Search found 774 matches

by pixel
Sun Jun 26, 2005 1:37 am
Forum: PSP Development
Topic: Could someone make Snake?
Replies: 32
Views: 12105

....

I'd usually say there's a general "no request" rule here, but, a snake game... at least some people could take that project to learn how to code for the PSP...
by pixel
Sat Jun 25, 2005 11:06 pm
Forum: PSP Development
Topic: (Split) Legality of extracting names from Puzzle Bobble?
Replies: 3
Views: 2217

I have some feedbacks about it. First, the law concerning this issue vary from country to country. In europe though, this is just fair use. I am not sure about US. I am really convinced all of this falls under the "fair use" clause that we have here in europe: if you buy hardware or softwa...
by pixel
Sat Jun 25, 2005 10:55 pm
Forum: PSP Development
Topic: Updating the main www.ps2dev.org homepage
Replies: 1
Views: 1422

It'll come in the near future, don't worry.
by pixel
Sat Jun 25, 2005 6:28 am
Forum: PS2 Development
Topic: PS2ATAD
Replies: 6
Views: 3293

mrbrown: okay, posting a fix if you don't.
dlanor: half of the hdd stuff was disassembled, and the other half was rewritten from various "common knowledge" specs.
by pixel
Sat Jun 25, 2005 4:54 am
Forum: PS2 Development
Topic: Throwing myself into the scene...
Replies: 1
Views: 1503

Use the source, Luke, use the source.
by pixel
Sat Jun 25, 2005 4:54 am
Forum: PSP Development
Topic: PSP Media Center and decoder library ports
Replies: 45
Views: 41622

Could you stop the unproductive "that's a cool idea dude! go go go!". Next post like that, and I'll clean up this thread out of that crap.
by pixel
Sat Jun 25, 2005 4:50 am
Forum: PS2 Development
Topic: PS2ATAD
Replies: 6
Views: 3293

Checking into sony's atad.irx should help. Somebody have it somewhere ? I don't think I do, apart of my bios, no ?
by pixel
Sat Jun 25, 2005 4:48 am
Forum: PS2 Development
Topic: PS2 Hardware documentation
Replies: 3
Views: 1933

Buy the Linux kit, there's all the docs in it.
by pixel
Sat Jun 25, 2005 12:56 am
Forum: PS2 Development
Topic: ps2link crashing
Replies: 7
Views: 2289

Yet, all the ps2 softwares you can find around are not well-behaved :P So, better reset between two execee. It doesn't take long anyway.
by pixel
Thu Jun 23, 2005 11:56 pm
Forum: PSP Development
Topic: Remap X & O on Jap PSP?
Replies: 14
Views: 6040

I guess i'll never grasp the concept why sony did that, unless some executive had nothing better to do to justify his salary, hates Japan or something.. I've heard an urban legend that it's because japanese people have smaller fingers, thus it's better for them to reach "O" as the fire bu...
by pixel
Wed Jun 22, 2005 11:44 pm
Forum: PSP Development
Topic: Recommendations for a good BMP>C app?
Replies: 4
Views: 2384

It's quite easy to build up your own using SDL for example, by using SDL_LoadBMP then parsing'n'writing down the created surface.
by pixel
Wed Jun 22, 2005 10:52 am
Forum: General Discussion
Topic: Ahhh, freenode... the irc network of fun!
Replies: 9
Views: 3459

I've been using freenode since quite long on a quite large number of channels, and nothing bad ever happened... *shrug*
by pixel
Wed Jun 22, 2005 5:31 am
Forum: General Discussion
Topic: Ahhh, freenode... the irc network of fun!
Replies: 9
Views: 3459

It does, for most of them. Not all though, that's right. But turning the "radio" off will simply make things better.
by pixel
Wed Jun 22, 2005 4:56 am
Forum: General Discussion
Topic: Ahhh, freenode... the irc network of fun!
Replies: 9
Views: 3459

Just a short piece of advice: /mode ooPo -w
by pixel
Wed Jun 22, 2005 4:27 am
Forum: PS2 Development
Topic: Proper C++ support in ee-gcc?
Replies: 25
Views: 18901

I thought it was "the-same-but-built-without-O3", but it obviously seems I was wrong. Exactly the same binaries. *shrug*
by pixel
Wed Jun 22, 2005 3:32 am
Forum: PS2 Development
Topic: Proper C++ support in ee-gcc?
Replies: 25
Views: 18901

"libg" is the debug version of newlib....... you just didn't read what I said earlier.



oh, well, after all, nevermind.
by pixel
Tue Jun 21, 2005 8:35 am
Forum: PSP Development
Topic: Kill 5 psp in 1 lesson dont touch your flash
Replies: 19
Views: 14163

