Search found 63 matches

by Neovanglist
Sat Jan 03, 2009 7:05 am
Forum: PS2 Development
Topic: gsKit with some bugfixes, features, and stuff
Replies: 36
Views: 25516

Wow!!

Please commit this to svn.
by Neovanglist
Mon Sep 17, 2007 6:58 am
Forum: PS2 Development
Topic: gsKit fontm problem and broken arial.fnt
Replies: 17
Views: 10955

Thanks!

Yea, I added this vram page feature later for fontm and didn't do extensive testing with other fonts... thus creating this timing issue.

I really appreciate the patch :)
by Neovanglist
Tue Aug 28, 2007 10:42 am
Forum: PS2 Development
Topic: gsKit png/dat font support
Replies: 11
Views: 6241

Thanks a bunch!

This will go into SVN very soon, I'll review it all and make sure it's merged in SVN head.

Nice work :)
by Neovanglist
Sun Aug 05, 2007 2:11 am
Forum: PS2 Development
Topic: libtiff not compiling
Replies: 1
Views: 2223

You needed LIBTIFF set... but I've commited a fix to SVN now so that having LIBTIFF set is not required for compilation.
by Neovanglist
Sat Aug 04, 2007 9:39 am
Forum: PS2 Development
Topic: gsKit and PAL mode
Replies: 6
Views: 3846

To be honest I never even thought about it... it should be possible but you will need to play with the MAGX/MAGY values to compensate for the smaller framebuffer. You could try adding some new modes then expanding the big if{} else if{} set in gsInit.c to support them and plug in the appropriate sta...
by Neovanglist
Thu Apr 19, 2007 2:17 am
Forum: PS2 Development
Topic: gsKit+vulib starter kit Initial Fantasy
Replies: 5
Views: 4557

Well, you can always stick with the PATH3 gsKit... (gsKit 0.3 AKA gsKit 1.0) The new gsKit is the same API and all, but uses VIF and VU1, but also will allow you to upload/run your own VU1 microcode and pack your own DMA lists offline, etc. I'm hoping that, while it'll be a bit different than what y...
by Neovanglist
Thu Apr 19, 2007 2:13 am
Forum: PS2 Development
Topic: gsKit documentation? here ?
Replies: 7
Views: 7896

Blame me :) I have a quite nice docset I've been working on however it is not complete yet. For now you can get long way by looking at the examples in examples/. They document how to use just about every feature of gsKit, as I use them for regression testing. (And they are quite simple code wise) Th...
by Neovanglist
Sun Apr 15, 2007 12:29 pm
Forum: PS2 Development
Topic: gsKit+vulib starter kit Initial Fantasy
Replies: 5
Views: 4557

Hey there, Just letting you know you should add 1 << DMA_CHANNEL_GIF as an additional argument of the dmaKit init routine. I've fixed up some dma_wait_fast stuff and this new argument is required so it knows which channels to involve in the fast wait. It should help speed things up a little bit if g...
by Neovanglist
Mon Oct 09, 2006 4:08 am
Forum: PS2 Development
Topic: gsKit Development and Discussion Thread
Replies: 52
Views: 34192

Why would you use TGA and deal with the unpacking if you could just use straight RBGA? One of the reasons BMP was used is because it's pretty straightforward... I'd think it would be easier to just use a RBGA or palleted glyphset, then simply use the provided alpha channel. With fontm, the glyphset ...
by Neovanglist
Sat Oct 07, 2006 11:24 pm
Forum: PS2 Development
Topic: gsKit Development and Discussion Thread
Replies: 52
Views: 34192

Also... I'm looking into this FONTM strangeness... I really can't figure it out at the moment, it seems extremely tempermental. It's not specific to any one character.. and it only happens under strange conditions. I think it's something texture address/DMA related, but I'm really not sure yet. I'll...
by Neovanglist
Sat Oct 07, 2006 8:52 pm
Forum: PS2 Development
Topic: gsKit Development and Discussion Thread
Replies: 52
Views: 34192

Hey, First of all, i've to say, we ( ULE developers ) have just released the first version of ULaunchELF using gsKit lib. I'm here to report a trouble found in this new version of ULE. :( We found a bug in our text editor, sometime editor completly crash the prog. After some investigation for debug...
by Neovanglist
Sat Oct 07, 2006 8:49 pm
Forum: PS2 Development
Topic: gsKit Development and Discussion Thread
Replies: 52
Views: 34192

I found a bug in the font loader for bmp/dat files. The Path_BMP and Path_DAT members of GSFONT are never defined. It's an easy fix but was annoying until I found the problem. I fixed it with else if&#40; gsFont->Type == GSKIT_FTYPE_BMP_DAT &#41; //original line &#123; gsFont->Path_BMP=...
by Neovanglist
Sat Oct 07, 2006 8:41 pm
Forum: PS2 Development
Topic: gsKit Development and Discussion Thread
Replies: 52
Views: 34192

Sorry guys, been really busy.

Let me catch up on my e-mails and this thread and then I'll post an update.

