Search found 62 matches
- Tue Sep 22, 2009 2:22 pm
- Forum: PS2 Development
- Topic: Memory Dump
- Replies: 5
- Views: 5425
- Sat Sep 20, 2008 12:19 am
- Forum: PS2 Development
- Topic: Help: Suspend Main and Wakeup another Thread
- Replies: 1
- Views: 2213
Help: Suspend Main and Wakeup another Thread
I have created a simple app that sets up a vblank handler and creates a thread. What I am trying to do is when a certain condition is met within the vblank handler, it calls iSuspendThread() on my main thread and then calls iWakeupThread on the thread I created. Mains priority = 64 and my threads pr...
- Thu Aug 21, 2008 3:24 am
- Forum: PS2 Development
- Topic: usb_mass and ps2link problems
- Replies: 5
- Views: 4997
- Thu Aug 21, 2008 1:37 am
- Forum: PS2 Development
- Topic: usb_mass and ps2link problems
- Replies: 5
- Views: 4997
As far as I remember of the top of my head, I don't think you need to load rom0:IOMAN for USB support and I think PS2Link already loads a variant of this module in the form of iomanx.irx from PS2SDK, this conflict could be your problem. Well I just tried loading it through ps2link again without loa...
- Wed Aug 20, 2008 2:40 pm
- Forum: PS2 Development
- Topic: usb_mass and ps2link problems
- Replies: 5
- Views: 4997
usb_mass and ps2link problems
Hello! I have created a simple program that loads the appropriate USB drivers to use a mass storage device. However, I can only run it from uLaunchelf. When I run it from ps2link, ps2link crashes and video output stops (blue screen). int ret; SifInitRpc(0); init_scr()...
- Sun Jan 20, 2008 5:22 am
- Forum: PS2 Development
- Topic: Running Multiple Threads Help
- Replies: 4
- Views: 3506
Keeping em alive
I have been tinkering around with threads and can run multiple threads that do different things with no problem. How can I create a thread that runs within kernel memory, so when user memory is reset, it will continue to run? Thx
- Wed Jan 16, 2008 5:15 am
- Forum: PS2 Development
- Topic: Running Multiple Threads Help
- Replies: 4
- Views: 3506
- Tue Jan 15, 2008 12:52 am
- Forum: PS2 Development
- Topic: Running Multiple Threads Help
- Replies: 4
- Views: 3506
Running Multiple Threads Help
I have searched around MSDN and the forums here, but I can't figure this out. I have a program start, create multiple threads with the same priority, and everything goes well. My goal was to have one of these threads halt until I pressed a key on my keyboard. This thread communicates with my EE SIO ...
- Mon Aug 13, 2007 1:31 pm
- Forum: PS2 Development
- Topic: Including asm in C source
- Replies: 5
- Views: 3790
- Mon Aug 13, 2007 3:02 am
- Forum: PS2 Development
- Topic: Including asm in C source
- Replies: 5
- Views: 3790
I appreciate it. I know it was useless to make a thread to ask such a simple question. I spent approx 1-2 hrs google searching for the syntax of a j and jal op in asm. I have a basic understand of MIPS and its op codes. I'm just not to sure as of how to write it with the correct syntax in a C source...
- Sun Aug 12, 2007 5:59 pm
- Forum: PS2 Development
- Topic: Including asm in C source
- Replies: 5
- Views: 3790
Including asm in C source
I believe its called inline asm. But anyway. In my source code, main() calls and stores a function at a specific memory address. Further within my program, I want to jump to this functions memory adr to execute it. so how would I set this up? asm __volatile__("\n\ j $Address\ "); I know th...
- Wed Aug 08, 2007 2:35 pm
- Forum: PS2 Development
- Topic: __asm("text:"); Function. Where is it defined?
- Replies: 14
- Views: 6959
Well I understand what ur saying that if a function has a nop in the middle it will copy half. But I have been using SIOSHELL and insuring that the function that is being copied does not contain any nop's scattered throughout it. the function writes data to specified addresses. So when the nop after...
- Tue Aug 07, 2007 5:58 pm
- Forum: PS2 Development
- Topic: __asm("text:"); Function. Where is it defined?
- Replies: 14
- Views: 6959
- Tue Aug 07, 2007 4:10 pm
- Forum: PS2 Development
- Topic: __asm("text:"); Function. Where is it defined?
- Replies: 14
- Views: 6959
- Sun Aug 05, 2007 3:32 pm
- Forum: PS2 Development
- Topic: __asm("text:"); Function. Where is it defined?
- Replies: 14
- Views: 6959
- Fri Aug 03, 2007 12:38 pm
- Forum: PS2 Development
- Topic: __asm("text:"); Function. Where is it defined?
- Replies: 14
- Views: 6959
- Thu Aug 02, 2007 2:08 pm
- Forum: PS2 Development
- Topic: __asm("text:"); Function. Where is it defined?
- Replies: 14
- Views: 6959
- Wed Aug 01, 2007 2:34 pm
- Forum: PS2 Development
- Topic: __asm("text:"); Function. Where is it defined?
- Replies: 14
- Views: 6959
ahh
Oh, so basically __asm(""); allows you to perform assembly operations within your C source code? eh nifty. well so what would this accomplish?
