Search found 739 matches
- Mon Feb 22, 2010 6:02 am
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 29642
Not yet, but it would be easy because of Rafael's fd management that keeps track of the filename that goes with each open file. You could add a field to __psp_descriptormap_type to store the offset, and then add two hook functions: one that loops through all open file FDs and gets the offset, then ...
- Sat Feb 20, 2010 4:04 am
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 29642
sceIoOpen is buggy when it comes to relative paths. I don't recall the details, but the newlib wrappers just canonicalize everything before passing to sceIoOpen. Unless you're really performance sensitive, you should use the newlib wrappers when available. They're easier to use (since they're well-...
- Wed Feb 17, 2010 7:22 am
- Forum: PSP Development
- Topic: fopen VS. sceIoOpen ?
- Replies: 20
- Views: 29642
- Sun Jan 03, 2010 8:07 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 188390
- Thu Dec 24, 2009 10:36 pm
- Forum: PSP Development
- Topic: [QUESTION] How to flush instruction cache?
- Replies: 4
- Views: 10893
- Tue Dec 22, 2009 5:08 am
- Forum: PSP Development
- Topic: ctc0 and cfc0
- Replies: 9
- Views: 7655
- Sun Dec 20, 2009 5:04 am
- Forum: PSP Development
- Topic: ctc0 and cfc0
- Replies: 9
- Views: 7655
but this is the first instruction executed by the psp (the first instruction of the preipl).. how is it possible to copy v0 to $4? what is it stored in v0? ok, you don't know how the hardware of a processor runs. When resetting, you call a interrupt handler. Under a very specific condition, when se...
- Sun Dec 20, 2009 4:49 am
- Forum: PSP Development
- Topic: ctc0 and cfc0
- Replies: 9
- Views: 7655
@m0skit0: $k0 and $k1 : kernel registers - those registers used to be reserved by the an OS as temporary save/restore registers in a interrupt/exception handler. PSP firmware uses them for another purpose : $k0, something like KTLS probably (not sure about it as i don't care about) and $k1 to contai...
- Thu Dec 17, 2009 7:52 pm
- Forum: PSP Development
- Topic: ctc0 and cfc0
- Replies: 9
- Views: 7655
when calling an interrupt/exception handler, psp uses to save $v0 and $v1 into COP0 $4 and $5(not sure for it) so the handler can use $v0 and $v1 for temporary need. At the end of the handler, it restores original values of $v0 and $v1 through those both COP0 registers. Normally MIPS uses $k0 and $k...
- Fri Dec 04, 2009 5:59 am
- Forum: PSP Development
- Topic: Decompile
- Replies: 8
- Views: 6521
Re: Decompile
in mathematical term, compiling and decompiling are not bijective. So if you are expecting to get your original source, you're not qualified.dark_hex wrote:BUT THE ORIGINAL MAIN.C ARE VERY DIFERENT.
WHAT IS THE PROBLEM?
- Mon Nov 23, 2009 5:09 am
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 10019
- Fri Nov 20, 2009 2:51 am
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 10019
- Wed Nov 18, 2009 9:18 pm
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 10019
- Wed Nov 18, 2009 6:11 am
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 10019
- Tue Nov 17, 2009 4:37 am
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 10019
- Mon Nov 16, 2009 3:41 am
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 10019
- Sat Nov 14, 2009 9:21 pm
- Forum: PSP Development
- Topic: About releasing MoHH eloader source code
- Replies: 58
- Views: 64913
The problem is: If we release syscall estimation code with the eLoader, Sony will probably find another method to randomize syscalls. And if this happens, the work we have done will be nearly useless. I'm sure they aren't going to TOTALLY randomize syscalls (it's a BIG waste of memory), but a great...
- Tue Nov 03, 2009 5:36 am
- Forum: PSP Development
- Topic: Error using VFPU matrix 3?
- Replies: 19
- Views: 26294
- Mon Nov 02, 2009 7:33 am
- Forum: PSP Development
- Topic: Error using VFPU matrix 3?
- Replies: 19
- Views: 26294
- Sun Nov 01, 2009 8:24 pm
- Forum: PSP Development
- Topic: Error using VFPU matrix 3?
- Replies: 19
- Views: 26294
- Wed Oct 21, 2009 7:09 am
- Forum: PSP Development
- Topic: Error using VFPU matrix 3?
- Replies: 19
- Views: 26294
- Wed Oct 21, 2009 6:56 am
- Forum: PSP Development
- Topic: Error using VFPU matrix 3?
- Replies: 19
- Views: 26294
the issue is only with ulv.q, not with usv.q. You have choice between lv.q (16-byte alignment) or lv.s (if you use 2D for instance). Okay, I've changed my code to use only lv.q, and seems to be working. Normaly I added an option to psp-gcc to make stack alignment to what you want. It is the same op...
- Wed Oct 21, 2009 3:57 am
- Forum: PSP Development
- Topic: Error using VFPU matrix 3?
- Replies: 19
- Views: 26294
I'll give it a shot. Is this register corruption the only reason not to use ulv.q/usv.q? From what I read in the diggins they aren't significantly slower than the aligned version; how do they compare to lv.s/sv.s * 4? the issue is only with ulv.q, not with usv.q. You have choice between lv.q (16-by...
- Tue Oct 20, 2009 11:24 am
- Forum: PSP Development
- Topic: Error using VFPU matrix 3?
- Replies: 19
- Views: 26294
- Thu Oct 15, 2009 6:24 am
- Forum: PSP Development
- Topic: VFPU: problem with vtfm3.t
- Replies: 4
- Views: 5366
- Thu Oct 15, 2009 6:06 am
- Forum: PSP Development
- Topic: VFPU: problem with vtfm3.t
- Replies: 4
- Views: 5366
on PSP1000, using ULV wiill scratch FPU register with the same index so if you are using VFPU register $C000 to load it from memory, you're modifying $fpr0 with the same value as $S000 as well. That's why you MUST never use ULV if you plan to keep compatibily with psp1000. The reason is ULV is mappe...
- Tue Aug 18, 2009 10:10 pm
- Forum: PSP Development
- Topic: [SOLVED]Bézier Patches on PSP
- Replies: 10
- Views: 8102
You sorta use sceGuPatchDivide to set the level of details as it is GE which will subdivide your nodes into a 2 x udiv x vdiv vertex list to draw. Is it your intention for getHeightAt not to be aware of the level of details? If you really want to have a more accurate height, you need to take into ac...
- Sun Aug 09, 2009 8:53 pm
- Forum: PSP Development
- Topic: undefined reference to `vtable'?
- Replies: 3
- Views: 3755
- Sat Aug 08, 2009 8:02 am
- Forum: PSP Development
- Topic: Kernel to user jump?
- Replies: 10
- Views: 7810
- Mon Aug 03, 2009 12:48 am
- Forum: PSP Development
- Topic: Reverse Engineering ToolKit
- Replies: 5
- Views: 6240