Search found 206 matches
- Sat Feb 13, 2010 7:03 am
- Forum: PS2 Development
- Topic: Help compiling my program
- Replies: 9
- Views: 10164
No problem :D. That path is hardcoded into the binary when it's compiled so you must've had some sort of special setup that remapped '/usr/local/ps2dev' to '/c/ps2dev' or 'c:/ps2dev' or some other configuration to workaround it before you reinstalled Windows. For the collect2 problem, it's common on...
- Sat Feb 13, 2010 2:50 am
- Forum: PS2 Development
- Topic: Help compiling my program
- Replies: 9
- Views: 10164
- Sat Feb 13, 2010 1:30 am
- Forum: PS2 Development
- Topic: Help compiling my program
- Replies: 9
- Views: 10164
Newlib's the standard C library and headers that ee-gcc uses. It's part of compiling the toolchain. It looks like you have your environment variables setup correctly based on the output. Since that header is part of ee-gcc, it looks like it can't find its own files, which points to a problem with pa...
- Fri Feb 12, 2010 11:43 pm
- Forum: PS2 Development
- Topic: Help compiling my program
- Replies: 9
- Views: 10164
That header's located in 'ee/ee/include/sys/types.h'. It's part of the toolchain installation so ee-gcc should be able to find it if the toolchain's been installed to the same location... Maybe your toolchain was corrupted during the transfer? If you're missing just the newlib headers, then maybe co...
- Mon Feb 08, 2010 2:27 am
- Forum: PS2 Development
- Topic: Let's correct FCEUltra screen aspect ratio?
- Replies: 9
- Views: 10939
It's kind of complicated. You have to map the texture onto your primitive, so that the texture's texels map correctly on your primitive so that the DDA thinks the texture doesn't need to be scaled. Jbit made a couple of examples of it: http://www.jbit.net/ps2/gs-linear-sprite.html Some background in...
- Mon Feb 01, 2010 3:29 am
- Forum: Patch Submissions
- Topic: [PS2] cannot build sdl on current svn
- Replies: 2
- Views: 6736
That's the proper fix, :D. I made a post detailing how to fix SDL over a year ago, for both older versions and the most recent version of gsKit. I also added information for the ability to support more display modes than NTSC or PAL. http://forums.ps2dev.org/viewtopic.php?p=78727#78727 It doesn't lo...
- Sun Jan 24, 2010 11:39 pm
- Forum: PS2 Development
- Topic: Installing MinGW and MSYS in Windows 7 or Vista
- Replies: 4
- Views: 8310
The WinXP Mode is only for Windows 7 Professional or above. For the other versions of 7 or any version of Vista, you would need a license for XP and would have to manually install XP into a vm. For 64-bit versions of Windows, you probably would need to use a 32-bit Windows vm, or use a Linux vm. I h...
- Fri Jan 22, 2010 1:52 pm
- Forum: PS2 Development
- Topic: Installing MinGW and MSYS in Windows 7 or Vista
- Replies: 4
- Views: 8310
Compiling and Installing ee-gcc and iop-gcc
Warning: Be careful when typing commands. I use both opt/ps2dev and /opt/ps2dev, the first being the directory in the current directory, and the second being the directory located in the root / directory. Note: The removal of libiberty.a and ee-c++filt.exe from gcc are because the versions built by...
- Fri Jan 22, 2010 1:48 pm
- Forum: PS2 Development
- Topic: Installing MinGW and MSYS in Windows 7 or Vista
- Replies: 4
- Views: 8310
Compiling and Installing Binutils
Compiling the toolchain on Windows 7 and Vista doesn't work as smoothly as it does on XP. The ps2dev-patches I provide have support for the DESTDIR variable when doing a "make install" command. For those not in the know, it allows you to make a mirror image install to any directory not jus...
- Thu Jan 21, 2010 6:37 pm
- Forum: PS2 Development
- Topic: Installing MinGW and MSYS in Windows 7 or Vista
- Replies: 4
- Views: 8310
Installing MinGW and MSYS in Windows 7 or Vista
Because there's an idiot at Microsoft, Vista and 7 have something called installer detection. It essentially requires admin rights to run an installer, which escalates the installer's privileges to admin level, inherently making the whole idea worthless as that does exactly what malware wants you to...
- Mon Jan 11, 2010 8:19 am
- Forum: PS2 Development
- Topic: png Problems
- Replies: 2
- Views: 6346
- Sun Dec 27, 2009 6:41 am
- Forum: PS2 Development
- Topic: Pcsx2 0.9.6 and homebrews...
- Replies: 2
- Views: 6649
I test pretty much all my homebrew in PCSX2. It allows me to test things that I can't test on my actual PS2. I compile my own version of PCSX2 on Linux, though. You should really be using a svn build rather than 0.9.6. The last available build is beta 1736. It's something like... 1130 revisions newe...
- Mon Dec 21, 2009 5:06 am
- Forum: PS2 Development
- Topic: SetCPUTimer and SetCPUTimerHandler
- Replies: 3
- Views: 8727
Some new information. The interrupt vector handler resets the COP0 Count register to 0, before calling the timer handler. It's helpful for setting the right interval, and for calculating the current number of ticks. The current timer handler for the interrupt just prints out that an interrupt has oc...
