Search found 50 matches

by TommyBear
Tue Nov 20, 2007 7:53 pm
Forum: PS3 Development
Topic: Anyone working on mman.h and related headers?
Replies: 2
Views: 3329

Thanks ooPo... will do.
by TommyBear
Tue Nov 20, 2007 12:58 am
Forum: PS3 Development
Topic: Anyone working on mman.h and related headers?
Replies: 2
Views: 3329

Anyone working on mman.h and related headers?

Hitting an issue with SDL_PS3 and it's malloc implementation, as it needs mman.h, which needs bits/types.h and so on...

Anyone working on this at the moment, as the toolchain doesn't have it. :)

Cya!
by TommyBear
Sun Nov 18, 2007 10:08 pm
Forum: PS3 Development
Topic: mcload 1.0 released
Replies: 12
Views: 93100

ooooo, this is really nice mc! Can you please investigate, reading USB mice? I'm going to be looking at your samples as I port SDL! :) Awesome work.
by TommyBear
Tue Nov 13, 2007 11:01 pm
Forum: PS3 Development
Topic: SDL for the otherOS environment
Replies: 4
Views: 5167

Okay guys. SDL_PS3 lives here for now: http://sourceforge.net/projects/sdlps3/ Basically a fork of SDL 1.2 for now, until it's good enough to submit as a patch. I've created the makefiles and configuration headers to get started and everything that is platform specific is stubbed out with the dummy ...
by TommyBear
Tue Nov 13, 2007 10:54 pm
Forum: PS3 Development
Topic: OtherOS demo program
Replies: 51
Views: 72367

Maybe you need to read the forum rules again. There is no exploit and the guys here are only interested in doing things above board and legal. The forum you are referring doesn't have a clue. Get this straight: what we are discussing in this topic is endorsed by Sony. Sony have given us the software...
by TommyBear
Sun Nov 11, 2007 8:57 pm
Forum: PS3 Development
Topic: SDL for the otherOS environment
Replies: 4
Views: 5167

I've gotten SDL compiled under the toolchain now with all the dummy stuff turned on. I've applied for a new project under sourceforge called SDL_PS3. As soon as it is approved I'll drop all the code on there for everyone to grab.

Tommy.
by TommyBear
Sun Nov 11, 2007 8:37 pm
Forum: PS3 Development
Topic: SDL for the otherOS environment
Replies: 4
Views: 5167

SDL for the otherOS environment

Hi Guys, Seeing as we have some example code of how to draw stuff to screen without linux and a working PS3 toolchain, I have decided to give porting SDL to this kind of environment. If anyone has started working on this, please let me know... thanks! I hope to create a custom homebrew launcher with...
by TommyBear
Sun Jun 10, 2007 10:03 pm
Forum: PS3 Development
Topic: Latest toolchain patch errors...
Replies: 3
Views: 3778

That's fine... I'm just trying to get things compiling on my machine. It just worries me that it's not patching. :(
by TommyBear
Sat Jun 09, 2007 3:27 pm
Forum: PS3 Development
Topic: Latest toolchain patch errors...
Replies: 3
Views: 3778

Latest toolchain patch errors...

Do you guys know what I may have broken? While binutils is being patched I get this: Hunk #1 FAILED at 1. Hunk #2 FAILED at 17. 2 out of 2 hunks FAILED -- saving rejects to file ld/testsuite/ld-pe/pe.exp.rej patching file ld/testsuite/ld-pe/secrel.d Hunk #1 FAILED at 1. 1 out of 1 hunk FAILED -- sav...
by TommyBear
Sun Jul 17, 2005 1:13 am
Forum: PSP Development
Topic: ScummVM-PSP
Replies: 129
Views: 149424

