views: 3394

Two things I learned when doing networking on Doom for PSP: first, you need to do explicit waiting in places to give the network threads time to run; remember that the PSP uses cooperative multitasking, and if you don't give up time, the network threads won't run. Second, you use IP addresses direct...
by J.F.
Thu Aug 13, 2009 1:19 am
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 455700

What is the differrence between a router and an ethernet hub? I thought they were the same thing- I have an ethernet hub-can i successfully plug in two computers and have internet access with both? Or do I need a router or what? A hub and a router are not the same thing - a hub is a simple box that...
by J.F.
Mon Aug 10, 2009 1:14 am
Forum: PS3 Linux Development
Topic: YELLOW DOG LINUX v6.2 - ps3vram is up to 50% faster
Replies: 6
Views: 6895

Yellow Dog is based on RPMs... do they use YUM? If so, you should be able to use YUMEX or even Smart PM to handle installing packages. Just install gcc, the Cell SDK, and an IDE like CodeBlocks, Geany, Eclipse, or Anjuta. It's that easy in Ubuntu - just start up Synaptic, select the dev packages, in...
by J.F.
Sun Aug 09, 2009 1:03 am
Forum: PS3 Linux Development
Topic: YELLOW DOG LINUX v6.2 - ps3vram is up to 50% faster
Replies: 6
Views: 6895

I'm running Xubuntu 9.04 on my PS3, and I really don't care about the speed of the vram disc as much as I do the speed of the system overall. :)

I'm mainly waiting for the Cell MESA driver to improve to where it can run things like Neverball decently.
by J.F.
Sun Aug 09, 2009 12:57 am
Forum: PS2 Development
Topic: Documentation
Replies: 12
Views: 5312

Yes, SMS is open source. It's in the ps2dev repos. Check out the ps2ware directory.

http://svn.ps2dev.org
by J.F.
Sat Aug 08, 2009 7:09 am
Forum: PSP Development
Topic: Kernel to user jump?
Replies: 10
Views: 3694

Look at the kernel mode PRX example thread for details, but when you call a user function from kernel mode, you set k1. It's in every example of kernel mode prx's there are... it's in every kernel mode prx you'll find. Look at cooleye's kernel prx to set the sample rate... or the kernel prx to get t...
by J.F.
Sat Aug 08, 2009 7:00 am
Forum: PS2 Development
Topic: Documentation
Replies: 12
Views: 5312

And SMS... LOADS of good code there.
by J.F.
Sat Aug 08, 2009 3:06 am
Forum: PSP Development
Topic: Kernel to user jump?
Replies: 10
Views: 3694

When you execute user functions from kernel mode, you need to set k1: unsigned int k1; k1 = pspSdkSetK1(0); function(args); pspSdkSetK1(k1); No, you don't. That's when you hooked a system call and want to make it seem like you're coming from kernel mo...
by J.F.
Sat Aug 08, 2009 1:36 am
Forum: PSP Development
Topic: Kernel to user jump?
Replies: 10
Views: 3694

When you execute user functions from kernel mode, you need to set k1:

Code: Select all

	unsigned int k1;
	k1 = pspSdkSetK1(0);
	function(args);
	pspSdkSetK1(k1);
by J.F.
Fri Aug 07, 2009 3:25 pm
Forum: PS2 Development
Topic: Documentation
Replies: 12
Views: 5312

Yeah, like most homebrew SDKs, you look at the SDK source (particularly headers) and examples and existing apps using the SDK in lieu of actual docs.
by J.F.
Wed Aug 05, 2009 12:05 pm
Forum: PSP Development
Topic: SDL and PSP 3000
Replies: 6
Views: 2450

Maybe the link order... the GL libs should be AFTER the SDL libs seeing as he SDL libs use the GL libs and not the other way around.
by J.F.
Sat Aug 01, 2009 7:12 am
Forum: PSP Development
Topic: [SOLVED]Bézier Patches on PSP
Replies: 10
Views: 6147

Cool, looking forward to it... and get out of the rain! Or at least, get an umbrella. ;)
by J.F.
Sat Aug 01, 2009 12:59 am
Forum: General Discussion
Topic: AFL vs. GPL
Replies: 8
Views: 86497

Thank you for pointing this out. If I understood it correctly, it is still not possible to take portions of the PS2SDK source code, improve it, and directly include it into GPL-licensed software? Because then, it would be part of the "Major Component". No, you have to leave it as part of ...
by J.F.
Fri Jul 31, 2009 3:01 am
Forum: PSP Development
Topic: Freeze caused by call to sceKernelDelayThread ?
Replies: 3
Views: 1265

It's almost certainly not the delay, but some other code doing something like overflowing a string buffer or the stack.
by J.F.
Fri Jul 31, 2009 2:58 am
Forum: General Discussion
Topic: AFL vs. GPL
Replies: 8
Views: 86497

