Search found 18 matches
- Wed Jul 21, 2004 11:34 pm
- Forum: PS2 Development
- Topic: How to use that DVD-ROM drive in homebrew?
- Replies: 6
- Views: 3651
- Sat Jul 17, 2004 6:11 am
- Forum: PS2 Development
- Topic: I_MASK, I_STAT bit mapping
- Replies: 5
- Views: 3594
- Sat Jul 17, 2004 2:36 am
- Forum: PS2 Development
- Topic: I_MASK, I_STAT bit mapping
- Replies: 5
- Views: 3594
- Wed Jul 14, 2004 7:48 am
- Forum: PS2 Development
- Topic: Memory-resident programs
- Replies: 26
- Views: 9101
So as I currently understand it I should be able to blit the text to vmem and then draw sprites, which will go to the framebuffer currently being drawn. I presume disabling z test was to prevent it from being under something already on screen. Could setting the z value very high be another solution,...
- Wed Jul 14, 2004 6:05 am
- Forum: PS2 Development
- Topic: Memory-resident programs
- Replies: 26
- Views: 9101
- Wed Jul 14, 2004 5:44 am
- Forum: PS2 Development
- Topic: n64 emu
- Replies: 27
- Views: 10209
- Wed Jul 14, 2004 4:07 am
- Forum: PS2 Development
- Topic: Memory-resident programs
- Replies: 26
- Views: 9101
- Wed Jul 14, 2004 3:35 am
- Forum: PS2 Development
- Topic: n64 emu
- Replies: 27
- Views: 10209
Between formats, yes you have to swap, but the point I was making was that it doesn't matter if a word is stored as MSB first or LSB first so long as you do all load/store operations on that word with the same endianness and as a word. If you're expecting MSB first and you want to get the MSB of a w...
- Wed Jul 14, 2004 3:30 am
- Forum: PS2 Development
- Topic: I_MASK, I_STAT bit mapping
- Replies: 5
- Views: 3594
I_MASK, I_STAT bit mapping
What do the bits in the interrupt mask/status registers correspond to?
- Wed Jul 14, 2004 12:59 am
- Forum: PS2 Development
- Topic: Memory-resident programs
- Replies: 26
- Views: 9101
Does scr_printf just write to the beginning of vram because of how it initializes the GS, or is there something specific in the command to draw each character that forces it there? [edit] Never mind, I see it now. Couldn't I read the current framebuffer address and write my characters directly there?
- Wed Jul 14, 2004 12:18 am
- Forum: PS2 Development
- Topic: n64 emu
- Replies: 27
- Views: 10209
N64 is very much big-endian. That's one of the things that confused me moving from N64 to PS2. What PC emulators (at least Project 64) do on the topic is do byteswapping during the PI DMA (read from cartridge). So long as everything else reads and writes in the same units it shouldn't matter that ev...
- Tue Jul 13, 2004 6:39 am
- Forum: PS2 Development
- Topic: Memory-resident programs
- Replies: 26
- Views: 9101
I'm not sure I understand what you're saying, will it be necessary to do all of this or is this how I could get around drawing each frame? What I thought I could do was replicate the debug printf and somehow have that called once per frame. There I only need space for a single character. I've got th...
- Tue Jul 13, 2004 4:23 am
- Forum: PS2 Development
- Topic: Memory-resident programs
- Replies: 26
- Views: 9101
Alright, that's what I was hoping to avoid doing with the syscall table, but if I must I must. Tolerate another question if you will: I mentioned using scr_printf, is there a reason why I couldn't write this so that it overlays whatever graphics are already on the screen? Of course I'd have to do it...
- Tue Jul 13, 2004 3:22 am
- Forum: PS2 Development
- Topic: ei
- Replies: 2
- Views: 2422
- Tue Jul 13, 2004 2:57 am
- Forum: PS2 Development
- Topic: ei
- Replies: 2
- Views: 2422
ei
What is ei (and di for that matter)? I've seen it in a few sources but its not in the MIPS docs. Enable/disable interrupts?
- Tue Jul 13, 2004 1:31 am
- Forum: PS2 Development
- Topic: Memory-resident programs
- Replies: 26
- Views: 9101
EE SIO is the way to go. :) Is there any way to get access to the EE SIO without building mrbrown's serial cable? What I'm trying to do now is get scr_printf in the exception handler and see if I can just take over the screen when I need to write something. Is there a character set in ROM or RAM th...
- Sun Jul 11, 2004 1:58 am
- Forum: PS2 Development
- Topic: Memory-resident programs
- Replies: 26
- Views: 9101
- Sat Jul 10, 2004 7:32 am
- Forum: PS2 Development
- Topic: Memory-resident programs
- Replies: 26
- Views: 9101
Memory-resident programs
I'm working on writing a memory resident program for the PS2, to run behind a game. I've gotten it to work in PCSX2 and print out the syscalls that other demos. It does this by overwriting parts of the syscall interrupt handler. I've only been able to test in an emulator so far, still waiting for my...