Search found 64 matches

by Criptych
Tue Feb 09, 2010 2:19 pm
Forum: PSP Development
Topic: sceKernelReferThreadStatus returns error
Replies: 3
Views: 2921

No problem. Glad to see I'm not the only one who does things like that. ;)
by Criptych
Tue Feb 09, 2010 1:32 am
Forum: PSP Development
Topic: sceKernelReferThreadStatus returns error
Replies: 3
Views: 2921

Re: sceKernelReferThreadStatus returns error

m0skit0 wrote:size, what size??
PSPSDK Docs wrote:Note: The structures size field should be set to sizeof(SceKernelThreadInfo) before calling this function.
That size. :)
by Criptych
Fri Feb 05, 2010 2:35 am
Forum: PSP Development
Topic: Does the PSP have an OS running in background?
Replies: 14
Views: 24762

Sorry, yes, I meant PS3 (though I'd be surprised if the PS2 didn't have something in the background, even the GBA has BIOS utility functions). I don't think it would affect performance much, since it would only be active when Home is pressed, and ideally it would suspend the game when it comes up, s...
by Criptych
Tue Feb 02, 2010 7:11 am
Forum: PSP Development
Topic: Does the PSP have an OS running in background?
Replies: 14
Views: 24762

Keep in mind that PSP has only 24 MB (+ 32 on 2000/3000/Go models) of user mode memory, so you can't have VSH and a game at the same time on main memory. I would love to see (or write... someday) a mod that lets you do that, though - kind of like irShell's multitasking, but instead of multiple apps...
by Criptych
Mon Feb 01, 2010 12:52 pm
Forum: PSP Development
Topic: Does the PSP have an OS running in background?
Replies: 14
Views: 24762

Re: Does the PSP have an OS running in background?

It's not a specific PSP development specific question, but I believe Sony wouldn't respond that to me. I've noticed that some games use some tools, like the on-screen keyboard, save data utility, wireless connection interface. There's also the "home" button, that calls the menu for quitti...
by Criptych
Mon Feb 01, 2010 12:38 pm
Forum: PSP Development
Topic: the fastest 2d hardware accelerated library
Replies: 7
Views: 4750

I never tried SDL, but at 15fps I'd assume there's something else you're doing wrong. I'm not saying it's not SDL, but have you considered other root causes ? I've seen so many games that reload their textures at every frame, for example... I don't know how up-to-date the information was, but I've ...
by Criptych
Sun Jan 31, 2010 8:55 am
Forum: PSP Development
Topic: PRX won't run from MS
Replies: 4
Views: 5821

You need to zero out the SceIoDirent before calling sceIoDread, otherwise it will try to dereference .d_private and die. To quote the Great Master, "D'oh!" :P Yes, that fixed it, thanks a lot. How come something this important isn't in the docs? Maybe buffer overflow. In pl2PackageIndexCr...
by Criptych
Sun Jan 31, 2010 5:23 am
Forum: PSP Development
Topic: PRX won't run from MS
Replies: 4
Views: 5821

PRX won't run from MS

The program runs fine in PSPLink from host0, but when I try to run it from the MS, it crashes: Exception - Bus error (data) Thread ID - 0x044CAE05 Th Name - user_main Module ID - 0x002A3C43 Mod Name - sceSystemMemoryManager EPC - 0x8800DFDC Cause - 0x1000001C BadVAddr - 0x002A5400 St...
by Criptych
Sun Jan 31, 2010 4:34 am
Forum: PSP Development
Topic: the fastest 2d hardware accelerated library
Replies: 7
Views: 4750

phanaton wrote:Okay i thought it so ...

do I have to load an Image with an external library or is there a function included?
External library. libpng is a popular one. :)
by Criptych
Thu Jan 28, 2010 2:13 pm
Forum: PSP Development
Topic: [noobish question] Problems when compiling OpenSSL
Replies: 6
Views: 4879

