Search found 63 matches

by SSpeare
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 ...
by SSpeare
Wed Jul 12, 2006 11:07 pm
Forum: PS2 Development
Topic: Using PS2Link for the Big PS2
Replies: 10
Views: 4980

You can also use naplink and a USB cable if that is preferable. I haven't tried it and I don't know how good the application support is, but it should work.
by SSpeare
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...
by SSpeare
Tue Jul 11, 2006 11:39 pm
Forum: PS2 Development
Topic: Using PS2Link for the Big PS2
Replies: 10
Views: 4980

Everything is the same, but you have to buy a network card and plug it in because the fat PS2 doesn't have one. What is your difficulty?
by SSpeare
Sat Jul 08, 2006 1:46 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 298411

Default Cygwin installation doesn't include gcc. You need to go under Development and select the gcc package to get it installed. Select the one that says something like "package to help get the right versions" or something along those lines.
by SSpeare
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...
by SSpeare
Sat Jul 08, 2006 12:33 am
Forum: PS2 Development
Topic: Any tutorials?
Replies: 1
Views: 1598

It's all in ASM. There may be some tutorials, I'm not sure. There is an example of VU0 in coprocessor mode in libdraw in ps2sdk.
by SSpeare
Sat Jul 01, 2006 5:17 am
Forum: PS2 Development
Topic: padInit(0) crashes/hangs the ps2.
Replies: 21
Views: 6068

$ grep -R SifInitRpc * common/include/sifrpc.h:void SifInitRpc(int mode); #include <sifrpc.h> Come on Kojima! You could also just write the prototype yourself at the top of the C++ or C file. As long as it gets linked properly then it will resolve properly. Don't forget to put extern "C" {...
by SSpeare
Sat Jul 01, 2006 1:50 am
Forum: PS2 Development
Topic: padInit(0) crashes/hangs the ps2.
Replies: 21
Views: 6068

To test whether a button is down or up just look at paddata instead of new_pad. Pressure sensitivitly is handled differently and is included in the sample, as mentioned before.
by SSpeare
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

Check out the examples in gsKit. There are two texture examples there that should be a good guide.

EDIT:
Actually, current gsKit in SVN has several:
alpha
bigtex
linuz-texture
png-texture
textures

and fb looks good.
by SSpeare
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.
by SSpeare
Sat Jul 01, 2006 12:13 am
Forum: PS2 Development
Topic: padInit(0) crashes/hangs the ps2.
Replies: 21
Views: 6068

What evilo said...

and, you should make sure you are booting the latest version of ps2link (1.46 I think?) because older versions have issues with xpadman and other issues in general.
by SSpeare
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...
by SSpeare
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...
by SSpeare
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

No problem. Good news!
by SSpeare
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...
by SSpeare
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...
by SSpeare
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 ...
by SSpeare
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...
by SSpeare
Tue Jun 27, 2006 4:17 am
Forum: PS2 Development
Topic: Any good IDES that work well with ps2dev?
Replies: 10
Views: 4162

If your IDE can use a makefile to compile, then it can be used. You can edit the files in any application of course. What do you want from an IDE? I use either vi or MSVStudio 2005. But I still make from the command line because it works just fine.
by SSpeare
Mon Jun 19, 2006 10:43 pm
Forum: PS2 Development
Topic: exploit questions
Replies: 2
Views: 2041

That is accurate. Once you have the exploit installed on a memory card, you can update the files on the memory card without needing the exploit again. Just to clarify: you do have an old "fat" ps2 and the PS1 game necessary to use the exploit, right? This won't work on new slim ps2s. I wou...
by SSpeare
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 ...
by SSpeare
Sat Jun 17, 2006 3:49 am
Forum: PS2 Development
Topic: PS2 Lua Player
Replies: 26
Views: 180653

Wiki has begun:

http://wiki.ps2dev.org/ps2:lua_player

Please contribute.
by SSpeare
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...
by SSpeare
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...
by SSpeare
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...
by SSpeare
Fri Jun 16, 2006 3:32 am
Forum: PSP Lua Player Development
Topic: WLAN Multiplayer?
Replies: 41
Views: 17632

You could build a string like this: -- Assuming&#58; x = 45 y = 56 -- Do this&#58; send = x.."^"..y -- Now send = "45^56" And then parse it like this: x = tonumber&#40;piece&#40;data,"^",1&#41;&#41; y = tonumber&#40;piece&#40;data,"^...
by SSpeare
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

The first two parameters look like the U,V values for a texture map. The format appears to be:

{U, V, color, X, Y, Z}

and that's it.
by SSpeare
Thu Jun 15, 2006 6:31 am
Forum: PS2 Development
Topic: Help please, i am stuck.
Replies: 12
Views: 5829

Open a command prompt (Type "cmd" into Start->Run). cd to the directory you installed into. Run the cygwin paths batch file. cd into the samples directory (ps2sdk/samples I think) type "make" cd into a sample. you can then run the .elf using inlink or ps2client. Try: "make r...
by SSpeare
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&#40;&#41;
x = tonumber&#40;command&#41;