Search found 23 matches
- Tue Oct 10, 2006 5:28 pm
- Forum: PSP Development
- Topic: A small hack to enable libmikmod to play 2-channel PCM files
- Replies: 3
- Views: 1705
- Thu Sep 22, 2005 7:31 pm
- Forum: General Discussion
- Topic: Back :)
- Replies: 6
- Views: 4071
- Wed Jul 06, 2005 2:43 pm
- Forum: PSP Development
- Topic: Image Conversion
- Replies: 17
- Views: 5385
BTW, as you can see, NeuQuant gives fabulous results.. I really should try to extend it to include alpha and see if it still gives good results. It seems I'm not the only one that likes NeuQuant. :) I've extended it to include alpha in the past and it still does a great job. Although if you drop th...
- Wed Mar 30, 2005 4:06 pm
- Forum: PSP Development
- Topic: further PSP specs(should be new)
- Replies: 16
- Views: 12366
What is the 'TRC'? Does the TRC restriction mean that if 333Mhz is allowed, chip will become hot and therefore system will be unstable? I forgot exactly what TRC stood for... something-Restriction Checklist. :) I did PS1 programming for a game company way-back when, so I've had to deal with it befo...
- Mon Mar 28, 2005 2:29 pm
- Forum: PSP Development
- Topic: Adobe Imageready plugin in Eboot.PBP?
- Replies: 4
- Views: 4791
That's part of a "text" chunk within a PNG (see the PNG spec here). As pdc mentioned, it's just a comment.
Whoever created the PNG apparently used Adobe ImageReady, and didn't bother with stripping unneeded data.
Whoever created the PNG apparently used Adobe ImageReady, and didn't bother with stripping unneeded data.
- Fri Mar 25, 2005 10:49 pm
- Forum: PSP Development
- Topic: Namco Arcade Collection.. maybe an answer?
- Replies: 9
- Views: 7732
*sigh* The PSP has a specific file format for running code off of the memory stick. You're not going to be able to simply capture the stream and dump it to a raw file and have it magically work. You will have to find some way to repackage it, into a valid executable format... and even then, it's all...
- Fri Mar 25, 2005 8:04 pm
- Forum: PSP Development
- Topic: Namco Arcade Collection.. maybe an answer?
- Replies: 9
- Views: 7732
When you select the game sharing option from within Namco Museum, it drops back to the OS (one of the probable reasons why the OS is 8Mb :P), with the same frontend/interface as the main PSP menu. The OS searches for a unit running as receiver, and uploads the game image. Once the upload is complete...
- Fri Mar 25, 2005 4:11 am
- Forum: PSP Development
- Topic: Update v1.50 has been made available!
- Replies: 100
- Views: 64050
Yes the UMD part there is very interesting. Could one see demo UMD's that contain the update? Demo UMD's which maybe will follow in a magazine? I think this might have already been mentioned, but you'll probably find that future games on UMD will contain an update, and will refuse to run unless you...
- Thu Mar 24, 2005 9:35 pm
- Forum: PSP Development
- Topic: dissecting the .psp file...
- Replies: 22
- Views: 16887
I'm going to try to compare save data images next. Namco Museum's old-skool save data is tiny and is most likely simple (score + 3 byte name), so detecting differences should be easy. I finally got around to checking Namco's save data. Unfortunately, it's worse than I expected. I took a save from D...
- Thu Mar 24, 2005 7:52 pm
- Forum: PSP Development
- Topic: Update v1.50 has been made available!
- Replies: 100
- Views: 64050
- Thu Mar 24, 2005 5:13 pm
- Forum: PSP Development
- Topic: Update v1.50 has been made available!
- Replies: 100
- Views: 64050
Yeah, its not well tested. :) I should get on that... With all of the little tools we've been using to hack with, maybe a CVS repository would be a good idea? That way we wouldn't have three different versions of the same tool which do different things :) I can contribute a small server at home (To...
