If you do be sure to add the newlib malloc enhancements. You can read about it here: http://forums.ps2dev.org/viewtopic.php? ... ght=newlib_Zack_ wrote:I'm thinking about uploading a pre-compiled one for snow leopard users.
Pm me if your interested
Search found 76 matches
- Tue Oct 20, 2009 10:45 am
- Forum: PSP Development
- Topic: psptoolchain under Snow Leopard
- Replies: 4
- Views: 3150
- Sat Oct 17, 2009 1:10 pm
- Forum: PSP Development
- Topic: psptoolchain under Snow Leopard
- Replies: 4
- Views: 3150
I am also getting the same error. Seems there is a bug with binuntils ar when using SL, here's my crash log. Process: ar [46519] Path: /usr/local/pspdev/psp/bin/ar Identifier: ar Version: ??? (???) Code Type: X86 (Native) Parent Process: bash [46514] Date/Time: 2009-10-12 01:34:08.819 -0400 OS Versi...
- Wed Aug 19, 2009 5:40 am
- Forum: PSP Development
- Topic: newlib malloc updated to prevent memory fragment
- Replies: 9
- Views: 7365
I've gotten around to compiling this version of newlib using the following instructions above. The Good News: I went from 6246484 Bytes of fragmented memory to 4759612 Bytes. Thats about 23.8% Savings! The Bad News: I still have quite a bit of fragmented memory... If anyone has any suggestions on ho...
- Tue Jul 14, 2009 3:11 am
- Forum: PSP Development
- Topic: newlib malloc updated to prevent memory fragment
- Replies: 9
- Views: 7365
- Fri Dec 05, 2008 5:33 am
- Forum: PSP Development
- Topic: Lninux ubuntu 8.10 and PSPToolChain (Isntalled can't run :/)
- Replies: 14
- Views: 7014
- Wed Apr 16, 2008 1:56 pm
- Forum: PS3 Linux Development
- Topic: PS3 Ubuntu/Yellowdog file handling issues
- Replies: 10
- Views: 9636
Ok.... I'm finished! I've finished porting OpenBOR to the PS3/Ubuntu setup. Incase you guys don't know what OpenBOR is... Its very custimizable engine that is used for recreating old side-scrolling bashers. Streets of Rage, Final FIght and so on... The original creators of the BOR engine can be foun...
- Wed Apr 16, 2008 3:50 am
- Forum: PS3 Linux Development
- Topic: PS3 Ubuntu/Yellowdog file handling issues
- Replies: 10
- Views: 9636
This makes complete sense why I would potentially run out of memory! Certain mallocs within my application are based off the image size (width*height) that is read from the file's header, now the pieces are starting to line up! So the lesson learned here is check all binary file operations and be su...
- Tue Apr 15, 2008 11:57 pm
- Forum: PS3 Linux Development
- Topic: PS3 Ubuntu/Yellowdog file handling issues
- Replies: 10
- Views: 9636
I'm sorry for this noobish question but I have only worked on little endian systems, are there any preprocessor commands that will have a Big Endian system revert to Little Endian? Or must I be byte swapping all my data from right->left to left->right? But this doesn't make sense, in the fact that m...
- Mon Apr 14, 2008 11:43 pm
- Forum: PS3 Linux Development
- Topic: PS3 Ubuntu/Yellowdog file handling issues
- Replies: 10
- Views: 9636
Your program works on little-endian machines, but the PS3 is big-endian. That did it! Once I swapped the order to little-endian, the data is no longer reversed and everything is running fine. Thank You very much! Now I just need to figure out why my app reports I'm out of memory. Perhaps I should j...
- Mon Apr 14, 2008 5:56 am
- Forum: PS3 Linux Development
- Topic: PS3 Ubuntu/Yellowdog file handling issues
- Replies: 10
- Views: 9636
PS3 Ubuntu/Yellowdog file handling issues
Ok, Now i've ported my application to work on a x86 Ubuntu machine a while back and it works great. Now I've just installed Ubuntu on my ps3 and tried to compile it using the same steps I've used in my x86 Ubuntu machine and for the strangest reason I can't get it working. It seems to have problems ...
- Tue Jan 15, 2008 1:24 pm
- Forum: PSP Development
- Topic: Possible 3.80 M33 I/O Issue found
- Replies: 0
- Views: 1449
Possible 3.80 M33 I/O Issue found
I don't know if this is the right place for Custom Firmware releases but. I know moonlight stops by frequently enough. So let me get right to the point. So I upgraded 1 of my 2 psp(s). 1 has 3.80 M33 and the other has 3.71 M33-4 and what I found was the latest Custom Firmware has slower read and wri...
- Sat Jan 12, 2008 12:27 pm
- Forum: PSP Development
- Topic: Exception Handler for Kernel 3.xx
- Replies: 23
- Views: 12566
- Sat Jan 05, 2008 1:40 pm
- Forum: PSP Development
- Topic: Exception Handler for Kernel 3.xx
- Replies: 23
- Views: 12566
- Mon Dec 31, 2007 2:45 pm
- Forum: PSP Development
- Topic: dosbox, now with 100% less drama
- Replies: 484
- Views: 663027
ok... so trap_handler == MyExceptionHandler in the samples directories. However, when I perform use pspDebugDumpException(regs) the PSP returns automatically to the XMB and never starts up the app. I get error: 8002013C Otherwise everything seems to be working so far, but no exception data obviously...
