Awesome project.
Hopefully once PSP GO! is hacked, we can play with bluetooth protocols unrestrictedly.
Search found 328 matches
- Mon Jun 01, 2009 6:01 am
- Forum: PSP Development
- Topic: PSP decompiler
- Replies: 57
- Views: 47447
- Wed Jan 14, 2009 4:36 am
- Forum: PSP Development
- Topic: Draw text on XMB
- Replies: 18
- Views: 8017
- Tue Jan 13, 2009 11:56 pm
- Forum: PSP Development
- Topic: Draw text on XMB
- Replies: 18
- Views: 8017
You can blit anything to XMB without any hooks, you'll just need to setup GE in every display list you sent You don't need to clear screen each time, cuz XMB will do it for you and you also don't need to setup framebuffer and draw region. This sample will help you to understand better the concept: ...
- Tue Jan 06, 2009 5:24 am
- Forum: PSP Development
- Topic: [Betarelease]PSPDebug 0.8(GUI for PSPLink 3.0){UPD:10.01.08}
- Replies: 13
- Views: 8246
- Tue Jan 06, 2009 4:33 am
- Forum: PSP Development
- Topic: UNDOCUMENTED Module Attributes
- Replies: 10
- Views: 8014
- Sun Jan 04, 2009 1:06 pm
- Forum: PSP Development
- Topic: Using Mips (without pspsdk)
- Replies: 14
- Views: 7037
- Thu Jan 01, 2009 1:33 am
- Forum: PSP Development
- Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
- Replies: 17
- Views: 13183
It would be better if you just asked for particular functions rather than all the NID's. There are simply too many NID's to list them all. Which sceGu functions do you need? I'll post the 5.00 NID's for them (if that particular function is exported that is, not all of the sceGu API is exposed. Thou...
- Wed Dec 31, 2008 10:21 am
- Forum: PSP Development
- Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
- Replies: 17
- Views: 13183
It would be better if you just asked for particular functions rather than all the NID's. There are simply too many NID's to list them all. Which sceGu functions do you need? I'll post the 5.00 NID's for them (if that particular function is exported that is, not all of the sceGu API is exposed. Thou...
- Wed Dec 31, 2008 6:23 am
- Forum: PSP Development
- Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
- Replies: 17
- Views: 13183
- Tue Dec 30, 2008 11:22 pm
- Forum: PSP Development
- Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
- Replies: 17
- Views: 13183
Im just sayin that you dont need to know the name when using prxtool. You looking for all SceGu commands, and minus what commands we have, you just need to find the names we dont have, unless you want to brute force the prx file and get the exports (that been hash with sha, but havent been encoded)...
- Tue Dec 30, 2008 11:48 am
- Forum: PSP Development
- Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
- Replies: 17
- Views: 13183
- Tue Dec 30, 2008 10:58 am
- Forum: PSP Development
- Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
- Replies: 17
- Views: 13183
- Tue Dec 30, 2008 9:35 am
- Forum: PSP Development
- Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
- Replies: 17
- Views: 13183
- Tue Dec 30, 2008 7:19 am
- Forum: PSP Development
- Topic: Where have all sceGu* exports gone from PAF FW3.40 onwards?
- Replies: 17
- Views: 13183
Where have all sceGu* exports gone from PAF FW3.40 onwards?
Where have they all gone?
Why aren't they exported any longer?
If anyone has an idea, it would be great!
Why aren't they exported any longer?
If anyone has an idea, it would be great!
- Tue Dec 30, 2008 5:36 am
- Forum: PSP Development
- Topic: FuSa Project: Play via composite cable with FuSa!
- Replies: 97
- Views: 64337
- Thu Dec 25, 2008 12:43 am
- Forum: PSP Development
- Topic: disable buttons in XMB menu
- Replies: 34
- Views: 13585
- Wed Dec 17, 2008 11:55 pm
- Forum: PSP Development
- Topic: Win32 native Toolchain for PSPSDK
- Replies: 261
- Views: 167743
- Wed Dec 17, 2008 11:32 am
- Forum: PSP Development
- Topic: Win32 native Toolchain for PSPSDK
- Replies: 261
- Views: 167743
if you installed the libs, it should be there. The header file under: C:\pspsdk\psp\include\png.h and the lib file: C:\pspsdk\psp\lib\libpng.a I've installed the 0.8.10 to C:\pspsdk and i get those files. Yes it works if I install the Devpaks. But doesn't 0.8.10 come preinstalled with all those lib...