From the error messages, it sounds like maybe a string isn't properly quoted. What's on line 105 of cversion.c?
by Criptych
Sun Jan 17, 2010 2:36 am
Forum: PSP Development
Topic: Building PRX using Code::Blocks without makefile
Replies: 12
Views: 14111

As TyRaNiD said, running make normally will show you the commands as they are executed. You can also (with most versions) use make -n to show the commands but not execute them, and make -Bn to basically print out exactly what a shell script needs to do to perform the build.
by Criptych
Sun Jan 17, 2010 2:30 am
Forum: PSP Development
Topic: simple gu question
Replies: 14
Views: 10178

You're on the right track. To draw the line in your example, you need something like this: typedef struct { float x, y, z; } vType; vType *vert = (vType *)sceGuGetMemory(2 * sizeof(vType)); vert[0].x = 10; vert&#91...
by Criptych
Thu Jan 14, 2010 5:50 am
Forum: PSP Development
Topic: Building PRX using Code::Blocks without makefile
Replies: 12
Views: 14111

DirkJanssen wrote:@Criptych, thanks I was afraid of that, first look of it seems rather complex, but it will probably be not as difficult as it seems.
Shouldn't be too difficult, IIRC the important ones are fixupexports and prxgen (plus mksfo and pack-pbp, for EBOOTs).
by Criptych
Mon Jan 11, 2010 8:59 am
Forum: PSP Development
Topic: Will PSPLink be updated for 5.50-gen?
Replies: 6
Views: 4775

Mon Ouïe wrote:Criptych : Are you sure that it works with the 5.50 Gen-D2 ?
Unless D3 says "D2" under System Information. ;) (Which is a possibility.)
by Criptych
Mon Jan 11, 2010 8:32 am
Forum: PSP Development
Topic: Building PRX using Code::Blocks without makefile
Replies: 12
Views: 14111

Re: Building PRX using Code::Blocks without makefile

DirkJanssen wrote:In code block I added the following values to the custom variables:

BUILD_PRX = 1
PSP_FW_VERSION = 371
If you're not using a Makefile, these variables won't do anything, you'll have to add the appropriate post-build steps manually; check build.make (comes with the SDK) to see what they are.
by Criptych
Mon Jan 11, 2010 8:27 am
Forum: PSP Development
Topic: Data.psar
Replies: 1
Views: 1994

Re: Data.psar

How do I create a data-psar? Define PSP_EBOOT_PSAR in your Makefile as the name of the file you want stored in the PSAR section. It can be anything, really, as long as your program knows how to access it; for example, I've used zip files, and any zip library that can read SFX can then open EBOOT.PB...
by Criptych
Wed Jan 06, 2010 10:01 am
Forum: PSP Development
Topic: Putting my hw to sleep
Replies: 16
Views: 9742

I've had a related (I think) problem; putting the PSP to sleep works, but it will sometimes crash when I try to turn it back on. Interestingly, it happens with regular games, too, not just homebrew. Could this be something to do with CFW, or maybe it's just my PSP? (It has gotten dropped a few times.)
by Criptych
Sat Jan 02, 2010 3:19 am
Forum: PSP Development
Topic: Will PSPLink be updated for 5.50-gen?
Replies: 6
Views: 4775

Re: Will PSPLink be updated for 5.50-gen?

What's to update? I'm running 5.50 GEN-D2 and PSPLink works fine. (PSP-2000, PSPLink 3.0/USB, if it makes a difference.)
by Criptych
Fri Jan 01, 2010 4:25 pm
Forum: PSP Development
Topic: bad battery help
Replies: 3
Views: 3274

can a ta-85 write to battery rom? i thought there was a chart some where. I found a device online for $20 (US) that lets you convert batteries without a PSP. It's worked great for me so far (three re-flashes later... :). The website where I found it doesn't seem to carry it anymore, but you might f...
by Criptych
Wed Dec 30, 2009 6:13 am
Forum: PSP Development
Topic: -G0 option in makefiles important?
Replies: 2
Views: 2493