- Mon Dec 31, 2007 1:25 pm
- Forum: PSP Development
- Topic: dosbox, now with 100% less drama
- Replies: 484
- Views: 663027
- Mon Dec 31, 2007 7:46 am
- Forum: PSP Development
- Topic: dosbox, now with 100% less drama
- Replies: 484
- Views: 663027
- Sun Dec 30, 2007 3:53 pm
- Forum: PSP Development
- Topic: HOME button doesn't work on custom firmware... Why ?
- Replies: 14
- Views: 6628
- Sun Dec 30, 2007 10:55 am
- Forum: PSP Development
- Topic: HOME button doesn't work on custom firmware... Why ?
- Replies: 14
- Views: 6628
this way, you will get a new state at each 10 ms. No need to sleep the thread, sceCtrlReadBufferPositive does it for you. Also note, sceCtrlReadBufferPositive is no longer synched with VSYNCH event but has its own timer. Hmm... without the sleep all I get is a blank screen when timer for ReadBuffer...
- Sun Dec 30, 2007 7:16 am
- Forum: PSP Development
- Topic: HOME button doesn't work on custom firmware... Why ?
- Replies: 14
- Views: 6628
- Sat Dec 29, 2007 8:27 am
- Forum: PSP Development
- Topic: PRX Exception Handler
- Replies: 0
- Views: 1596
PRX Exception Handler
I know this has been talked about before but I have a few questions and would like to have my memory refreshed.... :p 1) Why would this work as a kernel mode application aka static elf but not as a prx? 2) Does a prx, even if compiled in kernel mode not have all the access to the same libraries as a...
- Sat Dec 29, 2007 8:13 am
- Forum: PSP Development
- Topic: HOME button doesn't work on custom firmware... Why ?
- Replies: 14
- Views: 6628
Have a look at my ctrlhook.prx source and you will see how its done. It was based off homehook.prx but I went to the extreme.....lol
http://openbor.svn.sourceforge.net/view ... rlhookprx/
Have fun!
http://openbor.svn.sourceforge.net/view ... rlhookprx/
Have fun!
- Wed Dec 19, 2007 3:55 pm
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78195
MysticWhiteDragon, I have completed my update of the Graphics lib. It will now display Composite, Progressive and Interlaced modes. Feel free to reference my version. I ran a few test to see the performance of my graphics lib. Mind you these results are based on my own application. LCD Screen: 200 f...
- Tue Dec 18, 2007 7:43 am
- Forum: PSP Development
- Topic: Question about graphics.h TV-out functions
- Replies: 15
- Views: 8023
I look at 100 thousand lines of code everyday, so its not a problem....lol But I think I now understand the problem you are having. Does oslDrawImageXY() use the graphics library's functions such as blitImagetoScreen() and so on....? If not then you will never display the picture correctly as I'll b...
- Tue Dec 18, 2007 7:05 am
- Forum: PSP Development
- Topic: Question about graphics.h TV-out functions
- Replies: 15
- Views: 8023
- Tue Dec 18, 2007 5:06 am
- Forum: PSP Development
- Topic: Question about graphics.h TV-out functions
- Replies: 15
- Views: 8023
Thats not right. You should only init the graphics once (Outside prior to your work/loop). Then blit your images and finally flipscreen (with or without vsync). Now as far as the white screen, perhaps thats due to the above or my changes not sure yet. Does the image display properly on the PSP Scree...
- Tue Dec 18, 2007 1:44 am
- Forum: PSP Development
- Topic: Question about graphics.h TV-out functions
- Replies: 15
- Views: 8023
Hmm, specifying 1 is for composite cable which is not working from what I'm told. However, Component is working. But I see where it could be not working... So let me update my graphics lib to fix these issues. ** Edit ** Ok I believe it should be working now. However, I don't have my PSP with me to ...
- Mon Dec 10, 2007 5:30 am
- Forum: PSP Development
- Topic: Question about graphics.h TV-out functions
- Replies: 15
- Views: 8023
- Sun Dec 09, 2007 1:12 am
- Forum: PSP Development
- Topic: Question about graphics.h TV-out functions
- Replies: 15
- Views: 8023
You need vertex.c/h and you might need image.c/h depending on your application as well from here:
http://openbor.svn.sourceforge.net/viewvc/openbor/psp/
http://openbor.svn.sourceforge.net/viewvc/openbor/psp/
- Sat Dec 08, 2007 2:35 am
- Forum: PSP Development
- Topic: Question about graphics.h TV-out functions
- Replies: 15
- Views: 8023
- Thu Dec 06, 2007 11:33 am
- Forum: PSP Development
- Topic: Question about graphics.h TV-out functions
- Replies: 15
- Views: 8023
It looks like you are using my version of the graphics lib which was based off of Cooleyes' version. So here it goes: setGraphicsVideoMode(int mode) sets the output for LCD or TV Out based on the cable type that is inserted or by the User Interface selection that you created. setGraphicsTVAspectRati...