Search found 119 matches

by johnmph
Sat Mar 01, 2008 3:58 am
Forum: PSP Development
Topic: How to change vsh/module attibut
Replies: 51
Views: 17213

Alree wrote:Tested, and that's work on your app... but I don't understand why only in your app
So it's maybe a SDK or compiler problem, try to update PSPSDK.
by johnmph
Sat Dec 08, 2007 5:05 am
Forum: PSP Development
Topic: SceUtilitySavedataParam
Replies: 14
Views: 6412

Because an array = a pointer :

char some[20];

some is a pointer to 20 bytes data allocated statically.

char *some2 = some;

some2 is a pointer which points to the same memory, it's the same !
by johnmph
Sat Dec 08, 2007 3:06 am
Forum: PSP Development
Topic: SceUtilitySavedataParam
Replies: 14
Views: 6412

Yes you are right and it's because i use : savedata->saveNameMultiple = (char **) nameMultiple; instead : savedata->saveNameMultiple = (char **) &nameMultiple; The savegame function takes a pointer to char and not a pointer to pointer to chars and it's why i use a large string (char nameMultiple...
by johnmph
Fri Dec 07, 2007 8:39 am
Forum: PSP Development
Topic: SceUtilitySavedataParam
Replies: 14
Views: 6412

and you can found many tutorials on pointers on internet
by johnmph
Fri Dec 07, 2007 8:34 am
Forum: PSP Development
Topic: SceUtilitySavedataParam
Replies: 14
Views: 6412

but if i define pointer to something, an non pointer, then i must use & character ... char *point; // 4 bytes char nonpoint // 1 byte i can do: nonpoint = 'X'; but i cant do: point = 'X'; // becouse pointer is not set, and it will try to write to address 0x00000000 i can use: point = malloc(1);...
by johnmph
Fri Dec 07, 2007 2:35 am
Forum: PSP Development
Topic: SceUtilitySavedataParam
Replies: 14
Views: 6412

but, in first post is this: in struct SceUtilitySavedataParam: char *saveNames; pointer to char(s), is it right? and after i defined new struct typedef struct { char name1[20]; char name2[20]; char name3[20]; char name4[20]; char name5[20]; char nothing[20]; // Terminator } savenames_t; no pointers...
by johnmph
Thu Dec 06, 2007 10:46 am
Forum: PSP Development
Topic: SceUtilitySavedataParam
Replies: 14
Views: 6412

i am not sure about this line: char **saveNameMultiple; it is pointer to pointer to char(s), but what i use is just: char *saveNameMultiple; pointer to char(s) and with this: savedata->saveNameMultiple = (char **) nameMultiple; isnt better to do savedata->saveNameMultiple = &nameMultiple; of co...
by johnmph
Thu Dec 06, 2007 2:39 am
Forum: PSP Development
Topic: SceUtilitySavedataParam
Replies: 14
Views: 6412

Here's the modified psputility_savedata.h that i use if you want : /* * PSP Software Development Kit - http://www.pspdev.org * ----------------------------------------------------------------------- * Licensed under the BSD license, see LICENSE in PSPSDK root for details. * * psputility_save...
by johnmph
Thu Sep 06, 2007 1:53 am
Forum: PSP Development
Topic: Getting stubs for a .PRX
Replies: 3
Views: 1831

Re: Getting stubs for a .PRX

Hellcat wrote:Hi, me again....

Is there a way (except completly disassambling and reversing) to gain the stubs of a .PRX so I can call it's functions from my program?

