Search found 1469 matches

by mrbrown
Mon Mar 22, 2004 2:44 pm
Forum: PS2 Development
Topic: Communication API
Replies: 14
Views: 8065

Lemme just add the whole thing about my initial post is to reduce the level of complexity when communicating between the PS2 and PC clients. I don't want them to care exactly *how* they get across the wire, as long as they know that something is listening on the other side. I already have plans to m...
by mrbrown
Mon Mar 22, 2004 2:37 pm
Forum: PS2 Development
Topic: Communication API
Replies: 14
Views: 8065

Uh? PPP's main job is to tunnel TCP/IP over a slow link. What are you talking about? Furthermore, why would you try to implement PPP over USB or IEEE1394 when there are preexisting methods of getting TCP/IP (or other data) over them? Also, I'd like to see you get PPP over USB working on the PC side ...
by mrbrown
Sun Mar 21, 2004 10:15 pm
Forum: PS2 Development
Topic: Xploit Succesful but game saves...
Replies: 2
Views: 2440

My friend, the answer lies in ps2drv CVS in adresd's ps2netfs. It allows you to use ps2client or pksh (and soon Inlink, I think) to access any of the PS2's intenal devices. You can copy files and directories directly to and from the memory card, HDD, etc. [Seems we need to start promoting ps2netfs (...
by mrbrown
Fri Mar 19, 2004 5:33 am
Forum: PS2 Development
Topic: New gs stuff in ps2lib
Replies: 10
Views: 5248

graph.c is legacy stuff that I hate having in libkernel. Matter of fact there's some comment from me saying "this stuff needs to go" or something in kernel.h. Snatching it out at this point would break a ton of stuff using it. Granted, it's not so difficult to add another -llib to the link...
by mrbrown
Fri Mar 19, 2004 4:25 am
Forum: PS2 Development
Topic: New gs stuff in ps2lib
Replies: 10
Views: 5248

I meant, why in libkernel? Why not in libgs or libscreenshot, etc.? I don't see why GS-specific routines would go into the kernel library.
by mrbrown
Fri Mar 19, 2004 2:43 am
Forum: PS2 Development
Topic: New gs stuff in ps2lib
Replies: 10
Views: 5248

New gs stuff in ps2lib

Why is this going into libkernel?
by mrbrown
Fri Mar 19, 2004 1:51 am
Forum: PS2 Development
Topic: Where are you most likely to load your ELFs?
Replies: 10
Views: 4753

It would be very easy to write the code to do this. It really isn't a big deal. I just have yet to hear a real argument besides 'oh but its a pain to type it'. What if I response with 'oh but its a pain to code it'? It doesn't seem like its a pain to discuss it at any rate. Actually, it's less of a...
by mrbrown
Fri Mar 19, 2004 1:29 am
Forum: PS2 Development
Topic: CREATING A BOOT DISK
Replies: 1
Views: 2814

This is not the site to ask such questions, this site is about legitimate (non-warez) PS2 development.
by mrbrown
Thu Mar 18, 2004 2:57 pm
Forum: PS2 Development
Topic: Where are you most likely to load your ELFs?
Replies: 10
Views: 4753

Where are you most likely to load your ELFs?

Tonite there was a brief discussion about the possibility of ooPo adding a feature to ps2client where he checks the filename passed into execee or execiop, and if there is no ":" (device specifier) ps2client would automatically prefix "host:". This would be a lazy way to load ELF...
by mrbrown
Thu Mar 18, 2004 10:06 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 23172

Actually, now I think of it... if IOP only context switches when a thread actively gives up control, the placing the message on a queue is not needed??? Nope, the IOP will also preempt the running thread if an interrupt handler causes a context switch to a thread with a higher priority than the int...
by mrbrown
Wed Mar 17, 2004 3:36 pm
Forum: PS2 Development
Topic: Inlink / ps2Link issues.
Replies: 1
Views: 2745

You might want to try the Independence exploit, at http://www.ocgnet.org/0xd6/ (temporary home). Since you already have Swap Magic, you can use Sjeep's installer to install the exploit to memory card from CD-ROM. Hopefully you already own at least one PS1 game :) Getting the latest ps2link to work w...
by mrbrown
Wed Mar 17, 2004 3:28 pm
Forum: PS2 Development
Topic: A ps2link suggestion.
Replies: 3
Views: 3090

Let me expand on that idea a bit. I think it'd be useful to provide a syscall interface into ps2link, to provide a way for the running app to interact with the host directly through ps2link. There are some advantages to using syscalls as opposed to going straight through the IOP, using ps2ip or SIF ...
by mrbrown
Wed Mar 17, 2004 3:16 pm
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 23172

There is an alternative smap driver in the ps2drv project that you may want to take a look at. It's not in a completely usable state, but I was attempting to make better use if IOP threading (truth be told, most of it was based on Sony's original SMAP driver, but at some point I had to hack at it to...
by mrbrown
Wed Mar 17, 2004 2:59 pm
Forum: PS2 Development
Topic: A ps2link suggestion.
Replies: 3
Views: 3090

How about a small library that the app links to instead? Just one or two calls that allow them to specify the height, width, format, etc. and they make the call to ps2link to dump it? I've been thinking it's about time to allow user apps to get a bit of control of ps2link. Anyway, you'd be able to g...
by mrbrown
Sun Mar 14, 2004 3:04 pm
Forum: PS2 Development
Topic: EyeToy- Alternate use
Replies: 7
Views: 7695

There are no PC drivers for the EyeToy.
by mrbrown
Sat Mar 13, 2004 8:44 am
Forum: PS2 Development
Topic: Lion's loadbin command.
Replies: 4
Views: 3565

how much ram can you dump with pkoDumpMem() and where can you dump it from?

