How to shorten your dev cycle

Discuss the development of new homebrew software, tools and libraries.

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ector
Posts: 195
Joined: Thu May 12, 2005 10:22 pm

How to shorten your dev cycle

Post by ector »

1. Get the latest PSPSDK
2. Take a look at the usb/storage sample, rip the USB code out into a separate nice little file
3. Add the file to your project, and call it at startup.

Results:

As soon as you have started your program on your PSP, you'll be able to USB transfer in new builds of your program. So after you exit it, all you need to do to launch your newest build is to press X twice, no more navigating over to USB mode in the PSP main menu!

I've tried to have my program launch itself with sceKernelLoadExec to skip the two X presses, but I'm getting some hangs.
liquid8d
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Joined: Thu Jun 30, 2005 6:29 am

Post by liquid8d »

I've seen a launcher utility that was released which does this.. unfortunately it doesn't save too much time, because after running your program, when you exit, you still have to reload the launcher, and the main time consumer IMHO is that damn PSP screen. Once you have sceKernelLoadExec working correctly, is it possible to setup a launcher which can snag the HOME key, and exit back to itself? That would save a tremendous amount of time.

LiQuiD8d
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ReKleSS
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Location: Melbourne, Australia

Post by ReKleSS »

It wouldn't be necessary for the program to hook the home button, This is a development tool. It would just require some facility for the program being run to relinquish control back to the launcher... but I have no idea how this would be pulled off.
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liquid8d
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Post by liquid8d »

I suggested hooking the home button if possible, so that it would work with all programs, and not need to be specifically added to each individual program. I assume you could call the sceKernelLoadExec for the launcher in the exit callback to have that functionality in individual programs.

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Shazz
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Post by Shazz »

Yep I wonder how to catch, in fact ,not the callback, but the sceKernelExitGame() event which is called by the exit callback...

Catching/redirecting this call would allow to go back to the file browser (PSP Laucnher tool in this example) and not the PSP OS.... (if my thread is still alive...)

I have to think more about it ;-) If somebody has a good idea...

- overriding the exit callback by a homemade one ?
- patching the sceKernelExitGame() (where ? in RAM)?
- finding an exception vector ?
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[cLoUd]
Posts: 1
Joined: Mon Jul 18, 2005 6:36 am

Re: How to shorten your dev cycle

Post by [cLoUd] »

ector wrote:1. Get the latest PSPSDK
2. Take a look at the usb/storage sample, rip the USB code out into a separate nice little file
3. Add the file to your project, and call it at startup.

Results:

As soon as you have started your program on your PSP, you'll be able to USB transfer in new builds of your program. So after you exit it, all you need to do to launch your newest build is to press X twice, no more navigating over to USB mode in the PSP main menu!

I've tried to have my program launch itself with sceKernelLoadExec to skip the two X presses, but I'm getting some hangs.
Wow! great idea, your method and sceKernelLoadExec works fine for me, i can reload app without exit to PSP menu.

Good day!
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