Search found 136 matches

by EEUG
Tue Jul 07, 2009 7:26 pm
Forum: PS2 Development
Topic: Running multiple processes concurrently (also threads)
Replies: 22
Views: 17829

...well, as soon as you call 'ChangeThreadPriority ( GetThreadId (), 31 );' your 'main' thread will never get a chance to run beyond that code as 'TheThread' has a higher priority of 30 and at the moment of 'ChangeThreadPriority' call it will take control. Would you try 'ChangeThreadPriority ( GetTh...
by EEUG
Thu Jul 10, 2008 12:32 am
Forum: PS2 Development
Topic: IOP Reset
Replies: 5
Views: 4833

...actually RESET module contains initialization sequence for both EE and IOP. It is executed during reset/bootstrap and excecution starts at 0xBFC00000. If you use 'ps2dis' disassembler then you can try to put this value in "Address from" field and everything will become more clear (your ...
by EEUG
Sun Jun 22, 2008 5:42 am
Forum: PS2 Development
Topic: Non-preemptive Multitasking and Signals
Replies: 5
Views: 5384

Why not use the timer That's the way it (alarm stuff ) is implemented in the kernel. I think that the value of 10 is a bit low. You can set it to 625 (for PAL video mode it will be ~40ms) or to 525 (for NTSC it will be ~33ms) Okay, so an ugly but correct usage example would be this? ...yes. I would...
by EEUG
Fri Jun 20, 2008 5:52 pm
Forum: PS2 Development
Topic: Non-preemptive Multitasking and Signals
Replies: 5
Views: 5384

...as I wrote in my last post regarding threads alarm handler is executed only once, so Call the "alarming" function every 50ms clause is not entirely correct. More correct way would be: void *alarming(s32 alarm_id, u16 time, void *arg2) { char *myStr = "This ...
by EEUG
Mon Jun 02, 2008 6:27 pm
Forum: PS2 Development
Topic: Running multiple processes concurrently (also threads)
Replies: 22
Views: 17829

...some remarks: - handler set by 'SetAlarm' is executed only once. If you want to execute it continuously then you can use 'iSetAlarm' kernel API from your handler to schedule its execution again; - time interval is expressed in H-Sync's, not in milliseconds; - pay attention at the priority of your...
by EEUG
Mon May 26, 2008 2:30 am
Forum: PS2 Development
Topic: Running multiple processes concurrently (also threads)
Replies: 22
Views: 17829

...actually the sample is not really correct as 'iRotateThreadReadyQueue' is intended to be called from the interrupt handler, so it would be more correct to setup alarm handler ('SetAlarm' kernel API) (or timer interrupt handler) and call 'iRotateThreadReadyQueue' from it. It will not matter if thr...
by EEUG
Mon May 19, 2008 3:47 am
Forum: PS2 Development
Topic: Forcing games to 480p
Replies: 5
Views: 5672

...maybe VSync interrupt handling also has to be patched somehow (depending on how a particular game uses VSync synchronization)...
by EEUG
Sat Apr 12, 2008 4:28 pm
Forum: PS2 Development
Topic: Loading an ELF file above 0x80000000
Replies: 303
Views: 392136

...this is actually the answer to MegaMan's private question about DVD Video disks. First of all load EROMDRV module from rom1 to activate something that enables DVD video disks to be read (there's another method to do that but I will not disclose it as it is currently used in my "Plan "B&...
by EEUG
Wed Apr 02, 2008 4:05 am
Forum: PS2 Development
Topic: Firewire HD connection
Replies: 13
Views: 97797

...for SMAP it helped a lot (SMS achieves download speed ~2.1MB/s over TCP connection)...
by EEUG
Wed Apr 02, 2008 3:12 am
Forum: PS2 Development
Topic: Firewire HD connection
Replies: 13
Views: 97797

...by the way, does somebody know if IOP DMA controller has a dedicated channel for i.Link interface and what are parameters (I don't really think that this information is available, but who knows :))...
by EEUG
Mon Mar 31, 2008 1:21 am
Forum: PS2 Development
Topic: Firewire HD connection
Replies: 13
Views: 97797

...actually I had plans to write some analog of usb_mass, but with that speed I'll probably abandon this idea (though I'll try to put my workouts to SVN some day)...
by EEUG
Sun Mar 30, 2008 8:48 pm
Forum: PS2 Development
Topic: Firewire HD connection
Replies: 13
Views: 97797

Just in case if anyone is still interested: I've managed to get firewire working with ILINK.IRX from GT3 game. Actually I'm quite disappointed as a maximum raw read speed I've got is about 400KB/s (SBP-2/SCSI protocol with LaCie firewire HDD) which is even slower than USB...
by EEUG
Tue Jan 15, 2008 3:45 am
Forum: PS2 Development
Topic: Running Multiple Threads Help
Replies: 4
Views: 3418

...most probably you have your code like this: while &#40; &#40; chr = sio_getc &#40;&#41; &#41; < 0 &#41;; try to change it to this: while &#40; &#40; chr = sio_getc &#40;&#41; &#41; < 0 &#41; RotateThreadReadyQueue &#40; <priority of your threads...
by EEUG
Sun Dec 02, 2007 8:37 am
Forum: PS2 Development
Topic: SDL and thread support
Replies: 6
Views: 7345