- Tue Dec 16, 2008 1:17 am
- Forum: PSP Development
- Topic: Win32 native Toolchain for PSPSDK
- Replies: 261
- Views: 167743
- Mon Dec 15, 2008 1:57 pm
- Forum: PSP Development
- Topic: sceDisplayGetCurrentHcount, Something interesting... :O
- Replies: 2
- Views: 2268
What kind of results did you get? Last time I tried this sceDisplayGetCurrentHcount and sceDisplayGetAccumulatedHcount didn't add up. For example add the return value of sceDisplayGetCurrentHcount each frame to some variable and see if it grows at the same rate as sceDisplayGetAccumulatedHcount. I ...
- Sat Dec 13, 2008 3:18 pm
- Forum: PSP Development
- Topic: sceDisplayGetCurrentHcount, Something interesting... :O
- Replies: 2
- Views: 2268
sceDisplayGetCurrentHcount, Something interesting... :O
I just tested this and values looked intriguing.
I felt like it returned values based on what was shown on screen;
Anything to do with Display Power Saving or hidden interlacing techniques?
I felt like it returned values based on what was shown on screen;
Anything to do with Display Power Saving or hidden interlacing techniques?
- Sun Dec 07, 2008 2:27 am
- Forum: PSP Development
- Topic: Modifying a target thread's Priority known it's UID
- Replies: 3
- Views: 2074
- Sat Dec 06, 2008 11:59 pm
- Forum: PSP Development
- Topic: Modifying a target thread's Priority known it's UID
- Replies: 3
- Views: 2074
Modifying a target thread's Priority known it's UID
Is it possible to change a thread's priority in the runtime?
- Sun Nov 16, 2008 1:41 am
- Forum: PSP Development
- Topic: svn checkout svn://svn.ps2dev.org/psp/trunk/pspirkeyb
- Replies: 8
- Views: 4831
Ok! Great! I'll PM you if there's a major update! As for the OSK, it's a bit of a nightmare at the moment. Looks like there's more to the OSK than what meets the eye. I think the OSK_Plugin_500 may only work for VSH. =( It's causing havoc with piKey! We have to remap OSKOut! pikey with 5.00 Full QW...
- Thu Nov 13, 2008 12:19 pm
- Forum: PSP Development
- Topic: Latest version of piKey - 0.4 Prerelease?
- Replies: 2
- Views: 3012
Hmmm... I currently hold the latest version of Unofficial piKey and the PSPIRKeyB Lib, which it probably 0.48 status. (0.5 will be released on Christmas day.) The latest public release was 0.4. I would give you the latest source (this Saturday) if you provide me a good enough reason why you want it...
- Thu Nov 13, 2008 12:08 am
- Forum: PSP Development
- Topic: Latest version of piKey - 0.4 Prerelease?
- Replies: 2
- Views: 3012
Latest version of piKey - 0.4 Prerelease?
Can any one provide me a link to the LATEST Version of pikey?
Thanks!
Thanks!
- Mon Nov 10, 2008 11:26 am
- Forum: PSP Development
- Topic: PSP USB HID descriptor
- Replies: 15
- Views: 8801
- Mon Nov 03, 2008 3:47 am
- Forum: PSP Development
- Topic: Exporting functions from user mode prx to kernel mode prx
- Replies: 24
- Views: 8711
- Mon Oct 27, 2008 4:30 am
- Forum: PSP Development
- Topic: OpenPSID prototype in PSPSDK gives gibberish.. Outdated?
- Replies: 9
- Views: 12094
There are cases when spoofing is impossible... For example reading unique stuff directly from hardware without any middleman (Sce* functions)Torch wrote:What else is there? AFAIK anything can be spoofed on CFW. You should just use the same login.KickinAezz wrote: I donot think PSN will solely depend on PSID.
- Mon Oct 27, 2008 3:57 am
- Forum: PSP Development
- Topic: OpenPSID prototype in PSPSDK gives gibberish.. Outdated?
- Replies: 9
- Views: 12094
Yes that result is probably correct. Though the PSID is not an ASCII string, it's just 16 hex values that is meant to be a unique identifier of the PSP. A serial number if you will. Is it derived from the FUSE Id, or is it the FUSE Id itself? But anyway with CFW, isn't it possible to just hook the ...