Beta version is now up at: http://www.tomkatgames.com/psp/ScummVM-PSP-Beta.zip *Should* work with all supported scummvm games except the 640x480 ones. Tommy. PS. One known issue is slow saving and loading, also autosave triggers about ever 5 minutes and causes a slowdown... just let it go and it wil...
by TommyBear
Fri Jul 15, 2005 7:43 pm
Forum: PSP Development
Topic: ScummVM-PSP
Replies: 129
Views: 149424

Hi Guys, http://www.tomkatgames.com/psp/ScummVM-PSP-Alpha-BassOnly.zip Here is a crappo' tastic alpha version of ScummVM-PSP that's been hard coded to run either Beneath A Steel Sky Floppy or CD. We can't release the version that runs the Scumm games yet because we are having huge issues with gcc4 a...
by TommyBear
Mon Jul 11, 2005 1:58 pm
Forum: PSP Development
Topic: ScummVM-PSP
Replies: 129
Views: 149424

And source code will be interesting too, seeing there are many people having issues with C++ for the PSP (including myself :-) ) ScummVM is a SourceForge project, so you can expect source to appear somewhere below http://cvs.sourceforge.net/viewcvs.py/scummvm/scummvm/backends/ before long. (They do...
by TommyBear
Sat Jul 09, 2005 2:11 pm
Forum: PSP Development
Topic: ScummVM-PSP
Replies: 129
Views: 149424

ScummVM-PSP

Hi Guys, I'd thought I would give you an update on ScummVM for the PSP. A few people have emailed me directly asking for info and while I haven't been posting any updates here, I have been giving updates on pspupdate.com. Anyway. Basically the implementation is ~70% complete with working FileIO, gra...
by TommyBear
Sun Jul 03, 2005 7:02 am
Forum: The Incredible Hall Of Shame
Topic: First Trainer for PSP, GAME : Puzzle Bobble coded by WAB
Replies: 13
Views: 12829

Paging mods.... please lock this b/s thread! :(
by TommyBear
Sat Jul 02, 2005 11:05 pm
Forum: PSP Development
Topic: libpspglue issues
Replies: 5
Views: 3985

Ok will do. Thanks

Tommy.
by TommyBear
Sat Jul 02, 2005 7:26 pm
Forum: PSP Development
Topic: libpspglue issues
Replies: 5
Views: 3985

You're only to use either libpsplibc, or libc + libpspglue. Never both at the same time. Well okay but libpsplibc does not implement: __errorno _impure_ptr __assert I'm using this: -lm -lstdc++ -lpsplibc Get this: /cygdrive/c/DOCUME~1/THOMAS~1/LOCALS~1/Temp/cc4PTjnp.o: In function `Scumm&am...
by TommyBear
Sat Jul 02, 2005 3:19 am
Forum: PSP Development
Topic: libpspglue issues
Replies: 5
Views: 3985

libpspglue issues

Hi Guys, Currently in ScummVM-PSP we've had to stub off these functions because of the following undefined symbols: /usr/local/pspdev/lib/gcc/psp/4.0.0/../../../../psp/lib/libstdc++.a(pure.o):../. ./../../libstdc++-v3/libsupc++/pure.cc:54: undefined reference ...
by TommyBear
Sat Jul 02, 2005 1:42 am
Forum: PSP Development
Topic: ScummVM-PSP hang on startup issue... Please help if you can.
Replies: 2
Views: 2072

The problem has been solved by including libpspglue.

Tommy.
by TommyBear
Fri Jul 01, 2005 1:40 am
Forum: PSP Development
Topic: Any Toolchain + pspsdk bin distribution for windows?
Replies: 4
Views: 2440

HexDump wrote:Thanks a lot, but this package does not include pspsdk onlyl the toolchain. I read tihs message before posting.

Thanks in advance,
HexDump.
neofar's message link is the on you seek :)
by TommyBear
Fri Jul 01, 2005 1:28 am
Forum: PSP Development
Topic: ScummVM-PSP hang on startup issue... Please help if you can.
Replies: 2
Views: 2072

ScummVM-PSP hang on startup issue... Please help if you can.

