Search found 18 matches

by hcs
Wed Jul 21, 2004 11:34 pm
Forum: PS2 Development
Topic: How to use that DVD-ROM drive in homebrew?
Replies: 6
Views: 3651

I think the point is to make a large amount of data available... though for what reason I won't guess.
by hcs
Sat Jul 17, 2004 6:11 am
Forum: PS2 Development
Topic: I_MASK, I_STAT bit mapping
Replies: 5
Views: 3594

well not everyone has the ee user manual
by hcs
Sat Jul 17, 2004 2:36 am
Forum: PS2 Development
Topic: I_MASK, I_STAT bit mapping
Replies: 5
Views: 3594

Well in case anyone here wants to know:

bit 2: start of vblank
bit 3: end of vblank

Those were the only two I was interested in.
by hcs
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,...
by hcs
Wed Jul 14, 2004 6:05 am
Forum: PS2 Development
Topic: Memory-resident programs
Replies: 26
Views: 9101

That will make it more difficult... drat you for crushing my dreams!
Is there any other way I could get the framebuffer address out of the hardware?
by hcs
Wed Jul 14, 2004 5:44 am
Forum: PS2 Development
Topic: n64 emu
Replies: 27
Views: 10209

Ok, I think I see where we differ; I defined a big endian program as one written with a big-endian processor in mind, you define it as the byte order the program is stored in.
by hcs
Wed Jul 14, 2004 4:07 am
Forum: PS2 Development
Topic: Memory-resident programs
Replies: 26
Views: 9101

Should I be able to read from GS_DISPFB1 and GS_DISPFB2? Although changing the framebuffer pointer produces the expected effect in PCSX2 I only ever read zero from those registers. Is this a hardware artifact or an emulator bug?
by hcs
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...
by hcs
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?
by hcs
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?
by hcs
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...
by hcs
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...
by hcs
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...
by hcs
Tue Jul 13, 2004 3:22 am
Forum: PS2 Development
Topic: ei
Replies: 2
Views: 2422

I guess I'm blind...
by hcs
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?
by hcs
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...
by hcs
Sun Jul 11, 2004 1:58 am
Forum: PS2 Development
Topic: Memory-resident programs
Replies: 26
Views: 9101

Right now it prints something each time a syscall is made (except for... whichever one is called in the printf itself so it doesn't recurse). I only need to find if the principle of memory-residence will work, not the specific program.
by hcs
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...