...I've made a mistake. iRotateThreadReadyQueue. Sorry...
by EEUG
Fri Nov 30, 2007 7:33 pm
Forum: PS2 Development
Topic: SDL and thread support
Replies: 6
Views: 7345

...though it is quite easy to implement "preemptive" multitasking. Just create your threads having the same priority and use 'iRotateThreadQueue' system call with that priority as argument in some kind of "timer interrupt handler". Be careful though with DMA, SIF and other hardwa...
by EEUG
Fri Nov 30, 2007 7:28 pm
Forum: PS2 Development
Topic: Trying to Use PS2 as a MIDI triggered Visualizer
Replies: 3
Views: 2994

...whatever you'll find interesting for yourself. It is not commercial, just for fun. I can provide you a PS2 optimized version of FFT routine that you can use to perform time -> frequency domain conversion and play with its results. The API to implement visualization in SMS is fairly simple: - perf...
by EEUG
Thu Nov 29, 2007 6:59 pm
Forum: PS2 Development
Topic: Trying to Use PS2 as a MIDI triggered Visualizer
Replies: 3
Views: 2994

...would you like to try to implement some kind of music visualization effects for SMS project ;)?...
by EEUG
Tue Nov 06, 2007 5:24 am
Forum: PS2 Development
Topic: Problems with reads in no-wait RPC calls
Replies: 5
Views: 3850

@ffgriever: ..may I insert my 5 cents :)? I think you can't use things like: SifCallRpc&#40;&tmp_cd0, TMP_TRANSFER_BUFF, 0, tmp_rpcReBuff, 16, &tmp_ret, 16, 0, 0&#41;; SifCallRpc&#40;&tmp_cd0, TEMP_READBUFFAHEAD, 1, 0,0, 0,0, 0, 0&#41;; if one of the calls is asynchrounou...
by EEUG
Sun Sep 30, 2007 9:30 pm
Forum: PS2 Development
Topic: I'm considering developing on PS2, but need more infos
Replies: 10
Views: 7490

@kouky: there is a way to boot applications directly from memory card on slim units (at least I've managed to do that on SCPH-77004) without any modifications (modchips,swap disks etc.) of the console itself. I think it's not quite legal (it requires modifications of some official title), so I'm not...
by EEUG
Sun Sep 30, 2007 9:26 pm
Forum: PS2 Development
Topic: HDD and SMS Player
Replies: 11
Views: 8461

User manual of SMS (bit outdated) is available here
by EEUG
Fri May 18, 2007 5:41 pm
Forum: PS2 Development
Topic: png and pow
Replies: 2
Views: 2209

...ogg/vorbis decoder in SMS uses 'powf' from 'ps2sdk'. Alternatively you can try to use 'pow' from 'libm' which is part of the toolchain (I think it uses emulation for the doubles)...
by EEUG
Mon Apr 09, 2007 4:52 am
Forum: General Discussion
Topic: Happy Birthday to you.. Happy sixth Birthday!
Replies: 10
Views: 15727

...congratulations and best wishes :D...
by EEUG
Thu Feb 15, 2007 6:59 pm
Forum: General Discussion
Topic: SVN, Toolchain, SDK, etc. Unaccessible
Replies: 13
Views: 10110

...thank you. It works now, so updated 'libmpeg' in 'ps2sdk' and SMS 2.0 sources are available :D...
by EEUG
Thu Feb 15, 2007 4:47 am
Forum: General Discussion
Topic: SVN, Toolchain, SDK, etc. Unaccessible
Replies: 13
Views: 10110

...precise error description I've got:
'Commit failed'
'Can't create directory '/home/svn/ps2/db/transactions/1380-1.txn': Permission denied
I hope that this can help :)...
by EEUG
Wed Feb 14, 2007 6:47 pm
Forum: General Discussion
Topic: SVN, Toolchain, SDK, etc. Unaccessible
Replies: 13
Views: 10110

...SVN works, but I can't commit my updated stuff (access denied) ;)...
by EEUG
Mon Jan 08, 2007 1:56 am
Forum: PS2 Development
Topic: Welcome to the PS2 development forum!
Replies: 7
Views: 65162

...I would agree with 'dlanor'...
by EEUG
Wed Jan 03, 2007 5:33 am
Forum: PS2 Development
Topic: Media from iPod
Replies: 1
Views: 2180

...look at ps2-scene forums. There was a thread about subject...
by EEUG
Mon Dec 11, 2006 7:17 pm
Forum: PS2 Development
Topic: Announcing SMS project
Replies: 192
Views: 119590

...from the user's point of view almost nothing new (except new A/V sync algorithm). Otherwise use SVN's diff (and README) to see the difference(s)...

Edit: ...yet smap.irx and ps2ip.irx f****d up beyond all recognition with host -> ps2 transfer rate ~940 KB/s...
by EEUG
Sun Dec 10, 2006 7:19 pm
Forum: PS2 Development
Topic: Announcing SMS project
Replies: 192
Views: 119590

...I've commited my latest version to SVN (lots of changes). No warranty that it's bug free, however :)...
by EEUG
Sat Dec 09, 2006 9:28 am
Forum: PS2 Development
Topic: Announcing SMS project
Replies: 192
Views: 119590

...yes, file format detection method sucks (in fact any binary that is not an .avi will be treated as .mp3 if mp3 header (or alike) will be found in the first 16KB region of the file). Would anyone help with it :)?