How did you get it working?
my SDL makefile already had the -DHAVE_OPENGL define flag set, and it's still crashing.
-PMF
Search found 66 matches
- Thu Feb 09, 2006 10:19 am
- Forum: PSP Development
- Topic: PSPGL in SDL
- Replies: 13
- Views: 6593
- Thu Feb 09, 2006 8:25 am
- Forum: PSP Development
- Topic: PSPGL in SDL
- Replies: 13
- Views: 6593
from my BSOD screen, the psp-addr2line tells me it's this: struct pspvfpu_context *pspvfpu_initcontext(void) { struct pspvfpu_context *c; /* Make sure the kernel preserves this thread's VFPU state */ if (sceKernelChangeCurrentThreadAttr(0, PSP_THREAD_ATTR_VFPU) < 0) return NULL; c = memalign(VFPU_AL...
- Thu Feb 09, 2006 8:07 am
- Forum: PSP Development
- Topic: PSPGL in SDL
- Replies: 13
- Views: 6593
Problems with GL and SDL too
I've been trying to port some games that use both OpenGL and SDL together, and I'm having the same problems. -DHAVE_OPENGL was defined as one of the CFlags in the SDL makefile. GL seems to be crashing when I set up the viewport. Both GL applications and SDL applications seem to work fine separately....
- Fri Jan 27, 2006 3:36 am
- Forum: PSP Development
- Topic: is sceRtcGetTickResolution a constant?
- Replies: 6
- Views: 2458
- Thu Jan 26, 2006 1:06 pm
- Forum: PSP Development
- Topic: VFPU help
- Replies: 11
- Views: 4175
Thanks, I figured that out a few days ago, and put in coprocessor vertex transformation functions into the PSPSOne emulator already. It's giving me a slight speed increase. I need to re-write some more of the GTE in order to avoid reloading the matrix every time I transform a vertex, otherwise, I'm ...
- Mon Jan 23, 2006 9:40 am
- Forum: PSP Development
- Topic: VFPU help
- Replies: 11
- Views: 4175
Yeah, I put a DLog call right before I go into the inline assembly, it's definately crashing somewhere in the assembly. I forgot to mention I also have the VFPU flag in my PSP_MAIN_THREAD_ATTR. I'm going to break it apart, and execute 1 assembly instruction and see what happens. It's going to have t...
- Mon Jan 23, 2006 5:21 am
- Forum: PSP Development
- Topic: VFPU help
- Replies: 11
- Views: 4175
- Sun Jan 22, 2006 2:43 pm
- Forum: PSP Development
- Topic: VFPU help
- Replies: 11
- Views: 4175
- Sun Jan 22, 2006 10:27 am
- Forum: PSP Development
- Topic: VFPU help
- Replies: 11
- Views: 4175
VFPU help
Hello eveyone, PacManFan here, I've been following the VFPU discussions, and I'm trying to replace all the messy GTE matrix multiplication code in PSPSOne (pcsx PSP port) with some optimized VFPU code. Without getting into too much detail, I need a function that takes the form of this: void MatrixMu...
- Sun Jan 15, 2006 12:56 pm
- Forum: PSP Development
- Topic: Toolchain install issue
- Replies: 11
- Views: 4022
- Sun Jan 15, 2006 12:35 pm
- Forum: PSP Development
- Topic: Toolchain install issue
- Replies: 11
- Views: 4022
- Sun Jan 15, 2006 6:00 am
- Forum: PSP Development
- Topic: Toolchain install issue
- Replies: 11
- Views: 4022
- Sun Jan 15, 2006 5:07 am
- Forum: PSP Development
- Topic: Toolchain install issue
- Replies: 11
- Views: 4022
- Sun Jan 15, 2006 5:03 am
- Forum: PSP Development
- Topic: Toolchain install issue
- Replies: 11
- Views: 4022
results of ls
$ ls -al /usr/local/psptoolchain total 55141 drwx------+ 4 Administrator None 0 Jan 14 12:01 . drwx------+ 11 Administrator None 0 Jan 14 12:37 .. drwx------+ 7 Administrator None 0 Jan 10 10:17 .svn -rwx------+ 1 Administrator None 2734 Dec 30 12:54 README.TXT -rwx------+ 1 Administrator None 12191...
- Sun Jan 15, 2006 4:49 am
- Forum: PSP Development
- Topic: Is the PSXone or whatever open source?
- Replies: 13
- Views: 9639
Real PSP
Yes and No, Currently, I'm doing most of my development on the PSPE emulator, I've tried my code on a real PSP, but it has ... Issues, The code for the dynamic recompiler works as long as I'm logging to a file through my debug functions, As soon as I try to stub out or remove some of the debugging f...
- Sun Jan 15, 2006 3:26 am
- Forum: PSP Development
- Topic: Is the PSXone or whatever open source?
