Search found 40 matches

by Maximus32
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 ...
by Maximus32
Thu May 21, 2009 2:53 am
Forum: PS2 Development
Topic: SMODE1 question
Replies: 12
Views: 9561

Good news indeed! I don't have an oscilloscope but I can test it on 2 tv's if you like.

I'm sure more people will be interested in those registers, so if you decipher them, could you share the "human readable terms".
by Maximus32
Wed May 20, 2009 10:58 pm
Forum: Patch Submissions
Topic: [PS2] Screenshot support for ps2link
Replies: 3
Views: 8205

Thank you for your reply. The command request currently looks like this: typedef struct { unsigned int cmd; unsigned short len; unsigned int base; unsigned int width; unsigned int height; unsigned short psm; } __attribute__((packed)) pko_pkt_screensh...
by Maximus32
Wed May 20, 2009 7:08 am
Forum: PS2 Development
Topic: SMODE1 question
Replies: 12
Views: 9561

Having 24p support would be great! But there are other ways to make 24p look good on 50i or 60i (without jerks).
- Using a "3:2 pulldown" you could display the video at 60i.
- Or by increasing the speed of the video to 25fps you could display it at 50i/25p.
by Maximus32
Wed May 20, 2009 4:16 am
Forum: PS2 Development
Topic: SMODE1 question
Replies: 12
Views: 9561

Does this help? #define GS_S_SMODE1_REG MIPS_PHYS_TO_KSEG1(0x12000010) #define GS_S_SYNCH1_REG MIPS_PHYS_TO_KSEG1(0x12000040) #define GS_S_SYNCH2_REG MIPS_PHYS_TO_KSEG1(0x12000050) #define GS_S_SYNCV_REG MIPS_PHYS_TO_KSEG1(0x12000060) #...
by Maximus32
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)....
by Maximus32
Tue May 12, 2009 7:46 am
Forum: PS2 Development
Topic: Taking screenshots with ps2link
Replies: 10
Views: 7838

Could you also add screenshot support to ps2client (for Linux people)? The graphical interface will also be available "for Linux people". But if I have everything working properly I'll try to add screenshot support to ps2link as well. Status update: The screenshot code from the debug libr...
by Maximus32
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...
by Maximus32
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...
by Maximus32
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...
by Maximus32
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...
by Maximus32
Tue Apr 28, 2009 6:07 pm
Forum: PS2 Development
Topic: Need some work done / Anyone can help ?
Replies: 2
Views: 2864

We are starting to use developers kit and elf stuff
Do you mean ps2dev, or the official sony sdk?

There is a simple example of how to play mpeg2 video in the ps2sdk (ps2sdk\ee\mpeg). It uses the IPU to decode the video. If you want to use a different codec, you will need a software decoder.
by Maximus32
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...
by Maximus32
Thu Nov 13, 2008 2:00 am
Forum: PS2 Development
Topic: Using the iop compiler to build PSX binaries
Replies: 4
Views: 6358

So perhaps using Linux could solve the problem... I tried the same thing, only this time on Linux. I get the following error: config.status: executing depdir commands mkdir -p -- .deps make[1]: Leaving directory `/home/maximus32/dev/psxtoolchain/gcc-4.3.2/build-psx-st...
by Maximus32
Wed Nov 12, 2008 8:13 pm
Forum: PS2 Development
Topic: Using the iop compiler to build PSX binaries
Replies: 4
Views: 6358

I just tried the following script (modified from the ps2toolchain): ## GCC 4.3.2, needs GMP? #tar -jxf gcc-4.3.2.tar.bz2.tar #cd gcc-4.3.2 ## GCC 3.2.2 #tar -jxf gcc-3.2.2.tar.bz2.tar cd gcc-3.2.2 ## Create and enter the build directory. mkdir "build-psx-stage1" && cd "build-p...
by Maximus32
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...
by Maximus32
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...
by Maximus32
Sat Nov 08, 2008 12:07 am
Forum: PS2 Development
Topic: Status of toolchain update?
Replies: 47
Views: 31770

Congratulations Chewi!

It's good to see all your work hasn't been lost (my first thought when I saw your site being offline).

I hope someone (poutine?) will take the chalenge of completing the toolchain.
by Maximus32
Thu Nov 06, 2008 7:14 pm
Forum: PS2 Development
Topic: Status of toolchain update?
Replies: 47
Views: 31770

Great idea! It's good to see people "taking the ball" :-).

Have you tried contacting Chewi?
by Maximus32
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...
by Maximus32
Sun Sep 07, 2008 10:10 pm
Forum: PS3 Linux Development
Topic: Multiprocessor coding
Replies: 4
Views: 5825

The Cell processor in the PS3 has: - 1 "Power Processing Element" or PPE - 7 "Synergistic Processor Elements" or SPE's. The PPE is like a normal CPU, it will run your main code. The SPE's are not. They can not access the main memory, but run from their own cache. Code/Data needs ...
by Maximus32
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 ...
by Maximus32
Tue Jul 15, 2008 5:32 am
Forum: PS2 Development
Topic: No C++ compiler for IOP?
Replies: 9
Views: 6850

The compiler seems to work fine! I've got some C++ code to compile and run in IOP, showing a "hello world" in ps2client. Instead of modifying every header file, I included the header files as extern "C". This seems to work fine as I was able to do a printf. There is still one pro...
by Maximus32
Sat Jul 12, 2008 12:51 am
Forum: PS2 Development
Topic: No C++ compiler for IOP?
Replies: 9
Views: 6850

Just modified stage 4 of the buildscrips to build the C++ compiler for the IOP as well. And it compiled without any problems. So now I have iop-g++.

Still need to find out if it actually works...
by Maximus32
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 ...
by Maximus32
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.
by Maximus32
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...
by Maximus32
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...
by Maximus32
Sat Sep 08, 2007 5:50 pm
Forum: PS2 Development
Topic: Loading an ELF file above 0x80000000
Replies: 303
Views: 396506

This is great! I just had the time to try out the new loader, and it works great! I also was able to load an unmodified kernel, initrd also started and worked!!! Prety cool to see a busybox environment running!
by Maximus32
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...