Search found 58 matches
- Thu Dec 14, 2006 5:06 am
- Forum: PSP Development
- Topic: WiFi Drive Connection
- Replies: 0
- Views: 1318
WiFi Drive Connection
I'm wanting to update my Screen\Video Capture module to write it's videos and screenshots directly to a PC via WiFi... I've been looking at the net examples in the PSPSDK but before I get into all this I was wondering if a module or open source code already exists that creates a network drive that c...
- Sat Dec 09, 2006 7:22 am
- Forum: PSP Development
- Topic: Enable Writable USB Drive from PRX
- Replies: 1
- Views: 1465
Enable Writable USB Drive from PRX
Does anyone know how or could point me at a topic that explains how to enable PSP USB support in your app so that I could write directly to the PC from the Screen\Video Capture module instead of the memory stick...? I guess it will really slow down captures but would be useful for users with smaller...
- Sat Dec 09, 2006 5:08 am
- Forum: PSP Development
- Topic: [RESOLVED] PRX Causing 2.71 SE-C Homebrew to Crash
- Replies: 3
- Views: 5527
- Fri Dec 08, 2006 6:15 am
- Forum: PSP Development
- Topic: [RESOLVED] PRX Causing 2.71 SE-C Homebrew to Crash
- Replies: 3
- Views: 5527
- Wed Dec 06, 2006 12:34 am
- Forum: PSP Development
- Topic: [RESOLVED] PRX Causing 2.71 SE-C Homebrew to Crash
- Replies: 3
- Views: 5527
[RESOLVED] PRX Causing 2.71 SE-C Homebrew to Crash
I've got a problem with PRXs on 2.71 SE-C and wondered if anyone knew of a way around it...? I have tried with numerious PRXs and it seems to happen for all of them... If I enable my PRX (or any PRX) in the VSH via the Recovery menu they work fine in the XMB but if I try to launch any homebrew (DevH...
- Fri Dec 01, 2006 6:28 am
- Forum: PSP Development
- Topic: Application Path
- Replies: 8
- Views: 2970
There is no general way to get the path of the running module (like say GetModulePath in Windows) because the PSP kernel doesn't store it. Most apps rely on the path to the executable being passed as the first argument to the main function which depending on how your code is being loaded may not be...
- Thu Nov 30, 2006 4:54 am
- Forum: PSP Development
- Topic: Application Path
- Replies: 8
- Views: 2970
- Thu Nov 30, 2006 4:44 am
- Forum: PSP Development
- Topic: Application Path
- Replies: 8
- Views: 2970
- Thu Nov 30, 2006 1:56 am
- Forum: PSP Development
- Topic: Application Path
- Replies: 8
- Views: 2970
Application Path
Is there a way to get the full path of the code that is running...? I have a prx module and it has a config file which i've hardcoded the location of but i've discovered that sometimes you might need to have the prx in different locations... The ideal solution is to have the prx look for the config ...
- Fri Oct 27, 2006 1:04 am
- Forum: PSP Development
- Topic: PRX Max Memory (Question...?)
- Replies: 1
- Views: 1131
PRX Max Memory (Question...?)
Does anyone know how much memory you have to play around with when running a PRX and where it gets allocated from...
- Sat Sep 30, 2006 3:32 am
- Forum: PSP Development
- Topic: memcpy Problem
- Replies: 3
- Views: 1664
first of all what is the declaration of getdata and why ptrdata is a char when you are using it to store a shorth? second you can't do a simple myshort = *(unsigned short*)ptrdata (didn't test it :P) It's ok, I worked it out... I was displaying the pointer of prtData rather than the data it contain...
- Sat Sep 30, 2006 1:14 am
- Forum: PSP Development
- Topic: memcpy Problem
- Replies: 3
- Views: 1664
memcpy Problem
I'm having some problems with the memcpy function in C... I have a pointer to a chunk of data and I simply want to copy 2 bytes from it into a short... See the code snippit, char* ptrData; unsigned short myShort; ptrData = getData(); memcpy((char*)&myShort...
- Tue Sep 26, 2006 12:42 am
- Forum: PSP Development
- Topic: Allocating Memory Problem in Kernel Mode
- Replies: 6
- Views: 3094
what is memid? maybe you are out of memory and it doesn't alloc it (so you are reading in a NULL pointer) It was my filesize function allocating too big a number... I've changed the code to allocate 5k but does the sceKernelAllocPartitionMemory function set all the allocated space to 0...? If not i...
- Mon Sep 25, 2006 3:46 am
- Forum: PSP Development
- Topic: Allocating Memory Problem in Kernel Mode
- Replies: 6
- Views: 3094
Well, that all sounded quite straight forward but it crashed when I try to read into the pointer... See the bellow snipit of code... It crashes the PSP on the line highlighted in bold... Little help... -----> CODE SNIPPIT int size = 0; int fd; int flen = 0; char* Text; char* Line; // Returns number ...
- Mon Sep 25, 2006 3:30 am
- Forum: PSP Development
- Topic: Allocating Memory Problem in Kernel Mode
- Replies: 6
- Views: 3094
- Mon Sep 25, 2006 3:13 am
- Forum: PSP Development
- Topic: Allocating Memory Problem in Kernel Mode
- Replies: 6
- Views: 3094
Allocating Memory Problem in Kernel Mode
I'm updating my prx so it can read from a text file but am having problems because in Kernel Mode it complains that malloc and free are undefined when compiling... If I change the makefile to use PSPSDK_LIBC and PSPSDK_LIBS it compiles fine but that's no use for what i'm doing... Does anyone know wh...