NOTE: I said purhcase! Legit! Call up Sony and buy it! ....how much does it cost anyway? Gniiiii. You can't buy it like that. You won't find it in a supermarket or so. SONY will never sell it to you straight if you simply ask them for it. You buy a license to use their dev kit. You have to apply fo...
by pixel
Tue Jun 21, 2005 7:10 am
Forum: PSP Development
Topic: PSP Emulator...
Replies: 25
Views: 11862

Can you PLEASE stop quoting quotes from nested quotes ... ? Try a bit before posting anything. I've edited your posts, but next time, I won't be so kind and I'll just erase them silently.
by pixel
Mon Jun 20, 2005 8:31 pm
Forum: PS2 Development
Topic: CB Day1 Any other?
Replies: 1
Views: 1188

Sorry, we are not codebraker's support forum. Please post to codebreaker's forums to get proper support about your problem.
by pixel
Mon Jun 20, 2005 4:34 am
Forum: PS2 Development
Topic: Problem compiling ps2ftpd with latest IOP compiler
Replies: 11
Views: 6070

I'm sure most (all?) of those problems can be fixed by properly adapting the CFLAGS of those project files, so as to force the new compiler to behave more like the old one in some crucial aspects. But first we need to know exactly what flags are needed. I'd still recommand trying finding the error ...
by pixel
Mon Jun 20, 2005 3:34 am
Forum: PS2 Development
Topic: PS2SDK Maintainers - By Project
Replies: 13
Views: 6114

Seems there's lot of stuff into /iop you're not even listing here, no ? And what about tyr ? doesn't he want to be listed into the modules he wrote ? :)
by pixel
Sun Jun 19, 2005 9:21 pm
Forum: PS2 Development
Topic: Proper C++ support in ee-gcc?
Replies: 25
Views: 18901

First, consider using stlport. Second, some functions are indeed not defined, such as vsscanf, or setlocale. Just write stub functions for them, that'll do it for now...
by pixel
Sun Jun 19, 2005 9:19 pm
Forum: PS2 Development
Topic: Problem compiling ps2ftpd with latest IOP compiler
Replies: 11
Views: 6070

First, try -O1. Then, read a bit the ee-gcc manual, and look for the list of the individual optimisation flags, which is a very large bunch of -f flags. I'd still recommand trying finding the error though.
by pixel
Sun Jun 19, 2005 9:46 am
Forum: PS2 Development
Topic: Problem compiling ps2ftpd with latest IOP compiler
Replies: 11
Views: 6070

Optimisation differences between 2.8.1 and 3.2.2 are quite heavy, and are subject to cause troubles with some category of bugs, in particular with the volatile keyword. If you have several threads (and I guess it's the case), that are accessing the same variable, that variable should be declared as ...
by pixel
Sun Jun 19, 2005 8:58 am
Forum: PS2 Development
Topic: fioRemove
Replies: 5
Views: 2714

Several answers to that: -) fioRemove is only a rpc call, which would work with different versions of the same irx, bugged, and non bugged. That's not up to that layer to have that fix -) the correct layer that should have that workaround would be libc, with a rmdir() function (which would make up t...
by pixel
Sun Jun 19, 2005 8:49 am
Forum: PS2 Development
Topic: dreamgl compile failure
Replies: 8
Views: 2954

mkdir of bin and lib should be in makefile. Feel free to add it :P
by pixel
Sat Jun 18, 2005 11:36 pm
Forum: PS2 Development
Topic: ps2link ps2smap
Replies: 3
Views: 1579

Nope. It's a GPL project, and thus, can't enter ps2sdk.
by pixel
Sat Jun 18, 2005 8:06 pm
Forum: PS2 Development
Topic: ps2link ps2smap
Replies: 3
Views: 1579

It's a GPL module into the ps2eth project.
by pixel
Sat Jun 18, 2005 8:03 pm
Forum: PS2 Development
Topic: fioRemove
Replies: 5
Views: 2714

It's a well known bug in sony's RPC server for fio* functions... They forgot a break in the switch between fioRemove and fioMkdir... So, you have to fioRemove then fioRmdir.
by pixel
Fri Jun 17, 2005 11:06 pm
Forum: PSP Development
Topic: SNES9X is frustrating me.
Replies: 18
Views: 8144

Several reasons. The snes has lots of very custom hardware, that runs in parallel. Moreover, when you soft-emulate (without dynamic recompilation that is) a platform, you need up to 10 times the power of the first machine. Count that there's probably no optimisation, and that the toolkit isn't finis...