Search found 29 matches
- Sat Nov 08, 2008 8:24 pm
- Forum: PS3 Development
- Topic: How to prepare PS3 for homebrew/Linux?
- Replies: 1
- Views: 3695
How to prepare PS3 for homebrew/Linux?
I'll be getting my PS3 soon, and I have some questions: What is the best way to set it up? I want both to be able to run Linux, but preferably also test other 'OtherOS'-things. So somehow I want to set it up so that I have the possibility to: A) Boot normal Game OS from HD B) Boot a Linux dist from ...
- Fri Oct 17, 2008 7:17 pm
- Forum: PS3 Development
- Topic: Does FW2.50 block BD-J homebrew?
- Replies: 10
- Views: 9167
I guess Sony really, really doesn't want me to buy a PS3. * I was going to buy one at launch. Then I found out that Linux/OtherOS wasn't permitted to access the RSX => I decided to wait. * Then I was going to buy one when the FIFO buffer thing was found, and homebrew could access RSX. Of course they...
- Fri Oct 17, 2008 6:01 pm
- Forum: PS3 Development
- Topic: Does FW2.50 block BD-J homebrew?
- Replies: 10
- Views: 9167
Does FW2.50 block BD-J homebrew?
I read on some site that the NES emulator written in BD-J didn't work in 2.50 anymore. Technical details were nonexistent though, so I thought I'd ask here - have Sony blocked running BD-J from USB completely in 2.5? That would be totally retarded, I mean, the BD-J stuff runs sandboxed, so why not l...
- Tue Dec 18, 2007 9:03 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 910804
- Tue Sep 25, 2007 8:49 pm
- Forum: PSP Development
- Topic: Is there an introduction on how ELF, PRX, Kernel etc. works?
- Replies: 12
- Views: 5841
Very nice. You do indeed seem to be quite accomplished. That's good, but you could have at least looked through the older threads before asking. I found all that info you asked about here and elsewhere without ever asking a single question. Ask questions that are easily answered by looking at older...
- Tue Sep 25, 2007 7:16 pm
- Forum: PSP Development
- Topic: Is there an introduction on how ELF, PRX, Kernel etc. works?
- Replies: 12
- Views: 5841
Thanks! That was just the kind of document I was looking for, very nice!Istari wrote:I just thought of another link that might get you started a bit.
http://hitmen.c02.at/html/psp_docs.html
Just check out Yet another Playstation Portable Documentation it is incomplete but better than nothing.
- Tue Sep 25, 2007 5:26 pm
- Forum: PSP Development
- Topic: Is there an introduction on how ELF, PRX, Kernel etc. works?
- Replies: 12
- Views: 5841
Thanks, but I was thinking more PSP-specific information. No, you figure it out using your more general knowledge and looking at available code. This is DEVELOPER level stuff - it you can't learn from hex dumps, you're not ready for it yet. :) Programming the PSP isn't Visual Basic. I don't know wh...
- Mon Sep 24, 2007 11:57 pm
- Forum: PSP Development
- Topic: Is there an introduction on how ELF, PRX, Kernel etc. works?
- Replies: 12
- Views: 5841
- Mon Sep 24, 2007 10:22 pm
- Forum: PSP Development
- Topic: Is there an introduction on how ELF, PRX, Kernel etc. works?
- Replies: 12
- Views: 5841
Is there an introduction on how ELF, PRX, Kernel etc. works?
I've tried out some homebrew coding on the PSP (using 'make kxploit' from the toolchain) and placing the in the GAME150 folder on my 3.40OE and it works fine. However, I must confess that I've never really understood the inner workings on how executables work and on which mahcines it works (regardin...
- Thu Sep 06, 2007 11:30 pm
- Forum: PSP Development
- Topic: [FIXED, rev 2310] sceGumScale problem -- **BUG in pspdsk**
- Replies: 6
- Views: 3003
- Thu Sep 06, 2007 5:39 pm
- Forum: PSP Development
- Topic: [FIXED, rev 2310] sceGumScale problem -- **BUG in pspdsk**
- Replies: 6
- Views: 3003
I noticed this strange behavior as well when porting some code that worked fine on PC OpenGL to the PSP, but I just thought that things worked differently on the PSP. A fix that would correct this behavior would be nice indeed! I'm not that familiar with making changes to the SDK though (I just foll...
- Sat Sep 01, 2007 1:23 am
- Forum: PSP Development
- Topic: Does sceGeGetMtx even work?
- Replies: 4
- Views: 2143
- Thu Aug 30, 2007 7:00 pm
- Forum: PSP Development
- Topic: GU questions about cachewriteback and other things...