It's not a problem. If you had bothered to look closer at the GPL FAQ, you would have seen: What legal issues come up if I use GPL-incompatible libraries with GPL software? Both versions of the GPL have an exception to their copyleft, commonly called the system library exception. If the GPL-incompat...
by J.F.
Tue Jul 28, 2009 2:47 am
Forum: PSP Development
Topic: Intrafont messed up text on gu
Replies: 4
Views: 1358

Sounds like characters are not cached. Look over the cache options for intrafont.
by J.F.
Mon Jul 27, 2009 3:04 am
Forum: PSP Development
Topic: LTE game engine on psp slim and light
Replies: 14
Views: 13668

Well, that's hardly LTE anymore, is it? From the linked post, he removed everything but the renderer, then altered everything in that the slowed down rendering. All it is is yet another 3D framework. There were already plenty of those out. What made LTE big was it was a full irrlicht conversion to t...
by J.F.
Sat Jul 25, 2009 10:07 am
Forum: PSP Development
Topic: [solved]strangeful error compiling toolchain on Leopard
Replies: 5
Views: 2157

I've never had good luck using exports in profile or resource files to "automatically" be done when you start a shell. I've gotten in the habit of always just cutting and pasting into the shell before using the toolchain. If you want to check if the export is working, just "echo $PSPD...
by J.F.
Sat Jul 25, 2009 1:21 am
Forum: PSP Development
Topic: [solved]strangeful error compiling toolchain on Leopard
Replies: 5
Views: 2157

Did you do the exports of the envvars before starting the toolchain script? If not, you'll be using the native gcc at the wrong places.
by J.F.
Sat Jul 25, 2009 1:20 am
Forum: PSP Development
Topic: Compilation error during toolchain build
Replies: 3
Views: 1322

Be sure to either have the toolchain going someplace you have authorization for, or use the sudo script. The default location of /usr/local/pspdev requires you to chown the directory, or access with sudo.
by J.F.
Sat Jul 25, 2009 1:17 am
Forum: PSP Development
Topic: libjpeg problems
Replies: 3
Views: 1601

jojojoris wrote:
psPea wrote:libjpeg is C
extern "C" anyone
Shouldn't that be in jpeglib.h???

(It isn't in there. I know)
If you change a .c to .cpp, you need to put extern "C" {} around the C functions in that file as well.
by J.F.
Fri Jul 24, 2009 11:06 am
Forum: PS3 Linux Development
Topic: Meas 7.5 with Gallium3D or DirectFB
Replies: 4
Views: 4417

Well, it's getting there. :)
by J.F.
Fri Jul 24, 2009 5:33 am
Forum: PSP Development
Topic: pspdev/sdk/net/simple stuck on "connection state 2 of 4
Replies: 24
Views: 7704

Much nicer. :)

I think the main reason no one noticed it is because it was in utilities rather than net. NONE of the net examples connect to the net using the netdialog.
by J.F.
Fri Jul 24, 2009 2:36 am
Forum: PS3 Linux Development
Topic: Meas 7.5 with Gallium3D or DirectFB
Replies: 4
Views: 4417

The main point ISN'T video - it's some form of accelerated 3D. Right now, you can't even play Quake3 on the PS3, and that's what's putting off more people from using OTHEROS on their PS3. Personally, I don't use linux on the PS3 very often either for that exact reason - if I can't play Neverball or ...
by J.F.
Thu Jul 23, 2009 1:04 pm
Forum: PSP Development
Topic: [PRX] How to print text over the XMB?
Replies: 15
Views: 5170

I use FF000000 and FFFFFFFF for my colors as some text routines won't draw the text if the alpha value is 0.
by J.F.
Thu Jul 23, 2009 6:12 am
Forum: PSP Development
Topic: pspdev/sdk/net/simple stuck on "connection state 2 of 4
Replies: 24
Views: 7704

Why don't we use the normal network dialog from the firmware to establish the connection? In my opinion that would be far more user friendly and it looks more professional. Because no one knows how to do that. :) Actually I use that. I will create an example. EDIT: Wait there is already one in the ...
by J.F.
Thu Jul 23, 2009 6:08 am
Forum: PSP Development
Topic: [PRX] How to print text over the XMB?
Replies: 15
Views: 5170

zydeoN wrote:Where do i have to put the blit.h, blit.c so i can compile ?
Same place as your other .c and .h files. ;)

Don't forget to add blit.c to the makefile (normally as blit.o in the OBJS = line).
by J.F.
Wed Jul 22, 2009 2:23 pm
Forum: PSP Development
Topic: pspdev/sdk/net/simple stuck on "connection state 2 of 4
Replies: 24
Views: 7704

Would that be utility/netdialog? No wonder no one knows about it. :)

I'll have to try adding that into my stuff. Thanks for the tip.