Thanks for waiting :)
by Neovanglist
Fri Jun 30, 2006 5:47 am
Forum: PS2 Development
Topic: gsKit Development and Discussion Thread
Replies: 52
Views: 34192

I'll be making a 1.0 "release" version of gsKit next month. That will go on the frontpage of the site and replace the EXTREMELY old version there.
by Neovanglist
Sat Jun 10, 2006 10:01 am
Forum: PS2 Development
Topic: Assembly and architecture
Replies: 8
Views: 4808

Or he can get legal and correct documentation on the actual PS2 hardware as part of the consumer available PS2 linux kit.
by Neovanglist
Sat Jun 10, 2006 7:08 am
Forum: PS2 Development
Topic: Assembly and architecture
Replies: 8
Views: 4808

If you grab the PS2 Linux Kit, Disc 2 has the full sony hardware manuals on it, complete with EE/VU/GS register lists, etc.
by Neovanglist
Fri Jun 09, 2006 7:16 pm
Forum: PS2 Development
Topic: Next Step In Programing Ps2
Replies: 9
Views: 4258

You get the toolchain and PS2SDK then start coding...
by Neovanglist
Thu Jun 08, 2006 12:51 am
Forum: PS2 Development
Topic: Non-interlaced NTSC in graph & draw?
Replies: 5
Views: 3156

gsKit can do 3D, but it will just push 3D prims (textued and non textured) for you, and won't do any kind of projection math, etc like you would need in proper 3D.

As for 2D... it should do just about anything you need :)
by Neovanglist
Thu Jun 08, 2006 12:12 am
Forum: PS2 Development
Topic: GS Texture Mapping
Replies: 13
Views: 10356

Thanks Jbit!

Will impliment these techniques into gsKit's sprite texturing tonight.
by Neovanglist
Wed Jun 07, 2006 10:32 pm
Forum: PS2 Development
Topic: Non-interlaced NTSC in graph & draw?
Replies: 5
Views: 3156

gsLib is a decent library, but it hasn't been updated/maintained in a long long time. gsKit is C (whereas gsLib is C++) and a bit different API wise. I obiviously think gsKit is better but I'm hardly unbiased :) In any case, gsKit supports every mode the GS can perform, and if you want something str...
by Neovanglist
Wed Jun 07, 2006 12:30 am
Forum: PS2 Development
Topic: Butchering a PS2
Replies: 2
Views: 2651

If a PS2 doesn't have a network adaptor then it's not internet capabile....
by Neovanglist
Mon Jun 05, 2006 9:25 am
Forum: PS2 Development
Topic: Save Game Editing
Replies: 1
Views: 1749

We don't do stuff in regards to commercial game hacking here.
by Neovanglist
Sat Jun 03, 2006 11:54 pm
Forum: PS2 Development
Topic: Easy EXPLOIT WITHOUT PS1 CD
Replies: 1
Views: 2009

No HDLoader Warez Stuff Here.
by Neovanglist
Fri Jun 02, 2006 5:56 am
Forum: PS2 Development
Topic: gsKit_init_screen() error
Replies: 2
Views: 1949

Are you running latest from SVN?

If so, can you provide some test case code?

Thanks!
by Neovanglist
Fri May 26, 2006 1:29 am
Forum: PS2 Development
Topic: Link error: 'link' and 'unlink' ???
Replies: 5
Views: 2841

People should STOP trying to do the banz0red multiple lib linking order crap. (Like having -lc -lkernel -lc -lsyscalls -lkernel etc to fix unresolved symbol issues) The way to resolve this is NOT by putting them over and over, but by using --start-group and --end-group. For example, in your makefile...
by Neovanglist
Fri May 26, 2006 1:23 am
Forum: General Discussion
Topic: The Playstation 3 Controller..sux
Replies: 10
Views: 6724

This thread is going nowhere, and is really quite irritating.

If you don't like the controller then don't buy it, this forum isn't a Sony consumer feedback line.
by Neovanglist
Fri May 19, 2006 4:59 pm
Forum: PS2 Development
Topic: gskit bugs(minor)
Replies: 6
Views: 3510

Get latest from gsKit SVN. The issue should be resolved now.
by Neovanglist
Sun May 14, 2006 3:23 pm
Forum: PS2 Development
Topic: gskit bugs(minor)
Replies: 6
Views: 3510

Yo!

Thanks for the problem report.

I'm pretty sure I know what the problem is, and I've done some things that should fix it.

I have a big(ish) commit going in sometime in the next couple days, please give it a run and let me know if it fixes the issue for you.
by Neovanglist
Sun Mar 26, 2006 1:04 pm
Forum: PS2 Development
Topic: mr browns exploit and set up trouble
Replies: 19
Views: 11293

Booting homebrew on slimline is already possible with the RTE(ps2linux)/reload1 exploit.
by Neovanglist
Sat Mar 11, 2006 9:33 am
Forum: General Discussion
Topic: Read before posting
Replies: 1
Views: 3013

This forum used to be open to posting by the public.... (Non Registered Users)

However due to some spambot abuse, I've had to set it to registered users only.