Now that trophies are out, I for one am interested gaining some new friends in the spirit of a little friendly competition. The 3 or so people I know IRL that have PS3s aren't really cutting it anymore :)
So I'll start.
Funnily enough, on PSN I go by 'cheriff'
Who's next?
Search found 258 matches
- Fri Jul 04, 2008 3:36 pm
- Forum: General Discussion
- Topic: PSN nicks
- Replies: 6
- Views: 5452
- Fri Jun 20, 2008 12:44 am
- Forum: PS2 Development
- Topic: Non-preemptive Multitasking and Signals
- Replies: 5
- Views: 4587
Hi, Its not a HW limitation, Linux does preemptive multithreading just fine. I guess it was decided that the majority of uses (ie games) will take over the entire system so not need the overhead of being preempted every 5ms. If guys want this then can (and at least 1 game does) setup their own timer...
- Thu Jun 12, 2008 10:39 am
- Forum: PSP Development
- Topic: Yup!
- Replies: 6
- Views: 2941
- Sun May 25, 2008 12:00 pm
- Forum: PS2 Development
- Topic: Running multiple processes concurrently (also threads)
- Replies: 22
- Views: 13044
- Sat May 24, 2008 9:51 am
- Forum: General Discussion
- Topic: 3D Studio Max 9 on PS3
- Replies: 4
- Views: 15328
Well, getting it running on Linux on PS3 usually just involves a recompile. But then it'd only be using the PPU and will run like a dog's breakfast. But it will run, yes. If you want it to run well, then the code needs to be changed to divide work up into small chunks, dispatch as many as possible t...
- Thu May 22, 2008 10:21 am
- Forum: PS3 Linux Development
- Topic: two for loops very low frame rate
- Replies: 27
- Views: 14901
Now I cut everything out, even the display flip and got a fps count of ~100k - ~120k fps. But when I cut out the input handling, I get ~600k - ~700k fps This is all sdl code! I have never thought that this could be the bottleneck, because the input handling is just a bit switch - case stuff. Hi, wh...
- Wed May 14, 2008 7:56 am
- Forum: PSP Development
- Topic: what is the -G0 gcc option for?
- Replies: 9
- Views: 3557
The -G option can change how you application references global vars. Say you want to load the value of some global variable, you ordinarily would have to spend two instructions loading the high and low halfwords of the address into a register, and then de-reference that to get your number. With gp-r...
- Mon Apr 21, 2008 1:12 pm
- Forum: General Discussion
- Topic: ps3dev.org splitting from ps2dev.org.
- Replies: 18
- Views: 52877
- Thu Feb 14, 2008 2:28 am
- Forum: PSP Development
- Topic: Android on PSP
- Replies: 2
- Views: 1577
Also, the internals of Android are currently quite ARM-specific, including runtime-generated code of both 16-bit THUMB and the regular 32bit varieties. These are specific to ARMv5, it is all but impossible to get the android stack running on a device such as the openMoko phone which contains an ARMv...
- Wed Jan 16, 2008 7:15 am
- Forum: PSP Development
- Topic: Any gotchas with developing on a 64 bit OS?
- Replies: 12
- Views: 5049
Just a guess - if he builded whole toolchain under 64bit OS,then he has PSP-GCC and PSP-G++ build in 64bit versions.I know that they will compile code for PSP cpu,but it may have some characteristics of 64bit code - for example,64bit gcc will replace LONG INT with LONG LONG INT as it's 64bit variab...
- Mon Jan 14, 2008 8:45 am
- Forum: PSP Development
- Topic: Any gotchas with developing on a 64 bit OS?
- Replies: 12
- Views: 5049
The most common 64 bit programming error is forgetting that pointers aren't 32 bits anymore (on x86_64 at least... some 64 bit CPUs still use 32 bit pointers). So if you store a pointer to an int variable, you lose the top 32 bits of the pointer address. stdint.h makes defines for various types, so...
- Thu Dec 27, 2007 6:34 pm
- Forum: PSP Development
- Topic: A new port of uClinux on PSP (with accessibility to ms0)
- Replies: 284
- Views: 204657
From what I've learned working with other archs, GPREL are usually used for accessing global vars, and literal pools. if you'll excuse my rusty mips and pseudo-asm, doing stuff GP relative allows you to turn a code seuqence such as: loadhigh r0, 0x0010 // set top 16 bits of address load r0, 0x1230 /...
- Fri Sep 21, 2007 4:47 pm
- Forum: PSP Development
- Topic: PSP_FW_VERSION=271 & 0x1000 (Kernel Mode)
- Replies: 11
- Views: 4053
califrag: Would it be possible for you to restore youe original post? Or at least something similar please? One of the great thing about forums (as opposed to say, IRC) is that the topics stay up and someone searching along at a later date may have similar issues - keeping these things up will help ...
- Mon Jun 04, 2007 2:26 pm
- Forum: PS2 Development
- Topic: Linux 2.6 on PS2
- Replies: 140
- Views: 104487
PS: dlanor, if you are still following this thread, i found out that probably the reason why i cannot load the kernel at 0x8010000 is that i'm accessing kseg0 in user mode, is there a simple way to make ulauchelf change the mode to kernel? It is possible for your application to put itself in kernel...
