Search found 75 matches

by turkeyman
Thu Jun 05, 2008 1:27 pm
Forum: PS3 Development
Topic: ps3link & ps3client projects added to svn
Replies: 7
Views: 8683

Hey guys.. Is there any progress on this?
Last post here was almost a year ago..
I'd be really keen to get stuck into some raw mode ps3 homebrew.
ps3link would lead to a nice otheros homebrew launcher i expect.. a fully legal xbox1 style homebrew scene on ps3 would be great!
by turkeyman
Mon Apr 16, 2007 12:46 am
Forum: PSP Development
Topic: Cannot build libvorbis
Replies: 6
Views: 4139

i'm having the same problem, under cygwin.
libogg compiled fine and it seems to be installed properly.
it's not working with either 'PKG_CONFIG_PATH' set as described, or with the '=' put back in...
the ogg.pc file is present. dont know what else to check :/
by turkeyman
Sat Jan 06, 2007 6:59 pm
Forum: The Incredible Hall Of Shame
Topic: need a couple questions answered
Replies: 2
Views: 8397

This is not a piracy forum. Take it somewhere else.
by turkeyman
Sat Jan 06, 2007 12:52 pm
Forum: Other Development
Topic: from atari to zx spectrum
Replies: 6
Views: 56221

Awesome!
About time :)

So hows those gamecube tools coming along gilligan? :P
by turkeyman
Tue Nov 07, 2006 9:41 am
Forum: General Discussion
Topic: Mt Fuji Engine and Caelestis
Replies: 3
Views: 4732

Yeah i posted on your forum when i first got it running, its been laying dormant for a while, but i finally found some real artists to do it justice, so its started moving along again.. still trying to get a demo out, but i wanted to polish it up before i release anything. and i've been hell busy fo...
by turkeyman
Mon Nov 06, 2006 8:28 pm
Forum: General Discussion
Topic: Mt Fuji Engine and Caelestis
Replies: 3
Views: 4732

Mt Fuji Engine and Caelestis

Hey people, I just wanted to expose some stuff I've been working on for a year or 2. Firstly, I have been working on a well defined cross platform engine for about 2 years which I call 'Mount Fuji'. Not being happy with any existing freely available options, my goal with it was to create a fully fle...
by turkeyman
Thu Jul 20, 2006 9:59 am
Forum: PSP Development
Topic: Need art for your app?
Replies: 5
Views: 2865

I dont need 3D. But I need a very experienced concept artist. I have a set of references and concepts, these all need to be collated into a well defined style (not too unlike what you see in the screenshots, except by an artist rather than a programmer) and presented as reference art that modellers ...
by turkeyman
Wed Jul 19, 2006 7:09 pm
Forum: PSP Development
Topic: Need art for your app?
Replies: 5
Views: 2865

I'd be keen to see if you're interested in the style of game i'm working on. I need a reasonable bit of concept art to give to 3d guys. I have design but i need to collate it into a well defined style. My game looks like this: http://caelestis.dotblip.com/screenshots.html http://caelestis.dotblip.co...
by turkeyman
Wed Apr 19, 2006 9:27 am
Forum: PSP Development
Topic: Current working dir?
Replies: 6
Views: 3550

fair call, if you say the sony shell does set it up, then i must have just screwed something up myself..
thanks guys! :P
by turkeyman
Tue Apr 18, 2006 8:21 pm
Forum: PSP Development
Topic: Current working dir?
Replies: 6
Views: 3550

sure?
that was the first thing i tried, but it didnt work..
does that rely on the launcher? or the homebrew libs?
by turkeyman
Tue Apr 18, 2006 11:29 am
Forum: PSP Development
Topic: Current working dir?
Replies: 6
Views: 3550

Current working dir?

Can anyone tell me how to get the current working directory? or rather, since there doesnt seem to be one (all paths seem to be absolute), the directory the elf lives in?
by turkeyman
Mon Apr 17, 2006 8:16 pm
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 14809

Jim: I dont think thats likely, i have made fairly thorough searched for buffer overflows.. Also, from my example, pCurr, and pCache are the only variables on the stack.. pCache is correct, pCurr is broken, and strlen() certainly doesnt write to the stack.. so i cant see any place where it could be ...
by turkeyman
Sat Apr 15, 2006 11:40 am
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 14809

infact, -O0 and -O1 both work.. -O2/-Os/-O3 all break it..
what optimisation techniques are introduced between -O1 and -O2?
by turkeyman
Sat Apr 15, 2006 11:37 am
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 14809

oh, also worth noting, if i take the printf out altogether, it crashes exactly as in my example there.. but if i compile using -O0, it works..

huff... (another reason i started considering the possibility of it being gcc's scheduling).
by turkeyman
Sat Apr 15, 2006 11:10 am
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 14809

it sounds like that could be the case for starman2049, but i dont think my or UsefulIdiot's cases are likely the dcache.. Heres one of multiple examples (also remember they both used to work perfectly.. const char *MFStringCache_Add(MFStringCache *pCache, const char *pNewString) { MFCALLSTACK; MFDeb...
by turkeyman
Sat Apr 15, 2006 4:53 am
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 14809

I dont know if that sounds like that same thing :/ I have had numerous problems with alignment too, but this is very different.. Its totally unsolicited, and if you wiggle the instruction order around it just go's away.. also logging the values shows the wrong thing, when i know the right value is i...
by turkeyman
Fri Apr 14, 2006 11:50 pm
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 14809

