Search found 43 matches

by Jabberwocky
Fri Feb 16, 2007 10:51 pm
Forum: PSP Development
Topic: PSPLINKUSB with 3.10 OE-B
Replies: 4
Views: 2022

As, yes, I've been a bit of a spanner. The OE firmware version bootstrap requires the psplink prx in the same directory to be able to work...

It's all good now.

--JW
by Jabberwocky
Fri Feb 16, 2007 7:41 pm
Forum: PSP Development
Topic: PSPLINKUSB with 3.10 OE-B
Replies: 4
Views: 2022

Yeah, I have the normal PSPLINK 2.0 Final running from the GAME150 directory. I wanted to get it running on 3.10 as well for testing purposes. It's no biggie at the moment as everything I'm working on works fine under 1.5, but I'd like to get 3.10 running out of interest as well. According to other ...
by Jabberwocky
Fri Feb 16, 2007 7:22 pm
Forum: PSP Development
Topic: PSPLINKUSB with 3.10 OE-B
Replies: 4
Views: 2022

PSPLINKUSB with 3.10 OE-B

I'm trying to get PSPLINKUSB to run under 3.10 OE-B. It's all built and I'm running the EBOOT from boot271 in the normal GAME directory (fw 3.10). It boots but I then get an "Error 0x80001002 loading module". I've had a search on the forum but can't see it mentioned anywhere... :EDIT: This...
by Jabberwocky
Fri May 19, 2006 1:53 am
Forum: PSP Development
Topic: Encode/Encrypt/Hide contents of file
Replies: 1
Views: 1463

Encrypt and/or compress it. Search the web for "file encryption source code". Or something really simple like CRC/MD5 check on the file contents. As long as the encryption and decryption are done by the same application it's crackable, though. Personally I wouldn't bother, other than for c...
by Jabberwocky
Tue May 16, 2006 10:01 pm
Forum: PSP Development
Topic: Homebrew for PSP Publishers
Replies: 12
Views: 6654

You'd need to remove any exploit code from your game and also get it to load your data from host0: rather than the memory stick. The devkits will run PRX or ELF, but make sure they're user mode and not kernel. The best way to test would be to get your game running as a PRX using psplink. As psplink ...
by Jabberwocky
Fri Mar 17, 2006 8:26 pm
Forum: PSP Development
Topic: vertex normal format
Replies: 18
Views: 5220

Yes, I found this too -- UV's are not signed, which is a real pain at times. Just make sure your models do not use negative UV's. Using 16 bit verts is fine for models, though, not had any problems myself. I even use 8 bit verts where the models are very small. You need to scale your models verts do...
by Jabberwocky
Wed Mar 01, 2006 3:49 am
Forum: PSP Development
Topic: USB Again
Replies: 12
Views: 7111

a) I was hoping you would have.
b) Nope, tend to read the forums for news. ;o)

Nice one, much kudos to you. Time to get a debug and file server sorted out for Windows.

- Jw
by Jabberwocky
Tue Feb 28, 2006 8:27 pm
Forum: General Discussion
Topic: WiFi Demo Download Service
Replies: 1
Views: 2283

WiFi Demo Download Service

Sony announce WiFi hotspot demo download service. Interesting...

http://www.gamesindustry.biz/content_page.php?aid=14981

- Jw
by Jabberwocky
Tue Feb 28, 2006 8:02 pm
Forum: PSP Development
Topic: USB Again
Replies: 12
Views: 7111

That's exactly the info I was after, cheers fella! :o) I take it these are fairly standard USB structures? From my little experience of USB a lot of the PSP stuff was quite familiar. Have you tried writing a USB protocol driver yet, TyRaNiD? I've got a kernel mode PRX build environment setup ready t...
by Jabberwocky
Mon Feb 27, 2006 11:13 pm
Forum: PSP Development
Topic: USB Again
Replies: 12
Views: 7111

Sounds intriguing, although I cant find it in /trunk/pspsdk/src/usb/ or usbstor/ through the SVN web interface (no native TCP client installed here). Is that where it should be?