- Tue May 22, 2007 11:48 am
- Forum: PS3 Development
- Topic: OtherOS demo program
- Replies: 51
- Views: 62583
I just tried to run the ELF in your demo and it just segfaults? Any tricks to running that? I am running it under kboot. I am about to try and install is as an otheros to see what happens. I havent tried this yet, but since the elf is built to run on baremetal (well, bare hypervised metal anyway) y...
- Thu Mar 01, 2007 12:39 pm
- Forum: PS2 Development
- Topic: Methods for datafile access
- Replies: 7
- Views: 4249
- Mon Feb 05, 2007 9:14 am
- Forum: PSP Lua Player Development
- Topic: Pressing buttons?
- Replies: 14
- Views: 9088
Have a boolean variable to act as a flag to keep track of current state of the button. Each time you read the pad in the game loop: If button is not down, clear flag. If button is down, and the flag is not set, then set the flag and perform your action as this is the first time the button was just p...
- Fri Feb 02, 2007 11:23 am
- Forum: PSP Development
- Topic: Program Crash on Variable Assignment
- Replies: 27
- Views: 9249
http://lukasz.dk/programming/playstation-2/ps2link-debugging/ is a link for doing it on ps2 with ps2-link. And the procedure would be almost exactly the same. Simply add -g to the CCFLAGS (or similar) variable in the makefile, and use psp-addr2line on you elf as explained in the document above. Unf...
- Fri Feb 02, 2007 10:48 am
- Forum: PSP Development
- Topic: Program Crash on Variable Assignment
- Replies: 27
- Views: 9249
compile with -g, then use psp-addr2line with the EPC adress to find out where it actually crashes. Have you done this? It might be time to crack out the dissasembler and see exactly which instruction it is faulting on, and what it is attempting to do... am i just declaring and initializing my varia...
- Wed Jan 03, 2007 6:45 am
- Forum: PS2 Development
- Topic: PS2 a/v cable with 5pin din connector
- Replies: 5
- Views: 3198
- Tue Jan 02, 2007 2:10 pm
- Forum: General Discussion
- Topic: This forum needs a "report" button.
- Replies: 1
- Views: 2992
- Wed Nov 22, 2006 10:05 am
- Forum: PSP Development
- Topic: z80 emulator flags
- Replies: 20
- Views: 5330
if BITS equals to 1 then the right flag in X will be set with the value of Y (i.e, bit 0 of Y). Yeah, I was contributing to the discussion on potential use of C bitfileds, and less on the best way for this particular task. My asm is a bit rusty, but for setting and clearing indivitual bits hlid's c...
- Wed Nov 22, 2006 8:36 am
- Forum: PSP Development
- Topic: z80 emulator flags
- Replies: 20
- Views: 5330
Personally, I avoid bitfields like the plague. They are compiler and endian dependant, which cause headaches with regard to portability. I've also read they can cause gcc to generate icky code, although I personally haven't examined this to make sure, I just never use them :) Instead: #define GET_F...
- Wed Nov 22, 2006 8:27 am
- Forum: PSP Development
- Topic: z80 emulator flags
- Replies: 20
- Views: 5330
- Fri Nov 03, 2006 8:11 am
- Forum: PS3 Development
- Topic: H.264 codec
- Replies: 11
- Views: 11538
- Tue Oct 24, 2006 10:24 am
- Forum: PS2 Development
- Topic: who will provide the syscall
- Replies: 3
- Views: 2431
- Mon Oct 16, 2006 6:20 pm
- Forum: PSP Lua Player Development
- Topic: sorting
- Replies: 2
- Views: 2486
- Sat Sep 23, 2006 3:52 pm
- Forum: PS2 Development
- Topic: Using PS2Link for the Big PS2
- Replies: 10
- Views: 4479
umm, http://ps2dev.org/ usually.
Theres a button top right labelled "START HERE" which is a good place to start, explains all loaders, clients, etc.
Then on left is a link "LOADERS" withall the loaders and pc side clients available.
Theres a button top right labelled "START HERE" which is a good place to start, explains all loaders, clients, etc.
Then on left is a link "LOADERS" withall the loaders and pc side clients available.
- Sat Sep 23, 2006 2:31 pm
- Forum: PS2 Development
- Topic: Using PS2Link for the Big PS2
- Replies: 10
- Views: 4479
How do I utilize it? Umm... Secret? Haha... Not sure about this one. You run ps2client on you PC which connects to ps2link over the network, and does nify thinks like sendig ELF programs over to be run on the ps2. Also, with regards to the USB cable, Just because you have a cable that fits ps2 and ...
- Sat Sep 16, 2006 10:41 am
- Forum: PSP Development
- Topic: ASM in C program? Include it externally? Some info plz?
- Replies: 27
- Views: 13540
well, I thought in MIPS64, v0 is 64-bit wide and not 32-bit wide. This is in fact true on a 64 bit platform. From some random google search on the mpis64: LD rt, offset(base) Load doubleword. The contents of the 64-bit doubleword at the memory location specified by the effective address are loaded ...