Search found 10 matches

by stefan
Sat Oct 15, 2005 1:04 am
Forum: PS2 Development
Topic: PS2 BIOS reverseing
Replies: 19
Views: 10029

Good, I thought that was the case, but actually I think it goes a bit further than that. I really believe that this is how subfolders are implemented in the rom0: device driver. There is no support for "subfolders" or directories in the ROM filesystem. These are just plain files that have...
by stefan
Wed Sep 28, 2005 1:11 am
Forum: PSP Development
Topic: 2.0 - user space mode - syscall
Replies: 60
Views: 24820

Guess work and experimental confirmation needed (at least until we can decrypt 2.0 PRXs or at least grab the 2.0 kernel memory space) Syscalls are very ugly for this reason. The best answer is to write a standard ELF loader so all other 2.0 programs can go back to using NIDs (like 1.0 and 1.50 home...
by stefan
Mon Sep 26, 2005 2:20 am
Forum: PSP Development
Topic: VFPU instruction set
Replies: 14
Views: 5362

The VFPU opcodes come from pspgcc_131.tgz that has been floating around for quite sometime. I didn't add them, mrbrown did. I just started working on the assembler after he dropped out of PSP homebrew. Information for the VFPU assembler comes from the same place, that's why it's so difficult to impl...
by stefan
Mon Sep 26, 2005 2:09 am
Forum: PSP Development
Topic: Great News!!
Replies: 12
Views: 5042

This is in no way a final 2.0 hack, there is alot that has to be sorted out. First on the list is getting from usermode into kernelmode... It would be better to figure out how to recycle the NIDs from vshmain and other modules that are already loaded. There is *no* simple path into kernel mode from...
by stefan
Fri Sep 23, 2005 2:09 pm
Forum: PSP Development
Topic: VFPU instruction set
Replies: 14
Views: 5362

The disassembler should support all VFPU opcodes. The assembler is missing support for register operands, rotate operands, and macro instructions. The VFPU register syntax is extremely difficult to support, because there are many different variants that can be used depending on the instruction or co...
by stefan
Sat Aug 27, 2005 10:42 am
Forum: PSP Development
Topic: 8bit sdl surfaces
Replies: 3
Views: 1887

Applied with minor changes. Untested.
by stefan
Mon Dec 06, 2004 4:40 am
Forum: PS2 Development
Topic: Hdd related questions
Replies: 14
Views: 4861

Simple question about the Sony-labelled drive for PS2: Does it say "Magic gate" anywhere on the drive like it does on the sony memory cards and on the PS2 above the mc slots? No. The Sony HDD doesn't have any MagicGate hardware. However, the BIOS does use the MagicGate process to attempt ...
by stefan
Fri Dec 03, 2004 4:46 pm
Forum: PS2 Development
Topic: START-UP Card for retail, again
Replies: 9
Views: 5986

Sony's official remote control (at least, the old one, don't know about the new one) comes with an update disk that installs a new dvdplayer binary onto a memory card. Yes, this binary is executed by the system's bios when a DVD is inserted. No, you cannot substitute your own code or something simi...
by stefan
Mon Nov 22, 2004 4:33 pm
Forum: PS2 Development
Topic: Proper C++ support in ee-gcc?
Replies: 25
Views: 19977

Ok. I have checked in support for C++ global/static constructors and destructors and in the process exposed a problem in how ps2sdk linked programs. First off, the change I made to crt0.s should be backwards compatible with older EE compilers if someone is still using them. The problem was that ps2s...
by stefan
Tue Nov 16, 2004 3:33 pm
Forum: PS2 Development
Topic: Proper C++ support in ee-gcc?
Replies: 25
Views: 19977

Proper C++ support in ee-gcc?

What would it take to get fully functioning C++ support in GCC 3.2.2? I remember reading about crt0.s needing to call _init(), which seems easy enough to fix, but are there any other problems in the toolchain? You don't have to be a toolchain hacker to respond, if you develop on PS2 using C++ and ha...