Search found 83 matches

by hitchhikr
Mon Mar 02, 2009 12:44 am
Forum: PSP Development
Topic: Protrekkr with PSP replay routine
Replies: 11
Views: 6635

Huge update since last time: v1.97b: - Modified the behaviour of the ring mod stereo filter. - Added a few more constants for the replay. - Song name wasn't displayed in the plugin infos. - Fixed a bug in the flanger (early cut). - Right mouse button on the "Lock / All&q...
by hitchhikr
Wed Feb 25, 2009 10:31 am
Forum: PSP Development
Topic: Protrekkr with PSP replay routine
Replies: 11
Views: 6635

I tried to beef the small example up a bit to see how far it could go, it looks like the reverb can be used too:

http://pagesperso-orange.fr/franck.char ... reverb.zip
by hitchhikr
Wed Feb 25, 2009 10:16 am
Forum: PSP Development
Topic: Protrekkr with PSP replay routine
Replies: 11
Views: 6635

v1.94: - Fixed a nasty memory leak in the PSP replay (also only necessary data are now allocated). - Space char wasn't available during names input. - Added effects 0x41 and 0x42 to control the volumes of the 2 303 units. - Added effect 0x1c: set global volume. - Start & stop song cleaned up (c...
by hitchhikr
Tue Feb 24, 2009 4:40 am
Forum: PSP Development
Topic: Protrekkr with PSP replay routine
Replies: 11
Views: 6635

v1.93: - Resampler improved, should produce much less aliasing. - Fixed a small issue involving the cache memory in the PSP replay. - Added an option to show or hide the bottom panel in order to display more patterns rows (Shortcut: LSHIFT+ESCAPE to toggle the view) - Left shift wasn't active while...
by hitchhikr
Sat Feb 21, 2009 9:19 am
Forum: PSP Development
Topic: Protrekkr with PSP replay routine
Replies: 11
Views: 6635

The tracker isn't available on the PSP, only the replay routine is and doesn't use midi.

I just updated to v1.90d and added midi support for Linux and Mac OS X.
by hitchhikr
Sat Feb 21, 2009 2:54 am
Forum: PSP Development
Topic: Protrekkr with PSP replay routine
Replies: 11
Views: 6635

Only in the Windows version so far.
by hitchhikr
Fri Feb 20, 2009 9:27 am
Forum: PSP Development
Topic: Protrekkr with PSP replay routine
Replies: 11
Views: 6635

v1.90 released: - Added a scrollbar beside patterns. - The tracker can now load all these .wav file formats (mono or stereo) : - 8-bit integer. - 12-bit integer. - 16-bit integer. - 24-bit integer. - 32-bit integer. - 32-bit float. - 64-bit float. - Added an option to render ...
by hitchhikr
Thu Feb 12, 2009 10:12 pm
Forum: PSP Development
Topic: Media Engine and Mp3 decoding
Replies: 23
Views: 26114

There's a specific hw component in the console to decode such videos, nothing to do with the VME which is only used for sound, i think.
by hitchhikr
Thu Feb 12, 2009 8:56 am
Forum: PSP Development
Topic: Protrekkr with PSP replay routine
Replies: 11
Views: 6635

Protrekkr with PSP replay routine

I recently (today as a matter of fact ;D) made a psp replay routine for my softsynth tracker program available here: http://protrekkr.googlecode.com/ The tracker is tailored for much faster machines so this is more an experiment than anything else. If you intend to use it to create music for the PSP...
by hitchhikr
Sun Jun 01, 2008 10:30 pm
Forum: PS2 Development
Topic: Executable files packer test
Replies: 2
Views: 3298

by hitchhikr
Fri May 16, 2008 12:12 am
Forum: PS2 Development
Topic: milkytracker on ps2
Replies: 2
Views: 2658

Probably (albeit it would require a modification of the sound engine as it's a software renderer afaik), but the question is: what would be the point ? :]
by hitchhikr
Tue Mar 18, 2008 9:54 am
Forum: PSP Development
Topic: Kernel mode under firmware 2.6 * The proof of concept *
Replies: 48
Views: 62713

Yes it is, we need to break the loop at the right time.
Yeah, that the post i made almost 2 years ago indeed (see previous page).