__asm("cross:");
__asm("cross:");
- Wed Aug 01, 2007 11:27 am
- Forum: PS2 Development
- Topic: __asm("text:"); Function. Where is it defined?
- Replies: 14
- Views: 6959
__asm("text:"); Function. Where is it defined?
I have searched high and low but I cannot find a header file that contains the function __asm(""); nor its args. I have seen it used such as this...
if(new_pad & PAD_CROSS)
{
__asm("cross:");
more code..
more code..
Any help is greatly appreciated. Thanks
if(new_pad & PAD_CROSS)
{
__asm("cross:");
more code..
more code..
Any help is greatly appreciated. Thanks
- Tue Jul 03, 2007 11:58 am
- Forum: PS2 Development
- Topic: PS2Link
- Replies: 9
- Views: 4927
Re: Thanks
Im not pirating. I made a burned copy of my game that i haved owned since the day it came out. Socom II. I was jus wondering why sioshell would lock up the system when you attempt to boot a burned game rather than a retail game. Any ideas? Yeah, but the original game. We don't tolerate piracy here.
- Fri Jun 29, 2007 1:50 pm
- Forum: PS2 Development
- Topic: PS2Link
- Replies: 9
- Views: 4927
Thanks
Thanks. I got tired of having to copy and paste the text. It caused programs not to compile successfully due to text formatting errors and such. I had to manually edit them. Oh ya.... I have a question about Sioshell (EE Serial App.) After executing the elf and typing exec rom0:OSDSYS in my terminal...
- Thu Jun 28, 2007 2:19 pm
- Forum: PS2 Development
- Topic: PS2Link
- Replies: 9
- Views: 4927
SVN
Ahh i see the args... One last thing though. How can I connect to the SVN with a FTP client such as filezilla?
Do I need a username and password?
Port 21?
connect to: svn.ps2dev.org
thanks for your help
Do I need a username and password?
Port 21?
connect to: svn.ps2dev.org
thanks for your help
- Wed Jun 27, 2007 4:45 pm
- Forum: PS2 Development
- Topic: PS2Link
- Replies: 9
- Views: 4927
PS2Link
I read somewhere on a forum that you could force ps2link to load an ELF into different parts of memory (pass an argument maybe?).
ex: Highmemory, default, etc. I always thought the start address was specified in the header of the ELF. If ps2link can do this, how? thanks
ex: Highmemory, default, etc. I always thought the start address was specified in the header of the ELF. If ps2link can do this, how? thanks
- Wed Dec 06, 2006 6:55 am
- Forum: PS2 Development
- Topic: ymodem with sioshell
- Replies: 0
- Views: 1465
ymodem with sioshell
Has anyone gotten the ymodem recieve and send function to work using a windows based terminal app? If so, what are you using? Thanks
- Fri Dec 01, 2006 1:26 am
- Forum: PS2 Development
- Topic: Help: Compiling SIOShell from the SVN
- Replies: 10
- Views: 6767
- Wed Nov 29, 2006 12:16 pm
- Forum: PS2 Development
- Topic: Help: Compiling SIOShell from the SVN
- Replies: 10
- Views: 6767
Re: So close but yet so far
Well, I found out that the problem was that the metal HDD housing inside the ps2 had spliced the rxd wire, creating a short. Now I fixed it and the program works great. I jus dunno how to execute elfs. it says... help exec exec elfname [arg1 arg2 ....] Im assuming that the arguments are the start ad...
- Tue Nov 21, 2006 9:20 am
- Forum: PS2 Development
- Topic: Help: Compiling SIOShell from the SVN
- Replies: 10
- Views: 6767
So close but yet so far
Well. I finally obtained the stub file that the compiler required. The n2e-kmode-1d00-stub. Now when I execute the ELF on my ps2 through ps2link or Launchelf, the app prints this to my console PC. SIO:Framing Error SIO:Framing Error SIO:Framing Error SIO:Framing Error SIO:Framing Error SIO:Framing E...
- Thu Nov 16, 2006 7:45 am
- Forum: PS2 Development
- Topic: Help: Compiling SIOShell from the SVN
- Replies: 10
- Views: 6767
I think I may have found the problem. I have been entering all the source into notepad and saving them as the filename specified. This creates spacing errors and improperly formatted text. What text editor should I be entering this information into? Maybe I should enter it into Dev C++ and save it w...
- Tue Nov 07, 2006 10:39 am
- Forum: PS2 Development
- Topic: Help: Compiling SIOShell from the SVN
- Replies: 10
- Views: 6767
Close, but not quite there.
Thanks for the tip. I didnt realize such a minor thing as the case of a letter could cause so much havoc. However, I am still running into errors. I even renamed all the .s files to capital .S. I also recopied and pasted the code from the svn. Any advice is greatly appreciated. Thx. http://i35.photo...
- Mon Nov 06, 2006 5:33 pm
- Forum: PS2 Development
- Topic: Help: Compiling SIOShell from the SVN
- Replies: 10
- Views: 6767
Help: Compiling SIOShell from the SVN
I have had some trouble compiling this thing. First, the compiler was giving me an error saying cc1 was no such file or directory. I fixed that. Now I get a large list of exception errors saying "illegal operands" concerning MIPS instruction commands. Those are found within the exception.s...