:)
PRXTool (option --stubs)

http://forums.ps2dev.org/viewtopic.php?t=7182
by johnmph
Fri Aug 31, 2007 7:45 am
Forum: PSP Development
Topic: shutdown as update_plugin.prx
Replies: 4
Views: 2595

main.c #include <pspkernel.h> #include <stdio.h> #include <pspsyscon.h> PSP_MODULE_INFO&#40;"poweroff", 0x1000, 1, 1&#41;; int module_start &#40;SceSize args, void *argp&#41; &#123; sceSysconPowerStandby&#40;&#41;; return 0; &#125; /* Exported function retur...
by johnmph
Fri Aug 31, 2007 7:12 am
Forum: PSP Development
Topic: shutdown as update_plugin.prx
Replies: 4
Views: 2595

module_start instead main
by johnmph
Thu May 24, 2007 11:39 pm
Forum: PSP Development
Topic: sceKernelLoadExec --> vshmain.prx
Replies: 9
Views: 4230

Re: notin works

well nothing seems to work. Neither sceKernelLoadExec() or sceKernelLoadModule(). Wtf none of them seem to execute vshmain.prx. I must be doing somthing wrong. Someone must know the answer lol. You must load and start other modules required before to load and start vshmain.prx /kd/chkreg.prx /kd/ms...
by johnmph
Mon Jan 15, 2007 10:39 pm
Forum: PSP Development
Topic: USB GPS Functions!
Replies: 46
Views: 35295

Verry good job ;)

Now you can use the sony GPS with your wonderful Map This! homebrew.

Great !
by johnmph
Thu Jan 11, 2007 1:15 am
Forum: PSP Development
Topic: USB GPS Functions!
Replies: 46
Views: 35295

Very good work ;) You just made a little error in updateDisplay function : replace printf&#40;"\nData &#58;\n------\n"&#41;; for &#40;x=1;x<0x39;x++&#41; &#123; printf&#40;"%04d ",data&#91;x&#93;&#41;; if &#40;&#40;x&#41; &&...
by johnmph
Mon Jan 08, 2007 9:58 pm
Forum: PSP Development
Topic: USB GPS Functions!
Replies: 46
Views: 35295

Is this supposed to work under 3.02 OE-B kernel? I get (800200D9) error then I try to run un-xploited EBOOT.pbp You can download here a little program which uses GPS and shows some infos. Tested with devhook 0.46 + hen D with 2.71 emulated and usb and gps modules in ms0:/camprx (usbacc.prx + usbgps...
by johnmph
Mon Dec 25, 2006 3:51 am
Forum: PSP Development
Topic: USB GPS Functions!
Replies: 46
Views: 35295

Thanks all ;) Meantime, can you capture & post the data from the Sony gps? What format does it come in? NMEA? data[0] = 0x1244913 (when 3 satellites are found) data[1] = 0x11E data[2] = 0x12F0908 (when 4 satellites are found) data[3] = 0x11 data[4] = ... (when 5 satellites are found) data[5] = ....
by johnmph
Thu Dec 21, 2006 4:44 am
Forum: PSP Development
Topic: USB GPS Functions!
Replies: 46
Views: 35295

You can download here a little program which uses GPS and shows some infos. (Tested with devhook 0.46 + hen D with 2.71 emulated and usb and gps modules in ms0:/camprx (usbacc.prx + usbgps.prx)) This is the main code : int main_thread &#40;SceSize args, void *argp&#41; &#123; SceCtrlData...
by johnmph
Wed Dec 20, 2006 12:10 am
Forum: PSP Development
Topic: USB GPS Functions!
Replies: 46
Views: 35295

The error was the PID for GPS, i used PID of chotto cam (0x282), the GPS PID is 0x283. Now the state of the GPS is 0 when sceUsbGpsOpen is called after 1 after 2 after 3. When state = 3, we can read data with sceUsbGpsGetData. data[0] = 0x1244913 (when 3 satellites are found) data[1] = 0x11E data[2]...
by johnmph
Mon Dec 18, 2006 11:30 am
Forum: PSP Development
Topic: USB GPS Functions!
Replies: 46
Views: 35295

With the help of psyberjock, i have found two others functions :

0x54D26AA4 = int sceUsbGpsGetInitDataLocation (u32 *a0);

and

0x268F95CA = int sceUsbGpsSetInitDataLocation (u32 a0);
by johnmph
Sun Dec 17, 2006 12:03 am
Forum: PSP Development
Topic: USB GPS Functions!
Replies: 46
Views: 35295