Thanks!

-Jw
by Jabberwocky
Thu Feb 23, 2006 11:14 pm
Forum: PSP Development
Topic: USB Again
Replies: 12
Views: 7111

I have been hacking around with the USB code on the PSP and there appears to be a USB subsystem which you can register custom protocol drivers with. This is how things like the USB mass storage and inter console communication are handled - ie. through different "plugins" for the USB subsys...
by Jabberwocky
Wed Feb 22, 2006 11:41 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 31398

With a brief scan through the source distribution, I would say this would be a big job. There's lots of decompiled x86 assembly from the original game (I'm guessing), which you need an x86 compatable processor to run. As the PSP uses a MIPS, you're out of luck unless you rewrite all the assembly cod...
by Jabberwocky
Wed Feb 22, 2006 12:33 am
Forum: PSP Development
Topic: USB Again
Replies: 12
Views: 7111

USB Again

Has anyone made any headway with the USB protocol drivers on the PSP? I've managed to make some sense of it, but there are a few calls which register protocol drivers which pass in an unknown structure to set it all up, and I've had no time to look into further recently due to work and having to fre...
by Jabberwocky
Sat Feb 18, 2006 9:55 pm
Forum: PSP Development
Topic: Which IDE to use for developing for the PSP
Replies: 8
Views: 3472

MS Visual Studio 6.0 with custom written cygwin / GCC integration. As slick as you can get...

-Jw
by Jabberwocky
Fri Dec 23, 2005 1:28 am
Forum: PSP Development
Topic: User Thread from Kernel Bootstrap Crash?
Replies: 4
Views: 2093

Ah, ok. Yes, I am using a kernel mode PRX, but assumed you could create a user mode thread from this as you can a kernel mode ELF. As has been mentioned before, there isn't any difference between an ELF and PRX, so I didn't see any reason why this wouldn't work. However, I now realise that as the PR...
by Jabberwocky
Fri Dec 23, 2005 1:07 am
Forum: PSP Development
Topic: Envmap performance way below par
Replies: 8
Views: 3115

With indexed you have to read the index, then the vert (done by hardware). In non-indexed, you just read the vert. So, basicly, you have an extra read involved with indexed mode. If space is your concern rather than speed, indexed can be good, otherwise it's bad... ;o)
by Jabberwocky
Sat Dec 17, 2005 3:24 am
Forum: PSP Development
Topic: Booting ELFs in Kernel mode?
Replies: 2
Views: 1962

Hmmm... I've been poking around in some ELF's and the top bit of byte 0x43 seems to be set when in kernel mode, along with the 0x1000 attributes. If I set this bit along with the 0x1000 attributes on a normal elf I get the previously mentioned error. Any ideas what this bit is doing? *EDIT* Right, t...
by Jabberwocky
Sat Dec 17, 2005 2:06 am
Forum: PSP Development
Topic: Booting ELFs in Kernel mode?
Replies: 2
Views: 1962

Booting ELFs in Kernel mode?

What more do you have to do to get an ELF to boot in kernel mode over changing the module attributes to 0x1000? If you simply change the attributes of an elf which works perfectly with 0x0000 to 0x1000 you get an 0x80020001 error. Please dont say "just compile with the latest PSPSDK" as I'...
by Jabberwocky
Sat Dec 17, 2005 12:08 am
Forum: PSP Development
Topic: User Thread from Kernel Bootstrap Crash?
Replies: 4
Views: 2093

Ah, ok, I thought gp may have been some kind of base pointer. This doesn't explain my crash, then. I have tried a while(1) in the thread, and it still crashes. It's as if actually calling the thread is what is causing the crash, but the address looks OK for user mode code (ie. top nibble clear). Ver...
by Jabberwocky
Fri Dec 16, 2005 9:17 pm
Forum: PSP Development
Topic: User Thread from Kernel Bootstrap Crash?
Replies: 4
Views: 2093

User Thread from Kernel Bootstrap Crash?

