Search found 53 matches

by OldPrisoneR
Sat Jan 24, 2009 2:41 am
Forum: PSP Development
Topic: Sleep() for PSP?
Replies: 3
Views: 1857

Code: Select all

#define sleep sceKernelDelayThread
by OldPrisoneR
Thu Jan 22, 2009 9:26 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

Well, now I know how to find vblank handler address :) mb this will help somebody else (for 5.00FW) pspVblankInterruptHandler = (void*)((int)sctrlHENFindFunction("sceDisplay_Service", "sceDisplay", 0xB4F378FA)+0x248)...
by OldPrisoneR
Thu Jan 15, 2009 7:07 am
Forum: PSP Development
Topic: Draw text on XMB
Replies: 18
Views: 8033

Use Gimp and plugin called RAWTex
(or Photoshop, but it'll work only with 32bit 8888 textures)
by OldPrisoneR
Thu Jan 15, 2009 1:55 am
Forum: PSP Development
Topic: Profiler for PSPLink
Replies: 7
Views: 3298

tnx hlide, but I meant how to find real vblank's interrupt address
i.e. address of VblankIntrHandler wich was registred with

Code: Select all

sceKernelRegisterIntrHandler(0x1E, 1, VblankIntrHandler, NULL, *IntrHandlerArgs);
in display.prx
by OldPrisoneR
Thu Jan 15, 2009 1:50 am
Forum: PSP Development
Topic: Draw text on XMB
Replies: 18
Views: 8033

This example packs vertexes into dlist, so as more characters you want to draw, as more dlist's size must be.
That means you probably should increase dlist's size (you can use sceGuCheckList to determine right size :)
by OldPrisoneR
Wed Jan 14, 2009 11:02 am
Forum: PSP Development
Topic: Draw text on XMB
Replies: 18
Views: 8033

ASCII for L E A K. ^^ J.F. , have you worked with save/restore GU context fuctions? I wonder, where to put 'em to my code... to make context the same, after executing my display list. I assume that whole thing must be something like this: 1. the first command of dlist must be a signal for saving - ...
by OldPrisoneR
Wed Jan 14, 2009 4:01 am
Forum: PSP Development
Topic: Draw text on XMB
Replies: 18
Views: 8033

KickinAezz wrote:...(4c 45 41 4b)!
What did you mean?
by OldPrisoneR
Wed Jan 14, 2009 4:00 am
Forum: PSP Development
Topic: Profiler for PSPLink
Replies: 7
Views: 3298

TyRaNiD, could you say how to find vblank interrupt handler address?
If someone else knows the answer, plz response.
by OldPrisoneR
Mon Jan 12, 2009 8:56 am
Forum: PSP Development
Topic: Draw text on XMB
Replies: 18
Views: 8033

The same thing but in kernel mode (for 5.00FW)
http://foosa.do.am/MDL_SAMPLE_KERNEL.rar

At real if you wanna make it compatible with games and especially with homebrew, you need use:
sceGeSaveContext();
sceGeRestoreContext();
in the signal and finish callbacks of your display list
by OldPrisoneR
Mon Jan 12, 2009 4:23 am
Forum: PSP Development
Topic: Draw text on XMB
Replies: 18
Views: 8033

You can blit anything to XMB without any hooks, you'll just need to setup GE in every display list you sent You don't need to clear screen each time, cuz XMB will do it for you and you also don't need to setup framebuffer and draw region. This sample will help you to understand better the concept: h...
by OldPrisoneR
Thu Jan 08, 2009 12:28 am
Forum: PSP Development
Topic: Using compressed textures
Replies: 20
Views: 20929

Hi J.F., have you ever worked with texture matrix? e.g. make some texture rotation or translating
If so, can you post some examples?
by OldPrisoneR
Mon Dec 29, 2008 2:27 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

I'm here again with... umm probably some weird question :p The problem is that some games uses vblank. Directly or indirectly - it doesn't matter - because when we connect PSP to TV (interlaced mode), the vblank slows down in 2 times (from 60Hz to 30Hz) and obviously game's performance decreases in ...
by OldPrisoneR
Thu Nov 13, 2008 1:40 am
Forum: PSP Development
Topic: PSP USB HID descriptor
Replies: 15
Views: 8832

It makes me wonder, why there are two pointers in UsbData::Interfaces (pinterdesc[2]) Is that means we can use two interface descriptors? If that's true we can send HID descriptor (it has the same size) instead of second interface... but where should we put the second interface in? UsbData::InterDes...
by OldPrisoneR
Wed Nov 12, 2008 1:32 am
Forum: PSP Development
Topic: PSP USB HID descriptor
Replies: 15
Views: 8832