- Replies: 3
- Views: 2493
- Thu Aug 30, 2007 6:21 pm
- Forum: PSP Development
- Topic: GU questions about cachewriteback and other things...
- Replies: 3
- Views: 2493
GU questions about cachewriteback and other things...
I'm doing my first little tests of the GU. I found some samples, and got things going. However I had some major problems when I started to do dynamic changes to my vertex buffer, some changes never seemed to make it through. After much testing I found out that adding a sceKernelDcacheWritebackAll() ...
- Sat Aug 18, 2007 7:01 am
- Forum: PSP Development
- Topic: Suicide Barbie demo [Final version]
- Replies: 16
- Views: 12652
This is a great demo (best demo on the PSP platform so far!). I do miss the voice samples from the party version a bit, but the other enhancements of the final are really nice! Interesting technical info btw, I really like to read stuff like that to get an understanding on how things work behinds th...
- Thu Aug 16, 2007 9:00 pm
- Forum: PSP Development
- Topic: My first PSP demo - thanks for the help all!
- Replies: 2
- Views: 3264
My first PSP demo - thanks for the help all!
I managed to finish my first PSP production, a port of an old GP32 demo. http://sdw.webhop.net/gfx/minicrap_psp_big.png Minimalistic Crap Not very good by PSP standards, but I had to start somewhere! :) Anyway, thanks to all here who helped me with various problems, especially Raphael who sorted out...
- Wed Aug 15, 2007 10:45 pm
- Forum: PSP Development
- Topic: Loading data from 'current directory'
- Replies: 3
- Views: 2733
- Tue Aug 14, 2007 9:44 pm
- Forum: PSP Development
- Topic: Loading data from 'current directory'
- Replies: 3
- Views: 2733
Loading data from 'current directory'
I'm doing a small demo and I want to load my .mod file (using mikmod). During development I loaded it from "ms0:/music.mod", that is the root of the memstick. However for a release, I want all my data contained in the same folder as the executable. So I tested to put the mod-file in the sa...
- Sun Aug 05, 2007 7:50 am
- Forum: PSP Development
- Topic: mikmod fails thread init - but works anyway?
- Replies: 0
- Views: 966
mikmod fails thread init - but works anyway?
I want to play some music (a .mod) using Mikmod. After some futzing around I managed to build the lib, and I can also compile the example application. However: if (!MikMod_InitThreads()) { printf("MikMod thread init failed\n"); &...
- Sat Jul 21, 2007 12:09 am
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
- Thu Jul 19, 2007 9:43 am
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
Glad I could help with this, as I just know too well how frustrating PSP development can be sometimes. Hope to see some good stuff from you in the future to make up though ;P Aw man, that's some serious pressure you are putting on me! Well, I'll see what I can come up with... :) I'm guessing my 15-...
- Thu Jul 19, 2007 3:45 am
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
- Thu Jul 19, 2007 3:38 am
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
Raphael - I can't thank you enough for helping me with this! I was just about ready to tear my hair and/or throw the PSP in the wall, but now it seems like it was one of those rare occasions when a bug actually was NOT caused by my code! :D It is really strange though, I wonder how all other program...
- Wed Jul 18, 2007 7:52 pm
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
OK, now this problem has passed way into bizarro-land! I built with Raphaels code, both makefile and source and I get the SAME PROBLEM! Just black screen! I've uploaded the compiled files here: http://sdw.webhop.net/tmp/test.zip Please someone try them on your PSP and see if you get graphics or not....
- Wed Jul 18, 2007 8:39 am
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
- Wed Jul 18, 2007 8:10 am
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
AAAAAARGHHH!! This is driving me TOTALLY NUTS! I've developed for tons of more or less strange systems (GP32, TI83, C64DTV etc. etc.) and I have never ever been so totally stuck (going on 24 hours now!) with something so basic! How hard can it be to get a god damn framebuffer going? Can't someone pl...
- Wed Jul 18, 2007 5:20 am
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
- Wed Jul 18, 2007 2:26 am
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
Thanks for the reply! I gave it a try, but it didn't make any difference - still black screen. If I understand it correctly, the change was to put the framebuffer in videomem instead of main mem, right? I read an article that stated that if you were planning on filling the framebuffer with CPU-calcu...
- Tue Jul 17, 2007 11:26 pm
- Forum: PSP Development
- Topic: Getting simple framebuffer going
- Replies: 18
- Views: 7552
Getting simple framebuffer going
I've just got my PSP development environment up and running, and I'm trying to do some really basic things like getting a simple framebuffer to work. However the only thing I get is a black screen. Can anyone spot any obvious mistakes: #include <pspkernel.h> #include <pspdisplay.h> PSP_MODULE_INFO&a...