Actually, I've had the exact opposite problem before (in a C program); I kept receiving "relocation truncated to fit" linker errors until I recompiled one of the libraries with -G0. IIRC it has something to do with how data is arranged in the data segment, but I don't think it will inheren...
by Criptych
Wed Dec 30, 2009 2:09 am
Forum: PSP Development
Topic: Last used AP connection
Replies: 3
Views: 3264

willow :--) wrote:Would this thread help?
http://forums.ps2dev.org/viewtopic.php?t=12615
Very much, thanks. :D

Funny, I searched the forum several times and that thread never came up...
by Criptych
Tue Dec 29, 2009 2:46 pm
Forum: PSP Development
Topic: Last used AP connection
Replies: 3
Views: 3264

Last used AP connection

Is there a way to tell the AP connect dialog to automatically connect to the last used connection, like the browser does? (Without launching the browser, I mean; I've looked through the SDK docs but I don't see any other mention of it.)
by Criptych
Sat Dec 26, 2009 1:42 am
Forum: PSP Development
Topic: Rotating images with the GU?
Replies: 9
Views: 16635

Try using the sceGum* functions. sceGumMatrixMode(GU_MODEL); // EDIT sceGumPushMatrix(); sceGumLoadIdentity(); sceGumRotateZ(angle); sceGumDrawArray(...); sceGumPopMatrix(); I don't think it'll work with ...
by Criptych
Sat Dec 05, 2009 9:58 am
Forum: PSP Development
Topic: Correction Source Code
Replies: 3
Views: 2934

It shouldn't even compile. As Draan said, CheckFileInPlace() occurs four times, each time with the same signature. Give each function a unique name (e.g. CheckXFileInPlace, CheckYFileInPlace...) or at least a unique signature (and compile as C++). Better yet, since each one basically does the same t...
by Criptych
Wed Nov 18, 2009 1:57 pm
Forum: PSP Development
Topic: Error: unrecognized opcode `lv'
Replies: 15
Views: 9422

I'm using the MinPSPW in it's latest release. Are you sure? "MinPSPW" has since lost the W, so maybe you're using the last release which still kept it, and not the actual latest release. I was using MinPSP(W) until recently and was able to use lv.q without error. Is there a possability to...
by Criptych
Mon Nov 16, 2009 1:34 pm
Forum: PSP Development
Topic: Error: unrecognized opcode `lv'
Replies: 15
Views: 9422

using "lv.q" results in: "Macro lv.q not implemented yet" I've never gotten that error before. :( Are you using an older SDK build? "r" can be used with mtv and mfv, but for lv/sv you should use "m": : "=m"(result):&q...
by Criptych
Sun Nov 15, 2009 11:27 pm
Forum: PSP Development
Topic: Error: unrecognized opcode `lv'
Replies: 15
Views: 9422

The problem is the ".t" suffix - lv can only take .s or .q. I did this myself a couple times. :) You have to either load the components individually with .s, or load an extra (possibly garbage) value with .q.
by Criptych
Tue Nov 03, 2009 5:53 am
Forum: PSP Development
Topic: How To Change Button Function
Replies: 2
Views: 2650

As far as the compiler cares, "PSP_CTRL_SELECT" is just a value; to do something with it you need to make that line into a statement. For instance: if(pad.Buttons & PSP_CTRL_CROSS) { pad.Buttons |= PSP_CTRL_SELECT; } Better yet, write the bits to anoth...
by Criptych
Tue Nov 03, 2009 4:19 am
Forum: PSP Development
Topic: Error using VFPU matrix 3?
Replies: 19
Views: 21475

Okay, I understand the concept but I'd never heard that term used before. Thanks. :)
by Criptych
Sun Nov 01, 2009 11:27 pm
Forum: PSP Development
Topic: Error using VFPU matrix 3?
Replies: 19
Views: 21475

I tried to use this feature in my old yapse4psp (psx emulator) and found out it only works on save-callee registers. The purpose was to prevent from some C functions called by dynarec code to use $t0-$t9 registers as I wanted them for virtual registers mapped to psx registers. I'm not sure I unders...