Search found 63 matches
- Thu Jul 13, 2006 6:13 am
- Forum: PSP Lua Player Development
- Topic: LuaPlayer "bug".
- Replies: 8
- Views: 5888
in c the \0 is to signify the end of the entire string. LUA is useing the same format. Actually, Lua uses 32-bit clean strings. It is legal to put '\0' character into a Lua string. It will not terminate the string and it will still report the correct string length. The problem occurs when you send ...
- Wed Jul 12, 2006 11:07 pm
- Forum: PS2 Development
- Topic: Using PS2Link for the Big PS2
- Replies: 10
- Views: 4980
- Wed Jul 12, 2006 12:31 am
- Forum: PSP Development
- Topic: Function calls within inline asm?
- Replies: 4
- Views: 1903
Correctly calling C++ from assembly is tricky business. You need to know the calling conventions exactly. Which register holds this , etc. If you are calling a virtual function then you have to look the address up in the objects virtual function table. How to do that is highly dependent on your comp...
- Tue Jul 11, 2006 11:39 pm
- Forum: PS2 Development
- Topic: Using PS2Link for the Big PS2
- Replies: 10
- Views: 4980
- Sat Jul 08, 2006 1:46 am
- Forum: PSP Development
- Topic: PSPLINK
- Replies: 313
- Views: 298411
- Sat Jul 08, 2006 1:39 am
- Forum: PSP Lua Player Development
- Topic: Collision Detection
- Replies: 3
- Views: 3327
You do have to check every block's coordinates. That is the only way to do it. If you had 10,000 blocks you would probably need an additional data structure to filter the blocks spatially, but that shouldn't be necessary here. If you have an array of blocks that are all the same size (I assume): blo...
- Sat Jul 08, 2006 12:33 am
- Forum: PS2 Development
- Topic: Any tutorials?
- Replies: 1
- Views: 1598
- Sat Jul 01, 2006 5:17 am
- Forum: PS2 Development
- Topic: padInit(0) crashes/hangs the ps2.
- Replies: 21
- Views: 6068
- Sat Jul 01, 2006 1:50 am
- Forum: PS2 Development
- Topic: padInit(0) crashes/hangs the ps2.
- Replies: 21
- Views: 6068
- Sat Jul 01, 2006 12:56 am
- Forum: PS2 Development
- Topic: From GBA to Ps2 - Any way to do similar per pixel blitting?
- Replies: 9
- Views: 3578
- Sat Jul 01, 2006 12:22 am
- Forum: PSP Development
- Topic: need help on std::list or std::vector
- Replies: 3
- Views: 1458
www.google.com
std::list
http://www.informit.com/guides/content. ... um=94&rl=1
This is basic C++ knowledge. There is tons of information about this on the web.
std::list
http://www.informit.com/guides/content. ... um=94&rl=1
This is basic C++ knowledge. There is tons of information about this on the web.
- Sat Jul 01, 2006 12:13 am
- Forum: PS2 Development
- Topic: padInit(0) crashes/hangs the ps2.
- Replies: 21
- Views: 6068
- Sat Jul 01, 2006 12:11 am
- Forum: PS2 Development
- Topic: From GBA to Ps2 - Any way to do similar per pixel blitting?
- Replies: 9
- Views: 3578
You have two options, one is to upload the data to VRAM somewhere and then render it as a textured primitive. That would be slow, however, and pointless if you will be drawing the entire frame. Better is to upload your image data to VRAM and point the destination address as the frame buffer. The fun...
- Fri Jun 30, 2006 3:18 am
- Forum: PS2 Development
- Topic: PS2 Lua Player
- Replies: 26
- Views: 180653
I've got some code that implements parts of this. But, I've been involved in packing and moving and I don't have my PC set up again. Hopefully I'll get it up some time this weekend and start refactoring what I've got into a more library-esque distribution. That, and I need to figure out how to get m...
- Fri Jun 30, 2006 2:25 am
- Forum: General Discussion
- Topic: Ps2Client/Ps2Link don't work for me, could do with some help
- Replies: 10
- Views: 5700
- Fri Jun 30, 2006 1:33 am
- Forum: General Discussion
- Topic: Ps2Client/Ps2Link don't work for me, could do with some help
- Replies: 10
- Views: 5700
You'll probably have to change all three. if the subnet mask is 255.0.0.0 then at least the first number in every connection's IP must match the first number in the router's IP. Most people use 255.255.255.0 as the subnet mask which means that the first three numbers must match on every connection's...
