Search found 543 matches
- Thu Jun 16, 2005 12:13 am
- Forum: General Discussion
- Topic: Killer-X interviewed!!
- Replies: 15
- Views: 7728
- Sun Jun 05, 2005 2:10 am
- Forum: PS2 Development
- Topic: Question about lighting model and shading
- Replies: 1
- Views: 1949
- Sun Jun 05, 2005 1:55 am
- Forum: PS2 Development
- Topic: Want to start...
- Replies: 5
- Views: 3951
Get the toolchain and ps2sdk up and running on your machine, then start coding, there is plenty of example code gode when it comes to gfx, as a sidenote you could use for example gsKit for displaying images etc. read up on www.ps2dev.org -> tools to get the toolchain and ps2sdk running.
- Thu May 26, 2005 5:20 pm
- Forum: PS2 Development
- Topic: Froggies' PS2 Coding contest
- Replies: 12
- Views: 5675
half-lebanese, half-swede :)
if you wanna see me dancing -> http://www.clubstockholm.com/Images_Festbilder/5483.jpg
if you wanna see me dancing -> http://www.clubstockholm.com/Images_Festbilder/5483.jpg
- Thu May 26, 2005 12:18 am
- Forum: PS2 Development
- Topic: Froggies' PS2 Coding contest
- Replies: 12
- Views: 5675
- Tue May 24, 2005 6:09 pm
- Forum: PSP Development
- Topic: What's the fastest way to jump in to PSP dev?
- Replies: 41
- Views: 35137
- Mon May 23, 2005 6:44 am
- Forum: PSP Development
- Topic: What's the fastest way to jump in to PSP dev?
- Replies: 41
- Views: 35137
use the source. nem's hello world for example, you can use the ps2dev gcc toolchain. or something like this for latest binutils. configure --target=mipsel-unknown-elf --prefix=/usr/local/pspdev and this for gcc-4.0.0 configure --target=mipsel-unknown-elf --prefix=/usr/local/pspdev --enable-languages...
- Fri May 20, 2005 2:33 am
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 13616
I would think too the MIPS sde def does produce better code - its like the ADS ARM compiler, they have used their own MIPs based info to produce this. The sde-gcc mips options for example are quite different to 2.95, or 3.x.. and the docs mention that they have put effort into this (as most chip ma...
- Thu May 19, 2005 11:57 pm
- Forum: PSP Development
- Topic: PS3 and PSP
- Replies: 31
- Views: 13716
- Wed May 18, 2005 6:57 pm
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 13616
the compiler itself doesnt produce better code than the equivalent gcc version, however some of the libs have pretty good code, albeit most of that is math and something you would want to offload onto vfpu anyway. Making ee-gcc produce usabel 32bit code isnt hard btw, the only problem is that you ca...
- Tue May 17, 2005 7:07 pm
- Forum: PS2 Development
- Topic: New USB Idea
- Replies: 3
- Views: 3212
- Tue May 17, 2005 6:01 pm
- Forum: PSP Development
- Topic: vertical hardscroll or 130560 pixels with less than 1% cpu
- Replies: 3
- Views: 4409
- Mon May 16, 2005 7:29 pm
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 13616
the r4k in the psp is strictly 32bit, no 64 bit opcodes work ( apart from daddu, but it doesnt add numbers, still havent figured what daddu is on psp r4k ). the fpu doesnt have acc so msub, msuba, madd etc wich exists on ee, so dont use those opcodes. the dp emulation exists in libgcc, so unless you...
- Mon May 16, 2005 2:06 am
- Forum: PS2 Development
- Topic: Missing piece from my game development?
- Replies: 6
- Views: 3503
- Sun May 15, 2005 6:05 am
- Forum: PS2 Development
- Topic: New USB Idea
- Replies: 3
- Views: 3212
- Sun May 15, 2005 6:00 am
- Forum: PSP Development
- Topic: Sound output
- Replies: 11
- Views: 16535
- Sun May 15, 2005 12:13 am
- Forum: PSP Development
- Topic: Creating callbacks (aka The curious tale of the home button)
- Replies: 11
- Views: 23488
- Sat May 14, 2005 11:01 pm
- Forum: PSP Development
- Topic: bitblt function
- Replies: 7
- Views: 5248
- Sat May 14, 2005 8:44 pm
- Forum: General Discussion
- Topic: The PSP Font
- Replies: 2
- Views: 5676
- Sat May 14, 2005 8:16 pm
- Forum: PSP Development
- Topic: bitblt function
- Replies: 7
- Views: 5248
- Thu May 12, 2005 4:10 pm
- Forum: General Discussion
- Topic: any devs WTB a new psp with 1.0 firmware from japan launch?
- Replies: 14
- Views: 9612
- Thu May 12, 2005 4:05 pm
- Forum: PS2 Development
- Topic: ps2dev reference?
- Replies: 6
- Views: 3700
- Thu May 12, 2005 4:03 pm
- Forum: PSP Development
- Topic: tetris portable 0.3 (firmware 1.0 only)
- Replies: 13
- Views: 36454
pspret, you are in no position to dictate terms, and we have no such rule on these forums that complete code must be shared, thats an option left for the author. And frankly nothing can be learned from either gb emu or tetris clone if you have paid attention to the few threads that actually contain ...
- Thu May 12, 2005 7:04 am
- Forum: PSP Development
- Topic: First cut at PSP buffer overflow loader code.
- Replies: 15
- Views: 11216
While you're at it, why don't you assemble one of those other ELF loaders and then tell me if there are any null bytes in it? Or did you forget, in all your infinite 37337 hax0r 0mG0mG skillZzZZz, that there can't be null bytes in buffer overflow exploit code? All of that could have as easily been ...
- Thu May 12, 2005 6:53 am
- Forum: General Discussion
- Topic: Why was this locked ? Rant rave and some more Ranting
- Replies: 6
- Views: 3941
- Thu May 12, 2005 3:49 am
- Forum: General Discussion
- Topic: Exploit Maybe
- Replies: 1
- Views: 2701
- Thu May 12, 2005 3:22 am
- Forum: PSP Development
- Topic: PSP controller library
- Replies: 8
- Views: 5822
- Thu May 12, 2005 2:48 am
- Forum: General Discussion
- Topic: What the E in EBOOT.psp stands for
- Replies: 1
- Views: 3015
- Wed May 11, 2005 7:45 pm
- Forum: PSP Development
- Topic: First cut at PSP buffer overflow loader code.
- Replies: 15
- Views: 11216
- Wed May 11, 2005 7:28 pm
- Forum: PSP Development
- Topic: TLB?
- Replies: 9
- Views: 6807