- Wed Mar 23, 2005 10:57 pm
- Forum: PSP Development
- Topic: further PSP specs(should be new)
- Replies: 16
- Views: 12366
The PSP's CPU clock is software tunable from 1 to 333Mhz since its first announcement. The purpose is obvious: to save power as many as possible - not all games need the CPU to run at 333Mhz. I understand that. But if games start requiring 333Mhz, I either get less battery life, or I have to buy a ...
- Wed Mar 23, 2005 6:40 pm
- Forum: PSP Development
- Topic: I am in need of the bogus firmware update for PSP
- Replies: 15
- Views: 11175
analyzing the files now... A good portion of the analyzing has already been done. You should look through this forum to see how far we've gotten. Currently, we're up against a nice block of encryption. We don't even know what kind of encryption it is, nor do we know any of the keys required to de-e...
- Wed Mar 23, 2005 6:30 pm
- Forum: PSP Development
- Topic: further PSP specs(should be new)
- Replies: 16
- Views: 12366
Re: further PSP specs(should be new)
(1)In order to save battery power, frequency of processor and bus are currently limited within 222Mhz and 111Mhz. PSP now could only release about 2/3 of its full power at most. Yow. The article goes on to mention that once the manufacturing process moves to 65nm (allowing for less power consumptio...
- Sat Mar 19, 2005 4:59 am
- Forum: PSP Development
- Topic: dissecting the .psp file...
- Replies: 22
- Views: 16887
The key will probably end up being leaked as well. At some point in time, yes... it inevitably will be leaked. Most likely someone who has access to a real devkit and creates a few tools to help himself out. So, do we just sit around and do nothing all day until the leak happens (who knows when it ...
- Fri Mar 18, 2005 7:07 pm
- Forum: PSP Development
- Topic: dissecting the .psp file...
- Replies: 22
- Views: 16887
we need the DeCSS guy working on this... If I remember right, the DeCSS guy got lucky because Real left their keys in unencrypted form inside the Windows player. Firing up Soft-Ice and trapping the code to find where what memory gets used is a lot easier than trying to comprehend a completely close...
- Thu Mar 17, 2005 5:52 pm
- Forum: PSP Development
- Topic: dissecting the .psp file...
- Replies: 22
- Views: 16887
- Mon Mar 14, 2005 2:49 am
- Forum: PSP Development
- Topic: dissecting the .psp file...
- Replies: 22
- Views: 16887
- Fri Mar 11, 2005 7:53 pm
- Forum: PSP Development
- Topic: dissecting the .psp file...
- Replies: 22
- Views: 16887
dissecting the .psp file...
Just a little something I've found inside the unknown.psp file after a few hours, in addition to what mc mentioned in this thread : - There are two more size-like values at offset 0x48 (00101640h) and 0x54 (00101610h). The _difference_ between these two gives 30h, which could be the weird block at 0...
- Fri Mar 11, 2005 5:44 pm
- Forum: PSP Development
- Topic: Discussion On The PBP File Format
- Replies: 25
- Views: 27872
Whoops! That must have been one of the threads I must have skimmed over too quickly. :(gorim wrote:We know, you can search the forums for this topic for a great deal more info. :) Just look down on the PSP topics list.
Thanks, though...
- Fri Mar 11, 2005 5:03 pm
- Forum: PSP Development
- Topic: Discussion On The PBP File Format
- Replies: 25
- Views: 27872
- Fri Mar 11, 2005 4:18 pm
- Forum: PSP Development
- Topic: playing a bit of catch-up...
- Replies: 23
- Views: 13871
I am a noob here but here's my question. I had heard that PS2 dev has just only started to get any real traction. If that is true (and correct me if that is wrong), then doesn't that mean even if code is able to be run on the PSP, that it could be eons before anything useful can be done with it? A ...
- Thu Mar 10, 2005 11:04 pm
- Forum: PSP Development
- Topic: playing a bit of catch-up...
- Replies: 23
- Views: 13871
playing a bit of catch-up...
I finally got ahold of my PSP today after a rather long wait, and am in love with it already. :) After playing a few of the games, I set out to find how well the homebrew scene has been progressing. It's been ages since I reversed any kind of hardware (anyone remember Project Unreality? :) ), so I'm...