- Thu Jun 29, 2006 11:54 pm
- Forum: General Discussion
- Topic: Ps2Client/Ps2Link don't work for me, could do with some help
- Replies: 10
- Views: 5700
So... the PC is plugged into the router using ethernet, but the PC is connected using USB? I don't know how that works exactly. Do you have an ethernet port on your PC? If you can use ethernet on the PC then it should work, I don't know the details about the USB. I guess if it works for other networ...
- Thu Jun 29, 2006 10:44 pm
- Forum: General Discussion
- Topic: Ps2Client/Ps2Link don't work for me, could do with some help
- Replies: 10
- Views: 5700
What is your TCP/IP configuration on your computer? You need to make sure your PC is using the same subnet mask and gateway usually. 192.168.0.1 should be the default gateway. The subnet mask should be 255.255.255.0 of course, and the PC's IP must be 192.168.0.X. Where X is anything except 10 and 1 ...
- Tue Jun 27, 2006 11:44 pm
- Forum: PS2 Development
- Topic: Any good IDES that work well with ps2dev?
- Replies: 10
- Views: 4162
Just copy one of the samples in ps2sdk and start messing with it. The only time you need to touch the Makefile is when you add a new file to your project. That happens only occasionally most of the time. All you do then is just add the new file to the list that exists in the Makefile and you're done...
- Tue Jun 27, 2006 4:17 am
- Forum: PS2 Development
- Topic: Any good IDES that work well with ps2dev?
- Replies: 10
- Views: 4162
- Mon Jun 19, 2006 10:43 pm
- Forum: PS2 Development
- Topic: exploit questions
- Replies: 2
- Views: 2041
- Sat Jun 17, 2006 7:14 am
- Forum: PS2 Development
- Topic: PS2 Lua Player
- Replies: 26
- Views: 180653
Here's what I have done (but it needs to be formed into a nice API): input: lp2ReadInput() - updates the state of all the pads pads - this global variable has the number of pads plugged in pad[x] - this contains the state of pad x at the last update. pad[x].SELECT - true/false whether SELECT button ...
- Sat Jun 17, 2006 3:49 am
- Forum: PS2 Development
- Topic: PS2 Lua Player
- Replies: 26
- Views: 180653
- Fri Jun 16, 2006 10:41 pm
- Forum: PS2 Development
- Topic: PS2 Lua Player
- Replies: 26
- Views: 180653
I think it will be too hard (or impossible) as evilo has mentioned to support PSP LuaPlayer scripts on the PS2. Also, the capabilities of both machines are so different, a different interface is really needed. So, what we need to do is start by defining what functionality we'd like to see in a Lua 4...
- Fri Jun 16, 2006 7:16 am
- Forum: PSP Lua Player Development
- Topic: need 3d format for psp for playstation game conversion
- Replies: 5
- Views: 4402
If you don't know what UV mapping is...... The U,V coordinates specify how to map the texture onto the vertex. The U,V is a lookup into the texture so the renderer knows how to apply the texture to the vertex and the faces of the polygon. There is U,V data in every texture-mapped model. It's an esse...
- Fri Jun 16, 2006 7:10 am
- Forum: PSP Development
- Topic: Crash When Calling Accessor
- Replies: 17
- Views: 5178
Getting the proper constructors and such to run for C++ objects that are staticly instantiated can often be a difficulty if the C++ compiler/environment isn't all that great. There is a function that is supposed to do that for you called __ctor or something like that (that name might be way off). Th...
- Fri Jun 16, 2006 3:32 am
- Forum: PSP Lua Player Development
- Topic: WLAN Multiplayer?
- Replies: 41
- Views: 17632
- Thu Jun 15, 2006 10:35 pm
- Forum: PSP Lua Player Development
- Topic: need 3d format for psp for playstation game conversion
- Replies: 5
- Views: 4402
- Thu Jun 15, 2006 6:31 am
- Forum: PS2 Development
- Topic: Help please, i am stuck.
- Replies: 12
- Views: 5829
- Thu Jun 15, 2006 1:59 am
- Forum: PSP Lua Player Development
- Topic: WLAN Multiplayer?
- Replies: 41
- Views: 17632
Have you tried this?
Code: Select all
command = System.irdaRead()
x = tonumber(command)