In my opinion, UsbRequest function from source code is a callback, which called when data received to the device. Probably yes, but at first we must send all necessary descriptors (cuz currently, as you may see, it's not called at all) But i don't know how to write from DEVICE to HOST. sceUsbbdReqS...
by OldPrisoneR
Tue Nov 11, 2008 8:25 am
Forum: PSP Development
Topic: Kernel memory and user memory
Replies: 3
Views: 1699

by OldPrisoneR
Tue Nov 11, 2008 8:22 am
Forum: PSP Development
Topic: Float variable in kernel mode?
Replies: 6
Views: 2419

but how I can do the same type of thing like this variable? Best regards. f.e. this tricky way #define PRECISION 1000 #define f(a) (int)((a-(int)a)*PRECISION) #define i(a) (int)(a...
by OldPrisoneR
Mon Nov 10, 2008 6:08 pm
Forum: PSP Development
Topic: PSP USB HID descriptor
Replies: 15
Views: 8832

...but i couldn't see RootDescriptor's description in sources. Currently I'm trying to figure out how to send that HID descriptor bearing in mind that idenfication process is as follows(approx): host> GET DEVICE DESCRIPTOR psp sends DEVICE DESCRIPTOR host> GET DESCRIPTORS psp sends CONFIG. INTERFAC...
by OldPrisoneR
Mon Nov 10, 2008 2:32 am
Forum: PSP Development
Topic: PSP USB HID descriptor
Replies: 15
Views: 8832

PSP USB HID descriptor

Hello :p I'm trying to write USBdriver for PSP to let the host detect it as a HID device (GAMEPAD) First problem: I need send HID descriptor to the host, but currently I don't know how to achieve that aim :( PSP sends dev. descriptor then it sends config., interface and EP descriptors... But we need...
by OldPrisoneR
Thu May 08, 2008 7:40 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

We've just opened FuSa's official website
by OldPrisoneR
Sun May 04, 2008 6:19 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

I'm not sure about sceKernelDelayThread()
I suppose that I need to modify sceDisplayGetCurrentHcount or sceDisplayIsVblank or sceDisplayIsVsync

At any rate I'll try all :)
by OldPrisoneR
Sun May 04, 2008 2:18 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

Hmm I think that we need to improve our SPEED BOOSTER now. So I wonder how games use vsync, at this moment SPEED BOOSTER modifies the following functions: sceDisplayWaitVblankCB sceDisplayWaitVblankStart sceDisplayWaitVblank sceDisplayWaitVblankStartCB But I suppose that there are others functions o...
by OldPrisoneR
Wed Apr 30, 2008 10:39 pm
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

:) Ok, good news:
http://www.mediafire.com/?mddwhht00dy
build011 has new algorithm by Andy_maN
changes:
-Killzone: Liberations, SH: origins now runs perfectly :)
-There was some noise in home screen - fixed
Game compatibility list was updated
-Now you can enable/disable SPEED BOOSTER
by OldPrisoneR
Wed Apr 30, 2008 6:45 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

FIRST BETA VERSION IS RELEASED!
http://www.mediafire.com/?cgkmz2admwn
by OldPrisoneR
Mon Apr 28, 2008 1:27 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

Yahoo! It's working now! I've modified your code a little and now it works perfectly :) Ok, now I can inject my code into any function :P So I inject this one into sceDisplaySetFrameBufferInternal: nop # reserved nop # reserved li $a1, 0x0000 lui $a1, 0x0420 li $a2, 768 li $a3, 1 j 0x00000000 # rese...
by OldPrisoneR
Sun Apr 27, 2008 5:27 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

ok, I removed 0x40000000 :) And now this code works! :) int *sceSetSize_p = (int *)((int)sceGeEdramGetSize); int *fakeSetSize_p = (int *)((int)sceGeEdramGetSizeF); sceSetSize_p[ 0] = 0x080...
by OldPrisoneR
Sat Apr 26, 2008 11:58 pm
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

I don't know what's happend, but... now nothing works at all, I mean. all _sw() instructions don't work. I also tried something like that: int *sceSetSize_p = (int *)(((int)sceGeEdramGetSize)|0x40000000); int *fakeSetSize_p = (i...
by OldPrisoneR
Sat Apr 26, 2008 7:36 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

Then you should compile it, cause it doesn't work :)
by OldPrisoneR
Sat Apr 26, 2008 5:45 am
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

p = (u32*) testf; baseaddr = GET_JUMP_TARGET(*p); j_addr = (unsigned int) (sceDisplaySetFrameBufferInternal+8); j_addr = (j_addr & 0x0FFFFFFF) >> 2; _sw(0x08000000 | j_addr, 0x40000000+baseaddr+16); ...
by OldPrisoneR
Sat Apr 26, 2008 12:32 am
Forum: PSP Development
Topic: Un OS sur la PSP.
Replies: 2
Views: 1484

0.o wtf? I don't know french :P | Je ne sais pas français: P You should write in english | Vous devez écrire en Anglais English: Hello, I am a French developer and I just wanted to present a project on which I work now, an operating system on the PSP. The project will be like a shell, but a little f...
by OldPrisoneR
Fri Apr 25, 2008 10:16 pm
Forum: PSP Development
Topic: FuSa Project: Play via composite cable with FuSa!
Replies: 97
Views: 64408

I tried to do it with disabled interrupts & clearing caches & or 0x40000000 - no effect :( It still crases on that line :( int intc = pspSdkDisableInterrupts(); p = (u32*) sceDisplaySetFrameBufferInternal; baseaddr = GET_JUMP_TARGET(*p); func =...