Wow!!
Please commit this to svn.
Search found 63 matches
- Sat Jan 03, 2009 7:05 am
- Forum: PS2 Development
- Topic: gsKit with some bugfixes, features, and stuff
- Replies: 36
- Views: 25516
- Mon Sep 17, 2007 6:58 am
- Forum: PS2 Development
- Topic: gsKit fontm problem and broken arial.fnt
- Replies: 17
- Views: 10955
- Tue Aug 28, 2007 10:42 am
- Forum: PS2 Development
- Topic: gsKit png/dat font support
- Replies: 11
- Views: 6241
- Sun Aug 05, 2007 2:11 am
- Forum: PS2 Development
- Topic: libtiff not compiling
- Replies: 1
- Views: 2223
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- Sat Oct 07, 2006 8:49 pm
- Forum: PS2 Development
- Topic: gsKit Development and Discussion Thread
- Replies: 52
- Views: 34192
- Sat Oct 07, 2006 8:41 pm
- Forum: PS2 Development
- Topic: gsKit Development and Discussion Thread
- Replies: 52
- Views: 34192
- Fri Jun 30, 2006 5:47 am
- Forum: PS2 Development
- Topic: gsKit Development and Discussion Thread
- Replies: 52
- Views: 34192
- Sat Jun 10, 2006 10:01 am
- Forum: PS2 Development
- Topic: Assembly and architecture
- Replies: 8
- Views: 4808
- Sat Jun 10, 2006 7:08 am
- Forum: PS2 Development
- Topic: Assembly and architecture
- Replies: 8
- Views: 4808
- Fri Jun 09, 2006 7:16 pm
- Forum: PS2 Development
- Topic: Next Step In Programing Ps2
- Replies: 9
- Views: 4258
- Thu Jun 08, 2006 12:51 am
- Forum: PS2 Development
- Topic: Non-interlaced NTSC in graph & draw?
- Replies: 5
- Views: 3156
- Thu Jun 08, 2006 12:12 am
- Forum: PS2 Development
- Topic: GS Texture Mapping
- Replies: 13
- Views: 10356
- 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...
- Wed Jun 07, 2006 12:30 am
- Forum: PS2 Development
- Topic: Butchering a PS2
- Replies: 2
- Views: 2651
- Mon Jun 05, 2006 9:25 am
- Forum: PS2 Development
- Topic: Save Game Editing
- Replies: 1
- Views: 1749
- Sat Jun 03, 2006 11:54 pm
- Forum: PS2 Development
- Topic: Easy EXPLOIT WITHOUT PS1 CD
- Replies: 1
- Views: 2009
- Fri Jun 02, 2006 5:56 am
- Forum: PS2 Development
- Topic: gsKit_init_screen() error
- Replies: 2
- Views: 1949
- 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...
- Fri May 26, 2006 1:23 am
- Forum: General Discussion
- Topic: The Playstation 3 Controller..sux
- Replies: 10
- Views: 6724
- Fri May 19, 2006 4:59 pm
- Forum: PS2 Development
- Topic: gskit bugs(minor)
- Replies: 6
- Views: 3510
- Sun May 14, 2006 3:23 pm
- Forum: PS2 Development
- Topic: gskit bugs(minor)
- Replies: 6
- Views: 3510
- Sun Mar 26, 2006 1:04 pm
- Forum: PS2 Development
- Topic: mr browns exploit and set up trouble
- Replies: 19
- Views: 11293
- Sat Mar 11, 2006 9:33 am
- Forum: General Discussion
- Topic: Read before posting
- Replies: 1
- Views: 3013