If it was some forum test, i'm glad to tell you that emails notifications for such old threads are working fine too.
by hitchhikr
Wed Sep 26, 2007 3:02 am
Forum: PS2 Development
Topic: I'm considering developing on PS2, but need more infos
Replies: 10
Views: 7491

You can use datel's action replay max or pelican's codebreaker + ps2link.
by hitchhikr
Fri Apr 13, 2007 4:20 am
Forum: PSP Development
Topic: Breakpoint Seminar Videos
Replies: 9
Views: 4063

I think you should upload your slides as the screen isn't too readable in the video.
by hitchhikr
Mon Mar 12, 2007 12:50 am
Forum: PS2 Development
Topic: Executable files packer test
Replies: 2
Views: 3298

Executable files packer test

Hi,

I'm working on a file packer right now, if you're interested to do some beta tests on it, go download it there:

http://perso.orange.fr/franck.charlet/temp/NRLPack.zip
by hitchhikr
Fri Oct 27, 2006 8:04 pm
Forum: PSP Development
Topic: Everything Precompiled?
Replies: 9
Views: 3068

Remove everything (including cygwin) and use this one: http://xorloser.com/

Be sure you have C:\pspdev\bin located at first position in your system PATH variables & eveyrthing should be fine.
by hitchhikr
Thu Oct 26, 2006 2:43 am
Forum: PS2 Development
Topic: Help: ARMAX cannot load newer version of ps2 programs
Replies: 8
Views: 5093

Latest ps2link compatible with armax, it runs directly from the usb (tested on a slim scph-75004).

http://perso.orange.fr/franck.charlet/t ... _armax.zip
by hitchhikr
Thu Oct 19, 2006 10:43 pm
Forum: PSP Development
Topic: Decrypt 2.6 PRX on 2.6 itself
Replies: 5
Views: 3037

Use pspSdkInstallNoDeviceCheckPatch() in kernel mode then you should be able to load flash0 prxs from an user thread. It may eventually looks like that: void User_Thread(SceSize args, void *argp) { SceUID PRxId; SceKernelLMOption Options; SceUID PrxHandle; int Start_Result; ...
by hitchhikr
Tue Oct 17, 2006 9:49 am
Forum: PSP Development
Topic: Media Engine vs Graphics Processor
Replies: 11
Views: 6110

Yes the issue has been resolved.
by hitchhikr
Thu Oct 12, 2006 9:01 pm
Forum: PSP Development
Topic: Kernel access with 2.6 (hitchhikr and Ookm codes)
Replies: 6
Views: 3935

The 0x09f02020 address will be part of the overflow string so each byte of that address needs not to be zero (and doesn't contain 0x3a as this char is needed to control the length of that string).
by hitchhikr
Thu Oct 05, 2006 11:36 pm
Forum: PSP Development
Topic: Gimp plugin
Replies: 37
Views: 26177

Their site seems to have some troubles at the moment, the primary download url is this one anyway:

http://perso.orange.fr/franck.charlet/PSPTex.zip
by hitchhikr
Fri Sep 29, 2006 3:35 am
Forum: PSP Development
Topic: Gimp plugin
Replies: 37
Views: 26177

by hitchhikr
Mon Sep 25, 2006 8:02 pm
Forum: PSP Development
Topic: Using Mipmap with DXT textures...
Replies: 6
Views: 4537

I noticed the dxt1 problem, it may be a bug in the compressor (or in the gpu (?)), i'll see what i can do.
by hitchhikr
Mon Sep 25, 2006 8:46 am
Forum: PSP Development
Topic: Using Mipmap with DXT textures...
Replies: 6
Views: 4537

I updated the plugin, now it generates constants in the .h files containing the locations of the different mipmaps within the file (x_MIPMAPS_OFFSETx)

http://perso.orange.fr/franck.charlet/PSPTex.zip

Tell me if it helps.
by hitchhikr
Fri Sep 15, 2006 3:58 am
Forum: PSP Development
Topic: Gimp plugin
Replies: 37
Views: 26177

Fixed some issues when compiling under linux.
by hitchhikr
Mon Sep 04, 2006 12:49 am
Forum: PSP Development
Topic: AT3 replay via Audiocodec.prx on 1.5
Replies: 13
Views: 10371

Oki, i've updated the archive, the at3.c should now retrieve the correct datas position from the file, tell me if it works or not.
by hitchhikr
Sun Sep 03, 2006 2:59 pm
Forum: PSP Development
Topic: AT3 replay via Audiocodec.prx on 1.5
Replies: 13
Views: 10371

You're right but i haven't seen an at3 file with a different structure yet, so i took the short way, you could aswell parse the various headers until the data one is found (they have a id / length format like all riff files).
by hitchhikr
Sun Sep 03, 2006 5:55 am
Forum: PSP Development
Topic: Gimp plugin
Replies: 37
Views: 26177

You have to compile it and for this you need the gimp devel package or something.
by hitchhikr
Thu Aug 31, 2006 8:02 am
Forum: PSP Development
Topic: AT3 replay via Audiocodec.prx on 1.5
Replies: 13
Views: 10371

I have a question that could be stupid since i'm a crapy coder but i would like to ask you why it would be better to use this directly in my code instead of using it as a prx module. It'll take slightly less user memory but more important if you want to use a non encrypted module you'll have to pat...
by hitchhikr
Wed Aug 30, 2006 1:31 pm
Forum: PSP Development
Topic: AT3 replay via Audiocodec.prx on 1.5
Replies: 13
Views: 10371

Also it doesn't require any own made external prx.