Re: USB GPS Functions please! I wanna make a cool game!

http://moonlight.lan.st/2.71/kd/usbgps.html + 0xA259CD67 = sceUsbGpsReset Some reverse : - Done with PRXTool to get the source in html format ( http://forums.ps2dev.org/viewtopic.php?t=7182 ) - I have get the stub file (sceUsbGps.S) also with PRXTool (option --stubs) - Replace : STUB_START "sc...
by johnmph
Sat Nov 11, 2006 5:28 am
Forum: PSP Development
Topic: printf not working with PSPLink
Replies: 6
Views: 2740

printf or fprintf(stderr,... doesn't work when the project is compiled with -lstdc++, they print on the PSP screen like normal printf (because c++ redefines standard functions ?).

How print to pcterm console with lstdc++ linked ?
by johnmph
Wed Sep 13, 2006 5:06 am
Forum: General Discussion
Topic: 7z support (lzma) for psp
Replies: 10
Views: 10486

hi johnmph. Im trying to use you exellent work in my psp shell, but unfortunatly it seems to have some problems with a lot of my 7z packages. Sometime It unzip only 128ko, the size of the buffer and sometime more. Here is a package exemple if you want to take a look : http://mydedibox.homelinux.com...
by johnmph
Sat Sep 02, 2006 9:03 am
Forum: PSP Development
Topic: Strange problem with fileio
Replies: 6
Views: 3008

Yes i know its why i was really disapointed with my problem, i'v tested a lot of combinations for hours, and for sure moving this declaration outside the code make it work with 100% succes. What is strange also is that it worked from flash0 with the sceiodirent declare in the function but not from ...
by johnmph
Thu Aug 10, 2006 11:27 pm
Forum: General Discussion
Topic: 7z support (lzma) for psp
Replies: 10
Views: 10486

dot_blank wrote:excellent compression
yes, it's a great algorithm of compression, thanks to Igor Pavlov ;-)
by johnmph
Tue Aug 01, 2006 5:03 am
Forum: General Discussion
Topic: 7z support (lzma) for psp
Replies: 10
Views: 10486

0okm0000 wrote:Great work ^o^
Thanks ;-)
by johnmph
Sun Jul 30, 2006 9:31 pm
Forum: General Discussion
Topic: 7z support (lzma) for psp
Replies: 10
Views: 10486

7z support (lzma) for psp

Hello, this is a portage of LZMA SDK (4.43) of Igor Pavlov ( http://www.7-zip.org/ ) for the psp (7z compression) executable and sample : http://mphwebsite.tuxfamily.org/download/prg/psplzma100.zip and source : http://mphwebsite.tuxfamily.org/download/src/psplzma100src.zip for more instructions, rea...
by johnmph
Mon Jul 10, 2006 4:43 am
Forum: PSP Development
Topic: PSP Multi Firmware Project
Replies: 60
Views: 57462

MrR wrote:@0okm0000

Can you plz help me answer the following question:
My psp have CE trace cut but it still works how can this be?
I think that CE is logical inverted (0 = Chip Enable) and in this case if CE line is broken, the chip is always enable but i don't sure, wait for Ookm confirmation.
by johnmph
Mon Jun 26, 2006 12:08 am
Forum: PSP Development
Topic: Where did __SCE come from?
Replies: 5
Views: 4389

Re: Where did __SCE come from?

TheBuzzer wrote:Where did this nameing come from?

How was it found that it can hide icons?
http://forums.psphacks.net/index.php/topic,6060.0.html
by johnmph
Mon May 29, 2006 5:58 am
Forum: PSP Development
Topic: load delay
Replies: 7
Views: 5243

one more question : write in memory has also a delay like read ? In documentation, it talks about load only. Thanks oups, stupid question. Even if write has a delay, registers are not affected and even if i read memory just after having written this memory, load creates a delay, thus no problem ;-)