Guys, Linked to the bottom of this post is a stripped down version of the ScummVM code which I think is part of a hang problem we are currently seeing on the PSP. Looks like an incorrect allocation issue. Basically the code in this zip is self contained. Extract it to a folder and run make. The vers...
by TommyBear
Wed Jun 29, 2005 2:03 pm
Forum: PSP Development
Topic: PSPSDK 1.0+beta released!
Replies: 59
Views: 59434

ALOGN , u insult my intelligence.... i know what path does, i feel like your trying to teach me grade one math... maybe i wasn't clear. if you install pspsdk1.0+ win32 the installer defaults to : c:\program files\pspdev inside that directory theres a file calles start.bat and the contents show : se...
by TommyBear
Wed Jun 29, 2005 2:00 pm
Forum: PSP Development
Topic: PSPSDK 1.0+beta released!
Replies: 59
Views: 59434

whats the diffrence from "pspsdk 1.0+beta win32 installer" and what KAL has done a day before here: That's the dev kit and not the SDK. The win32 package here contains the DevKit and the SDK component built and ready to go. set path to invalid directories. path=%path%;c:\pspsdk\bin should...
by TommyBear
Wed Jun 29, 2005 2:52 am
Forum: PSP Development
Topic: PSPSDK 1.0+beta released!
Replies: 59
Views: 59434

Re: Awesome!

Thanks for all the hard work. One thing I noticed when trying to port quake over to this is: it's missing fscanf, so I still have to include the -lc (libc.a) library and tell the linker to ignore multiple definitions. -PMF Thanks for the heads up. We'll add the myriad of *scanf() functions to PSPSD...
by TommyBear
Wed Jun 29, 2005 2:01 am
Forum: PSP Development
Topic: PSPSDK 1.0+beta released!
Replies: 59
Views: 59434

TommyBear, all extra files for the EBOOT can be added by defining some simple parameters. For defining the ICON file add this to your makefile. PSP_EBOOT_ICON=path/to/my/picture/png And it should pick it up. You can do the same with things like the PSAR etc. Yeah cool thanks.... in the end I overca...
by TommyBear
Wed Jun 29, 2005 1:34 am
Forum: PSP Development
Topic: PSPSDK 1.0+beta released!
Replies: 59
Views: 59434

Hey guys.... how do you actually specify the Icon that the packer uses in the make file... say ICON0.PNG?

Tommy.
by TommyBear
Wed Jun 29, 2005 1:11 am
Forum: PSP Development
Topic: PSPSDK 1.0+beta released!
Replies: 59
Views: 59434

OMFG it's so easy to compile up PSP apps now.... lol :)
by TommyBear
Wed Jun 29, 2005 12:51 am
Forum: PSP Development
Topic: PSPSDK 1.0+beta released!
Replies: 59
Views: 59434

Thanks so much guys! Win32 installer that i made available here: http://www.tomkatgames.com/psp/setup.exe (25MB). Basically the same deal as the ps2dev kit installer

Enjoy everyone!
by TommyBear
Tue Jun 28, 2005 8:31 pm
Forum: PSP Development
Topic: ScummVM porting thread
Replies: 25
Views: 10385

I'd love to help on this project. Is there a TODO list yet? Hehehe yes :) Write something! Seriously though, there is a TODO in the SVN repository set up for the project email me if you want to help out... But at the moment we are waiting for the official ps2dev.org pspdevkit to be released so we u...
by TommyBear
Mon Jun 27, 2005 11:00 pm
Forum: PSP Development
Topic: ScummVM porting thread
Replies: 25
Views: 10385

Hi Guys,

ScummVM-PSP has a repository now and we are starting work on it. If anyone here wishes to contribute in any way... tell me here, PM me, there's IRC #scummvm on FreeNode, or email me through my profile etc.

The code is non-existant at the moment but that will change very soon! :)

Tommy.