Search found 40 matches
- Mon Nov 16, 2009 12:09 am
- Forum: PS1 Development
- Topic: Dev links that still exist
- Replies: 5
- Views: 28743
You can download some Net Yaroze (official sdk) PDF files here: http://www.upl.cs.wisc.edu/~hamblin/psxdev.html Not Yaroze (un-official sdk), with some good info: http://www.geocities.co.jp/Playtown/2004/psx/ny_e.htm offtopic: I think a PS1 forum is a great idea. All communities and most sites seem ...
- Thu May 21, 2009 2:53 am
- Forum: PS2 Development
- Topic: SMODE1 question
- Replies: 12
- Views: 9561
- Wed May 20, 2009 10:58 pm
- Forum: Patch Submissions
- Topic: [PS2] Screenshot support for ps2link
- Replies: 3
- Views: 8205
- Wed May 20, 2009 7:08 am
- Forum: PS2 Development
- Topic: SMODE1 question
- Replies: 12
- Views: 9561
- Wed May 20, 2009 4:16 am
- Forum: PS2 Development
- Topic: SMODE1 question
- Replies: 12
- Views: 9561
- Sun May 17, 2009 4:50 am
- Forum: Patch Submissions
- Topic: [PS2] Screenshot support for ps2link
- Replies: 3
- Views: 8205
[PS2] Screenshot support for ps2link
This patch adds screenshot support to ps2link: - screenshot is written to file host:screenshot.ps2 after screenshot command. - screenshot command needs width, height, psm, and base-address parameters. - screenshot.ps2 file uses a custom file format (so ps2 does not need to convert the pixel format)....
- Tue May 12, 2009 7:46 am
- Forum: PS2 Development
- Topic: Taking screenshots with ps2link
- Replies: 10
- Views: 7838
- Sat May 09, 2009 8:35 am
- Forum: PS2 Development
- Topic: Taking screenshots with ps2link
- Replies: 10
- Views: 7838
I've uploaded a complete demo package. With it you should be able to make, and save your own screenshots. You can also suspend/resume the running application. Becouse it is all very experimental and a lot of applications do not work, I included a simple demo (ps2dev tutorial 2c) that does work, so g...
- Tue May 05, 2009 7:31 am
- Forum: PS2 Development
- Topic: Taking screenshots with ps2link
- Replies: 10
- Views: 7838
@LionX: Good idea, I'll see what I can do. As for the current status: I found out taking screenshots when there is movement produces a mess. This is becouse the screenshot is taken and transferred line-by-line, while the application is still running in a different thread. To solve this I have to sus...
- Mon May 04, 2009 10:47 pm
- Forum: PS2 Development
- Topic: Taking screenshots with ps2link
- Replies: 10
- Views: 7838
Would it be possible to take a screenshot at any time? That would be nice. Yes, I've already made a few screenshots and they look great! But keep in mind that you need to manually specify where in GS memory to make the screenshot. So if an application uses double buffering and continuesly swaps the...
- Mon May 04, 2009 8:27 am
- Forum: PS2 Development
- Topic: Taking screenshots with ps2link
- Replies: 10
- Views: 7838
Taking screenshots with ps2link
I'm currently working on an application much like InLink. Becouse it's built using Qt it should run on Windows, Linux, Mac and more. One feature I really missed in InLink was the ability to make screenshots, so I modified ps2link to be able to save a screenshot (using the ps2sdk function ps2_screens...
- Tue Apr 28, 2009 6:07 pm
- Forum: PS2 Development
- Topic: Need some work done / Anyone can help ?
- Replies: 2
- Views: 2864
- Fri Jan 09, 2009 9:35 pm
- Forum: PS2 Development
- Topic: HOWTO: Make 16bit mode look like 32bit!
- Replies: 4
- Views: 5235
Nice, i added it to my graphics lib, looks just like 32 bit. but the colors in my images that had black or white got overflowed, so i enaable Color Clamp(reg: COLCLAMP ) and it looks PERFECT!!!!. Thanks, I'll add the color clamping to my code as well. I wasn't having a problem with it, but I can se...
- Thu Nov 13, 2008 2:00 am
- Forum: PS2 Development
- Topic: Using the iop compiler to build PSX binaries
- Replies: 4
- Views: 6358
- Wed Nov 12, 2008 8:13 pm
- Forum: PS2 Development
- Topic: Using the iop compiler to build PSX binaries
- Replies: 4
- Views: 6358
- Wed Nov 12, 2008 5:52 am
- Forum: PS2 Development
- Topic: Using the iop compiler to build PSX binaries
- Replies: 4
- Views: 6358
Using the iop compiler to build PSX binaries
I'm trying to port my existing application (see bricks-os.org) to the PSX, yes, the good old Playstation One. Unfortunately the latest compiler I can find on the internet for the PSX is an old gcc 2.7.2.3, just too old for what I need. So I was trying to use the iop compilers to do the job, that wor...