I've actually been experiencing the same thing.. I build and get a random crash in a bit of code thats always run just fine.. Then i start narrowing down the crash, isolate the function its in, then put in some logs to see why its crashing, and it stops crashing.. Its happened to me in 2 places that...
by turkeyman
Fri Apr 14, 2006 11:52 am
Forum: PSP Development
Topic: Angelscript on MIPS/calling conventions
Replies: 1
Views: 1679

Oh, and one more thing, is there any automatic define in the PSP/PS2 compilers that i could possibly use to detect the usage of a MIPS compiler?
I dont want users to have to manually specify their compiler on the command line :P
by turkeyman
Fri Apr 14, 2006 11:46 am
Forum: PSP Development
Topic: Angelscript on MIPS/calling conventions
Replies: 1
Views: 1679

Angelscript on MIPS/calling conventions

Hey people, i'm looking into porting angelscript to MIPS.. Does anyone know if this is already done? or if anyone has attempted it? If anyone has any thoughts or ideas i'd like to hear about it before i give it a crack.. Also, can anyone point me at any good references for the MIPS calling conventio...
by turkeyman
Wed Apr 12, 2006 11:23 pm
Forum: PSP Development
Topic: PSP broken elf problem
Replies: 5
Views: 2706

worked like a charm.

thanks TyRaNiD! :P
by turkeyman
Wed Apr 12, 2006 9:57 am
Forum: PSP Development
Topic: PSP broken elf problem
Replies: 5
Views: 2706

sorry, my paste above neglected the include and the PSP_MODULE_INFO.. i most definately have that there.. ahhhh! psp-fixup-imports! that sounds exactly likely! :) i'll try that tonight when i get home.. THANKS!! just for reference, i couldnt find mention to it anywhere in the makefile... is it someh...
by turkeyman
Wed Apr 12, 2006 1:34 am
Forum: PSP Development
Topic: PSP broken elf problem
Replies: 5
Views: 2706

PSP broken elf problem

hello people.. can anyone here help me out with some ideas why i'm producing a broken elf? ... is there anything i need to do specifically after linking to make the elf work on the PSP? i'm compiling a bare app: void main() { sceKernelExitGame(); return 0; } which i expect to quit immediately.. but ...
by turkeyman
Thu Dec 15, 2005 9:46 pm
Forum: PSP Development
Topic: difference between retail elf and PSPSDK
Replies: 8
Views: 4740

ector: ah thanks, thats what i was interested in..

why are pspsdk elfs not relocatable? and out of curiosity, how would i make a common GCC compiler generate a fixed address elf given that specific address?
by turkeyman
Thu Dec 15, 2005 10:52 am
Forum: PSP Development
Topic: difference between retail elf and PSPSDK
Replies: 8
Views: 4740

difference between retail elf and PSPSDK

Hi people, i'm just wondering what differences, if any, there are between the elf found in a retail game, and the ones that the pspsdk generates?
by turkeyman
Tue Dec 06, 2005 4:41 pm
Forum: Help Wanted Requests
Topic: Looking for a programmer
Replies: 6
Views: 7166

cool, cheers :) well it was moved off topic almost instantly, so i figured that was fairly representative of public opinion ;) i still need a couple of people to help me out writing some test apps and demos.. i really need the practical feedback.. helps verify my decisions with the api/etc and find ...
by turkeyman
Mon Dec 05, 2005 4:00 pm
Forum: Help Wanted Requests
Topic: Looking for a programmer
Replies: 6
Views: 7166

Yeah you didnt really miss too much.. In more detail, Its not any 'type' of game engine, its very general.. Its not meant to be a quake or anything like that.. I provide interfaces for graphics, sound, networking, collision, debugging, file system stuff, input, fonts, effects, heap management, gener...
by turkeyman
Sun Nov 20, 2005 11:19 pm
Forum: Help Wanted Requests
Topic: Looking for a programmer
Replies: 6
Views: 7166

Looking for a programmer

This is an out-there request that will probably only interest very few individuals.. I'm looking for a programmer to work on a small game/demo project based on a very fast, efficient and flexible cross platform engine i've been working on for the past year or so.. There are a few reasons for this, I...
by turkeyman
Tue Aug 30, 2005 5:01 pm
Forum: General Discussion
Topic: Dreamcast/Gamecube
Replies: 7
Views: 4731

I think you'll find this is the 'Off-Topic Discussion' forum.. and you're not being very productive. Start your own thread if you want to talk about Mac Classic II dev.. The reason i ask about DC/GC dev here, is that the toolchain/build environment (a modified GCC+newLib) and runtime hardware/techno...
by turkeyman
Mon Aug 29, 2005 2:33 pm
Forum: General Discussion
Topic: Dreamcast/Gamecube
Replies: 7
Views: 4731

well firstly, i placed it in 'Off-Topic' .. which seems appropriate.. and its definately dev related.. i dont see why it should be locked.. however this is a tangent, and if this continues, it probably should be locked ;) mind you, i would still like to hear from anyone here who is, or has been invo...
by turkeyman
Sun Aug 21, 2005 3:59 pm
Forum: PSP Development
Topic: Putting textures in VRAM
Replies: 14
Views: 6506

just another thought on the topic, would it be possible to make use of vram that is wasted by the framebuffers for storing textures in any way? ie, frame buffer width is 480 pixels, but we allocate 512 across.. this leaves 32*bytesperpixel bytes at the end of each line, unfortunately, this really is...