- Thu Sep 21, 2006 11:36 pm
- Forum: PSP Development
- Topic: Simple PRX Problem
- Replies: 1
- Views: 1249
Simple PRX Problem
I've been trying to make a simple prx that just writes to a file when you press X but when I load it with DevHook it crashes the PSP when the Playstation animation comes up... I copied my test.prx file to the root of the memstick ms0:/test.prx and then added that line to the following DevHook files ...
- Thu Sep 21, 2006 11:21 pm
- Forum: PSP Development
- Topic: prx "hello world" for cash (Help us for christ sak
- Replies: 8
- Views: 2903
I've been trying to make a simple prx that just writes to a file when you press X but when I load it with DevHook it crashes the PSP when the Playstation animation comes up... I copied my test.prx file to the root of the memstick ms0:/test.prx and then added that line to the following DevHook files ...
- Thu Sep 21, 2006 9:27 pm
- Forum: PSP Development
- Topic: rand() function in Kernel Mode [RESOLVED]
- Replies: 0
- Views: 1143
rand() function in Kernel Mode [RESOLVED]
I'm current trying to capture the PSP_CTRL_NOTE button but have found I need to run in Kernel Mode to get it... All my code compiles as before (after a few changes) apart from it doesn't recognise the rand() function anymore... Anybody know a way to get around this...? I tried to make my own rand() ...
- Thu Sep 21, 2006 9:10 am
- Forum: PSP Development
- Topic: prx "hello world" for cash (Help us for christ sak
- Replies: 8
- Views: 2903
Great... Thanks again mate... Very much appreciated...adrahil wrote:http://pspdev1.com/wp-content/uploads/2 ... enshot.zip
- Thu Sep 21, 2006 2:08 am
- Forum: PSP Development
- Topic: prx "hello world" for cash (Help us for christ sak
- Replies: 8
- Views: 2903
- Thu Sep 21, 2006 1:25 am
- Forum: PSP Development
- Topic: prx "hello world" for cash (Help us for christ sak
- Replies: 8
- Views: 2903
- Wed Sep 20, 2006 10:08 am
- Forum: PSP Development
- Topic: prx "hello world" for cash (Help us for christ sak
- Replies: 8
- Views: 2903
prx "hello world" for cash (Help us for christ sak
Right, i'm sick of it... I want a downloadable prx module that works with Devhook (with FULL instructions about the intergration) that just says "hello world" on the screen when you press the "note" button or whatever... You guys are normally too busy messing about to help but i'...
- Thu Sep 07, 2006 4:08 am
- Forum: PSP Development
- Topic: Using Different Languages
- Replies: 3
- Views: 1821
add a font lib then change the default font to a french one. I don't remember your game. A link would be nice;P did youuse the printf() or were you blitting stuff? I used freetype so maybe I could replace with a french font but i'm not sure if true type fonts come in different languages... Sounds l...
- Tue Sep 05, 2006 6:12 am
- Forum: PSP Development
- Topic: Using Different Languages
- Replies: 3
- Views: 1821
Using Different Languages
I hope this question has a simple answer... Someone on another forum (a French user) has been trying to adapt the source I released for my Deal or No Deal homebrew game for a French audience but he is having problems displaying French characters such as €. € is abviously not an ASCII character so wh...
- Fri Aug 25, 2006 2:55 am
- Forum: PSP Development
- Topic: Fonts: Please Help... (UPDATED) The Easy Solution - Read On
- Replies: 25
- Views: 11971
quality can come in small sizes :) http://www.lmnopc.com/bitmapfontbuilder/ its pretty straight forward to convert a freetype truetype font into a bitmap with this great converter tool and its very useful ...you can easily edit font sample to use your own converted font I've used this utility to cr...
- Fri Aug 18, 2006 1:02 am
- Forum: PSP Development
- Topic: Sound Libraries?
- Replies: 4
- Views: 2964
- Fri Aug 18, 2006 1:00 am
- Forum: PSP Development
- Topic: Writing PSP modules for use with DevHook
- Replies: 0
- Views: 2652
Writing PSP modules for use with DevHook
Someone mentioned to me there are commands you can put into a standard C makefile to produce a special kind of file that runs as a background task that will work with DevHook...
I was wondering if anyone knew anything about doing this and if there are any limitations etc...?
Cheers
ADe
I was wondering if anyone knew anything about doing this and if there are any limitations etc...?
Cheers
ADe
- Mon Aug 07, 2006 3:07 am
- Forum: PSP Development
- Topic: [RESOLVED] Take a Screenshot or is there an easier way...?
- Replies: 5
- Views: 2578
Ok, just wrote this function and it originally just saved a black image 480x272... I then relalized this was because the getPixelScreen function was getting the pixel from the buffer which had been swapped by the flipScreen function that was called before the saveScreen function was called later on ...
- Mon Aug 07, 2006 2:07 am
- Forum: PSP Development
- Topic: [RESOLVED] Take a Screenshot or is there an easier way...?
- Replies: 5
- Views: 2578
Not sure what you're doing, but I'd just carry on blitting the original screen before blitting the dialog. I'm trying to encapsulate it so I end up with transportable code for my popup dialogs that don't need to know anything about what is on the current screen they are appearing on top of... The f...