- Replies: 13
- Views: 9639
PSPSOne Source
If you'd like the latest version of the source, I can post it for you. I've got my dynamic recompiler working now, but the emu is still very slow. I'm going to be replacing all the software rendering functions with equivalant sce GE functions soon.
-PMF
-PMF
- Sun Jan 15, 2006 3:22 am
- Forum: PSP Development
- Topic: Toolchain install issue
- Replies: 11
- Views: 4022
toolchain version
It's the psptoolchain-20060110.tgz
However, this happened for me with the previous version of the toolchain as well, I can run and install the psptoolchain from last June just fine, that's the one I've been using for a while.
-PMF
However, this happened for me with the previous version of the toolchain as well, I can run and install the psptoolchain from last June just fine, that's the one I've been using for a while.
-PMF
- Sun Jan 15, 2006 2:48 am
- Forum: PSP Development
- Topic: Toolchain install issue
- Replies: 11
- Views: 4022
Toolchain install issue
Hey everyone. I'm having an issue installing the latest version of the toolchain. It appears to download the .tar.gz files fine, but when it gets to the unzipping and patching, this is what I get: http://home.comcast.net/~shernandez1337/toolchain.jpg I've tried several times, and I'm not sure I know...
- Sat Dec 10, 2005 6:01 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 298442
PSPSOne update
Hey everyone, PacManFan here. As stated, I've posted an info-only update and given PSPSOne a page of it's own. At this point, I don't really have anything else to show, however, I want people to know that I haven't given up. I've been working on PSPSOne yesterday and today, and I've made some real p...
- Wed Sep 07, 2005 10:12 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 298442
Never give up
I haven't given up, it's just taking longer than I hoped. I'm not working on it as much as I used too, but I'm still putting in a few hours(5-10) a week.
I'll post an update when I get the dynamic recompiler working.
-PMF
I'll post an update when I get the dynamic recompiler working.
-PMF
- Mon Aug 01, 2005 11:47 pm
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 298442
Fake
Fake big time....
-PMF
-PMF
- Sun Jul 24, 2005 11:25 am
- Forum: PSP Development
- Topic: Quake porting issues
- Replies: 67
- Views: 35154
New version 0.4
Hey everyone, I just upload version .4 of PSPQuake to http://home.comcast.net/~shernandez1337/ It's alomst exactly the same, excepth with far less crashing. I fixed that FPU exception issue, so it doesn't crash on divide by 0 issues anymore. I also bumped up the cpu speed from 222 to 333 so it's run...
- Sun Jul 24, 2005 7:52 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 298442
An estimate
The most I can say is that it will be done when it's done. I've got my recompiler coded, now I need to go through the difficult task of debugging. It would be much easier if there was a PSP emualtor that supported debugging, but as is, I have to put in debugging code that logs to a file, run the app...
- Fri Jul 22, 2005 9:57 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 298442
recompiler
Google for "dynamic recompiler" or "Binary address translator" or "dynamic recompilation" It writes it's code to a block of memory, then it calls that block of memory as though it were a function. It's a type of self-modifying code. Take a look at the source for pcsx or...
- Fri Jul 22, 2005 4:35 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 298442
Another screen shot
Spider man running from a compressed spiderman.bin.gz file.
-PMF
-PMF
- Fri Jul 22, 2005 2:48 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 298442
Success!
Well, After replacing just a few file i/o routines with thier zlib equivalant, I now have .bin g'zipped files working. I compressed DBZ Final Bout from 158 MB bin file to a 70MB .gz file, and it actually loads faster! I think this is beacuse the i/o is so slow on the PSP mem stick. If you want to kn...
- Fri Jul 22, 2005 12:56 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 298442
Whoops
I meant to post that "Progress" message to this thread last night, looks like I missed. Well, anyways, for those who missed it, I managed to get some games (Driver, Dragon Ball Z Final Bout) to work with my emulator. I've got .BIN/CUE support working now. The Driver.Bin file was about 650M...
- Thu Jul 21, 2005 1:23 pm
- Forum: PSP Development
- Topic: More Progress
- Replies: 4
- Views: 5226
- Thu Jul 21, 2005 12:24 pm
- Forum: PSP Development
- Topic: More Progress
- Replies: 4
- Views: 5226
More Progress
Here's some in game shots of "Driver". It looks like real games use a 640x480 framebuffer while most demos use a 320x240. http://home.comcast.net/~shernandez1337/images/Image5.png http://home.comcast.net/~shernandez1337/images/Image6.png http://home.comcast.net/~shernandez1337/images/Image...
- Tue Jul 19, 2005 2:23 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 298442
1st demo test release
For all the people who have been asking, here's the first demo test release of PSPSOne. This one is hard-coded to run the pdx-dlcm.psx demo, but I've included a few other psx files as well. It runs at about .5 fps @ 222mhz, The emulation is really slow at this point, I'm still working on getting my ...