IOW: how do I dump all 32MB of ram? SPRAM?
by mrbrown
Sat Mar 13, 2004 7:14 am
Forum: PS2 Development
Topic: Lion's loadbin command.
Replies: 4
Views: 3565

loadiop would be pointless. My recommendation is that if someone does implement loadmem on ee, they fix pkoDumpMem() at the same time :).
by mrbrown
Sat Mar 13, 2004 1:18 am
Forum: PS2 Development
Topic: We need YOU to help test the new toolchain.
Replies: 10
Views: 6147

If anyone wants to bother, ps2dev9 from ps2drv CVS crashes when compiled with IOP GCC 3.2.2 and binutils 2.14. I haven't tracked down where it crashes, but it's likely in the interrupt handler, since the crash
doesn't happen until you start using the HDD.
by mrbrown
Sat Mar 13, 2004 1:15 am
Forum: PS2 Development
Topic: Hints on compiling using a gcc-3.x toolchain.
Replies: 2
Views: 2894

Re: Hints on compiling using a gcc-3.x toolchain.

A few things have changed, but not much. Here's some hints: 1) If you get an error about -mcpu, just change it to -march. 2) Using -march seems to automatically specify a -mips level. Delete the offending -mips. 3) If you get errors about 'puts', add a -fno-builtin to your cflags. I'm sure someone ...
by mrbrown
Sat Mar 13, 2004 1:11 am
Forum: PS2 Development
Topic: Problem while compiling the latest cvs ps2drv.
Replies: 4
Views: 3459

GCC will try to inline memcpy unless you turn on -fno-builtin or -fno-builtin-memcpy. However, it seems that the GCC you are using has changed its rules for memcpy inlining, since as bd says iop-gcc 2.8.1 inlined where yours didn't.
by mrbrown
Thu Mar 11, 2004 12:15 pm
Forum: PS2 Development
Topic: Ripping Songs?
Replies: 1
Views: 2345

Wrong place to ask.
by mrbrown
Thu Mar 11, 2004 11:21 am
Forum: PS2 Development
Topic: Anyone here into developing sim style sports games?
Replies: 7
Views: 5143

I work for Budcat Creations located in Las Vegas, NV.

www.budcat.com
by mrbrown
Wed Mar 10, 2004 10:05 pm
Forum: PS2 Development
Topic: Anyone here into developing sim style sports games?
Replies: 7
Views: 5143

Very nice reply mharris. I've been working for a game development company for just a couple of months, and it is indeed a challenge. The part mharris said about bugs is definitely true, talking with the developers who work here now, what mharris said are the exact reasons they gave for the bugs in t...
by mrbrown
Wed Mar 10, 2004 9:42 pm
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 23172

On the IOP, yes I think it's good. At the time I got 900KB/s under Linux, I was only on a 10Mbit network. I have a 100Mbit setup now, but I have'nt bothered to check what I can get. Keep in mind that SMAP is tied to the IOP, a 36Mhz processor doing much more than just servicing SMAP interrupts. Sure...
by mrbrown
Wed Mar 10, 2004 12:21 pm
Forum: PS2 Development
Topic: IOP register address??
Replies: 1
Views: 3008

Sounds like debug hardware that doesn't exist in consumer units.
by mrbrown
Wed Mar 10, 2004 7:29 am
Forum: PS2 Development
Topic: Network startup delay
Replies: 37
Views: 23172

768KB/s is a very nice transfer rate. Last I recall, the PS2 Linux Kit gave me 900KB/s.
by mrbrown
Mon Mar 08, 2004 5:46 pm
Forum: PS2 Development
Topic: So, how is the toolchain coming along?
Replies: 2
Views: 3108

http://ps2dev.sf.net/downloads/binutils-2.14-IOP-20040307.diff This is a patch to fix most of the issues with binutils 2.14 for the IOP. The most important thing is that you can build IOP seperately from ps2-binutils or ee-binutils. Unfotunately, whether it's a bug in GCC or binutils I'm not sure, ...
by mrbrown
Mon Mar 08, 2004 5:10 pm
Forum: PS2 Development
Topic: model number for 1394 ID
Replies: 3
Views: 3405

I should add that I am lock happy, if I see a topic deviate into a questionable or grey-area topic, or veer way off topic I'll lock it. Some stuff could be moved to the off-topic forum, but not when it's about modifying stuff in the PS2 that shouldn't be modified. (Not directed at you bentsense, jus...
by mrbrown
Mon Mar 08, 2004 5:06 pm
Forum: PS2 Development
Topic: model number for 1394 ID
Replies: 3
Views: 3405

You are talking about the EUID or whatever it's called. The model number is not the same thing. It's a text string "SCPH-35001" that is used in the CSR to identify the PS2 on the ieee1394 bus. The easy thing to do, plug the PS2 into your PC, load a games "ilink.irx" and look at t...
by mrbrown
Wed Mar 03, 2004 3:53 am
Forum: PS2 Development
Topic: compile problem
Replies: 2
Views: 3073

It's usually a good idea to read the README and INSTALL files before compiling a project :).

Setup your environment according to each individual package that ps2menu requires.