i was having similair troubles on mac os x, had to use fink to install automake 1.9 and that fixed it
edit: i dont know if it needs 1.9 i just went for the highest one, 1.7 may well work also. i had some much older version beforehand
Search found 12 matches
- Mon Jul 11, 2005 11:18 pm
- Forum: PSP Development
- Topic: compil from svn
- Replies: 8
- Views: 4574
- Sat Jul 02, 2005 12:29 am
- Forum: PSP Development
- Topic: sceIoGetStat
- Replies: 1
- Views: 1458
sceIoGetStat
the function is defined as sceIoGetStat in pspiofilemgr.h but as sceIoGetstat in iofilemgr.S, so it complains of not being able to find it when linking
using sceIoGetstat works fine, although it gives a warning
great job on the SDK though, its really nice to use thanks to everyone who worked on it
using sceIoGetstat works fine, although it gives a warning
great job on the SDK though, its really nice to use thanks to everyone who worked on it
- Fri Jun 24, 2005 10:21 pm
- Forum: PSP Development
- Topic: Running homebrew emu's at 333mhz MAY have killed my PSP
- Replies: 47
- Views: 28673
- Fri Jun 24, 2005 7:54 pm
- Forum: PSP Development
- Topic: Running homebrew emu's at 333mhz MAY have killed my PSP
- Replies: 47
- Views: 28673
- Thu Jun 23, 2005 8:52 pm
- Forum: PSP Development
- Topic: KXploit for PSP 1.5
- Replies: 18
- Views: 13834
Re: kxploit for mac os x
do you mean you used an emulator on os x or you compiled themshifty wrote: I've already got the hello world
and OldSkOOl demos compiling and running on os X
natively for os x? or that you compiled them for psp using os x?
- Thu Jun 09, 2005 1:51 am
- Forum: PSP Development
- Topic: PSP Development environment
- Replies: 15
- Views: 11597
Re: PSP Development environment
On Mac its probably possibly to get the Xcode Ide to use the cross-compiler toolchain. Its a really nice environment. There is no Windows version of it though, and Apple will release an x86 (non-windows) version of it (already to developers). But honestly, vi+make is the only IDE anyone truly needs...
- Fri Jun 03, 2005 2:28 am
- Forum: PSP Development
- Topic: The Rules Of The PSP Forums
- Replies: 54
- Views: 32303
i appreciate that you want to keep the activities on this board legal, but it seems the way it is applied is a bit random tmbinc clearly stated he was using a rip of a game to find the wipeout browser buffer overflow, which were produced in the first place by people using an illegal copy of the sdk ...
- Thu Jun 02, 2005 9:19 pm
- Forum: PSP Development
- Topic: Help, opening files on UMD
- Replies: 19
- Views: 5434
- Wed Jun 01, 2005 8:46 pm
- Forum: PSP Development
- Topic: 6 ways to crash the wipeout browser...
- Replies: 54
- Views: 40991
i was thinking about this the other day but i didnt post it because i thought it was too dumb but if you have a vague idea where the stack is you could just put it the return address, and then a huge list of no ops (like several K), followed by your code. that way as long as the return address is wi...
- Tue May 31, 2005 12:22 am
- Forum: PSP Development
- Topic: 6 ways to crash the wipeout browser...
- Replies: 54
- Views: 40991
- Mon May 30, 2005 10:32 pm
- Forum: PSP Development
- Topic: 6 ways to crash the wipeout browser...
- Replies: 54
- Views: 40991
sounds very promising for a buffer overflow :) i have a few questions: if the wipeout code is encrypted how do you decompile it? and more generally when doing buffer overflows on console games, i was just thinking.. you must have to unregister all the callbacks the game has to be properly in control...
- Mon May 23, 2005 8:43 pm
- Forum: PSP Development
- Topic: PSPE source code?
- Replies: 1
- Views: 2594
PSPE source code?
i want to try using pspe but i dont have windows, only a mac. i get the impression it came from the japanese pspwiki site but I cant read japanese. I was just wondering if anyone knows if the source code is available, or if the person who made it might consider giving it out so I could have a go at ...