I'm having trouble starting and running a user mode thread from a kernel mode bootstrap (not using the normal crt0). Can anyone tell me why this does not work -- it crashes when sceKernelStartThread is called): int _main(int args, void *argp) { return 0; } int _star...
by Jabberwocky
Fri Dec 16, 2005 9:07 pm
Forum: PSP Development
Topic: Loading a decrypted PRX...
Replies: 3
Views: 1811

Thanks TyRaNiD, that's what I was missing. All working as expected now... :o)
by Jabberwocky
Fri Dec 16, 2005 7:45 am
Forum: PSP Development
Topic: Loading a decrypted PRX...
Replies: 3
Views: 1811

Loading a decrypted PRX...

Should it be possible to use LoadModule and StartModule on a decrypted PRX? I've decrypted one and you dont seem to be able to use LoadModule on it -- it comes up with 0x80020148 (SCE_KERNEL_ERROR_UNSUPPORTED_PRX_TYPE). Am I missing something?
by Jabberwocky
Thu Dec 15, 2005 8:36 pm
Forum: PSP Development
Topic: difference between retail elf and PSPSDK
Replies: 8
Views: 4740

Just out of interest, why are the pspsdk elf's not relocatable?
by Jabberwocky
Tue Dec 13, 2005 3:34 am
Forum: PSP Development
Topic: Decrypt PRX
Replies: 2
Views: 1707

Decrypt PRX

Is there a tool around the net which will decrypt a PRX and dump it to the memory stick? I've been disassembling PRX's using the dump module from pspinside, but I've just noticed prxtool which looks the dogs. Will make things a load easier.
by Jabberwocky
Mon Dec 12, 2005 9:45 pm
Forum: PSP Development
Topic: ForKernel ForUser?
Replies: 2
Views: 2028

ForKernel ForUser?

What's the deal with the *ForKernal and *ForUser libraries? Can you only call kernel functions (*ForKernal) when in kernel mode and user functions (*ForUser) in user mode?

This is one area I'm a bit foggy on, and can't seem to find any definitive information...
by Jabberwocky
Mon Dec 12, 2005 8:50 pm
Forum: PSP Development
Topic: JakX / Daxter / USB
Replies: 27
Views: 12040

I'd forgotten how much of a pain in the arse disassembling risc code is -- all the 16-bit immediate loads to create 32-bit address pointers really screws up the ability to easily trace back pointers in the code... Anyway, I've made some good progress with the disassembly now, and am actually startin...
by Jabberwocky
Fri Dec 09, 2005 8:32 pm
Forum: PSP Development
Topic: JakX / Daxter / USB
Replies: 27
Views: 12040

Right, I've started disassembling and commenting usbpspcm.prx now. Thanks to pspinside I have a few system calls already documented, however there are quite a few missing. Could be a bit tricky figuring out what's going on with absolutely no point of reference... :o/
by Jabberwocky
Fri Dec 09, 2005 6:15 am
Forum: PSP Development
Topic: JakX / Daxter / USB
Replies: 27
Views: 12040

PSP is USB2. Although there is nothing stopping it working on a USB1.1 connection afaik. So a USB1.1 logger should work ok... I've been thinking and I think the best bet is either logging via the usb.irx on the PS2, or by writing something which communicates directly with the PSP USB port. Maybe som...
by Jabberwocky
Fri Dec 09, 2005 3:37 am
Forum: PSP Development
Topic: JakX / Daxter / USB
Replies: 27
Views: 12040

Yes, the PSP can operate in a few different ways by the look of it -- the normal mass storage mode, talking to peripherals such as the microphone thing and talking to the PS2. Hence the different HIDs. You wont be able to snoop around and find anything interesting about the USB connection, really --...
by Jabberwocky
Fri Dec 09, 2005 12:06 am
Forum: PSP Development
Topic: JakX / Daxter / USB
Replies: 27
Views: 12040

The same thing happens when you try and look for a connected PS2 on the PSP when it's plugged into a PC. It's just presenting itself using different HID's, and hence the PC doesn't know what to do. To get the PC communicating with the PSP we need to write a USB device driver which mimics the way the...