- Sat Nov 08, 2008 1:32 am
- Forum: PS2 Development
- Topic: Status of toolchain update?
- Replies: 47
- Views: 31770
What about those linux patches? I know (back in the gentoo days :-) you put a lot of effort into stripping the PS2 specific patches from the MontaVista patches (the 2.4.17_mvl21 kernel), and patching newer kernels. A working 2.4.20 patch (without all the MontaVista stuff making it difficult) would b...
- Sat Nov 08, 2008 12:07 am
- Forum: PS2 Development
- Topic: Status of toolchain update?
- Replies: 47
- Views: 31770
- Thu Nov 06, 2008 7:14 pm
- Forum: PS2 Development
- Topic: Status of toolchain update?
- Replies: 47
- Views: 31770
- Sat Oct 18, 2008 4:13 am
- Forum: PS2 Development
- Topic: HOWTO: Make 16bit mode look like 32bit!
- Replies: 4
- Views: 5235
HOWTO: Make 16bit mode look like 32bit!
It is really very simple to make 16bit mode look good using the hardware dithering present in the PS2. Adding just 2 lines of code to your GIF initialization packet is enough to get it running. Pseudo code (needs to be included in a gif packet): // Setup 4x4 dithering matrix GIF_SET_DIMX(4,2...
- Sun Sep 07, 2008 10:10 pm
- Forum: PS3 Linux Development
- Topic: Multiprocessor coding
- Replies: 4
- Views: 5825
- Tue Jul 15, 2008 9:18 pm
- Forum: PS2 Development
- Topic: No C++ compiler for IOP?
- Replies: 9
- Views: 6850
I think both _init and _fini are provided by a library I don't have. I could use my own _init and _fini, but I'm not sure if the constructor and destructor tables are present. They should be defined as a .ctors and .dtors section in the link script, but I can't find the script used for the IOP. The ...
- Tue Jul 15, 2008 5:32 am
- Forum: PS2 Development
- Topic: No C++ compiler for IOP?
- Replies: 9
- Views: 6850
- Sat Jul 12, 2008 12:51 am
- Forum: PS2 Development
- Topic: No C++ compiler for IOP?
- Replies: 9
- Views: 6850
- Fri Jul 11, 2008 9:09 pm
- Forum: PS2 Development
- Topic: No C++ compiler for IOP?
- Replies: 9
- Views: 6850
I want to port my existing C++ application to the IOP. Converting to C just for the IOP is not an option. Without going into a C vs C++ discussion, what would be the easyest way to get C++ to compile for the IOP? I don't need the STL or any other libraries and I've already got my own new and delete ...
- Thu Jul 10, 2008 7:39 pm
- Forum: PS2 Development
- Topic: No C++ compiler for IOP?
- Replies: 9
- Views: 6850
No C++ compiler for IOP?
Is there any reason why there is no C++ compiler for the IOP?
I'm currently using the precompiled compilers for windows but they dont have a C++ compiler for the IOP.
I also can't find any toolchains that do.
I'm currently using the precompiled compilers for windows but they dont have a C++ compiler for the IOP.
I also can't find any toolchains that do.
- Thu Oct 18, 2007 4:44 pm
- Forum: PS2 Development
- Topic: Yet another thread on linux...
- Replies: 3
- Views: 6177
Gentoo is a distribution, not a kernel port. The support for devices depends on the used kernel. About the kernels: - 2.2.1 (original sony port) supports usb keyboard/mouse - 2.4.17 (montavista port) supports usb keyboard/mouse - xRhino/BlackRhino, I don't know, but it probably supports keyboard and...
- Thu Oct 18, 2007 12:12 am
- Forum: PS2 Development
- Topic: Yet another thread on linux...
- Replies: 3
- Views: 6177
The only way right now to boot/install linux on the ps2 is by using the original ps2 Linux kit from sony. After it has been installed you could upgrade to a slightly newer version, like xRhino, gentoo, or the (2.4.17) kernel found at the sony site. You can forget about the regular kernels like the o...
- Sat Sep 08, 2007 5:50 pm
- Forum: PS2 Development
- Topic: Loading an ELF file above 0x80000000
- Replies: 303
- Views: 396506
- Thu Sep 06, 2007 4:59 pm
- Forum: PS2 Development
- Topic: Loading an ELF file above 0x80000000
- Replies: 303
- Views: 396506
To get it to boot I disabled almost everything that is ps2 related in menuconfig. I think the only enabled ps2 thing is the console driver (as you can see). I also changed the page fault fix to allow only one error to be ignored because I got endless messages of page faults in the end. Other than th...