- Fri Dec 18, 2009 10:52 am
- Forum: PS2 Development
- Topic: SDL/PS2 screen flickering - need help
- Replies: 15
- Views: 17254
- Fri Dec 18, 2009 5:18 am
- Forum: PS2 Development
- Topic: SDL/PS2 screen flickering - need help
- Replies: 15
- Views: 17254
I'm not sure if it helps improve performance, at least, the way I look at it. You have a constant number of pixels that need to be processed, and a constant amount of texture data that needs read. Doing it with multiple primitives, means the the GIF packet is larger and the GS has to start from the ...
- Thu Dec 17, 2009 2:11 am
- Forum: PS2 Development
- Topic: SDL/PS2 screen flickering - need help
- Replies: 15
- Views: 17254
Oops, I accidentally hit submit instead of preview so I was still posting when you posted, heh :D. I think that flickering is caused from using the primitive designed for sprite strips instead of for a single sprite. In sdl/src/video/ps2sdk/SDL_ps2video.c in function PS2_SetVideoMode(): gsKit_prim_s...
- Thu Dec 17, 2009 1:13 am
- Forum: PS2 Development
- Topic: SDL/PS2 screen flickering - need help
- Replies: 15
- Views: 17254
For the oneshot queue, you need to refill the dma pool between each gsKit_queue_exec() call with what you're drawing, since the queue is reset when it's executed. For the persistent queue, the queue isn't cleared when it's executed, so you don't need to redraw between gsKit_queue_exec() calls. It ne...
- Tue Dec 15, 2009 6:29 am
- Forum: PS2 Development
- Topic: SDL/PS2 screen flickering - need help
- Replies: 15
- Views: 17254
You can try filtering the flicker, but it'll require modifying gsKit. I haven't done it because I've been busy modifying libgraph and libdraw to replace gsKit. This should be all that's needed for enabling the flicker filter. You should keep the old code for non-interlaced/progressive modes, and jus...
- Mon Dec 14, 2009 3:30 am
- Forum: PS2 Development
- Topic: Let's correct FCEUltra screen aspect ratio?
- Replies: 9
- Views: 10939
- Sun Dec 13, 2009 2:15 am
- Forum: PS2 Development
- Topic: Let's correct FCEUltra screen aspect ratio?
- Replies: 9
- Views: 10939
I'm the original author of PS2 FCEUltra, and the port was really my first coding project. I didn't use a vsync interrupt handler, so the sound buffer underruns a lot, since each frame is locked between vsyncs. Plus, I didn't know how to correctly map the framebuffer to the right texel coordinates, s...
- Wed Dec 09, 2009 5:49 am
- Forum: PS2 Development
- Topic: How To Wait/Pause?
- Replies: 3
- Views: 7774
- Tue Dec 01, 2009 11:41 pm
- Forum: PS2 Development
- Topic: How to run from elf and load files anywhere?
- Replies: 8
- Views: 10805
- Mon Nov 30, 2009 11:49 pm
- Forum: PS2 Development
- Topic: Help With Makefile For Pad.h
- Replies: 3
- Views: 8319
- Sat Nov 28, 2009 2:45 am
- Forum: PS2 Development
- Topic: ps2 linux on usb memory
- Replies: 420
- Views: 297590
I see. Then it seems that this bug is being inconsistent, heh. The reason 0.93 is so buggy was because I was trying to workaround a bug that I never experienced, but trying to work around it just kind of broke it, heh, and that's the last I'll mention it, since that version was discontinued. I'm mak...
- Thu Nov 26, 2009 8:55 pm
- Forum: PS2 Development
- Topic: ps2 linux on usb memory
- Replies: 420
- Views: 297590
I think it's more or less just coincidence. In order to activate the bug for homebrew: You need a newer pstwo. dev9 enabled prior to enabling usb/spu2 will cause only the last dma channel enabled to work. usb or spu2 enabled prior to dev9, should cause only the last two enabled channels to work.* Fo...
- Wed Nov 25, 2009 11:06 pm
- Forum: PS2 Development
- Topic: ps2 linux on usb memory
- Replies: 420
- Views: 297590
I took some time and went through all the modules in ps2sdk. The usbd, ahx, and freesd modules seem to be the only modules that use the pcr2 register directly. The ps2dev9 module uses dmacman, though. Here's the list of the bit settings for pcr2 that are in ps2sdk: 1 << 27, 0x08000000 is usb ohci ch...
- Wed Nov 25, 2009 12:38 am
- Forum: PS2 Development
- Topic: gsKit documentation? here ?
- Replies: 7
- Views: 7864
I also found this: http://playstation2-linux.com/download/jasefunky/flicker_fixed_kernel_hack.txt It shows how to setup the read/merge circuits for removing the interlace flicker without any offset correction code. Double-buffering in gsKit is incompatible with that method, though, as it only enable...
- Tue Nov 24, 2009 9:10 pm
- Forum: PS2 Development
- Topic: ps2 linux on usb memory
- Replies: 420
- Views: 297590
- Sun Nov 22, 2009 6:12 am
- Forum: PS2 Development
- Topic: SetCPUTimer and SetCPUTimerHandler
- Replies: 3
- Views: 8727
Yeah, SetCPUTimer sets the COP0 Count/Compare and unmasks the interrupt in the Status register when -1 is the argument. The timers used so far are timers 1, 2, 3, leaving only timer 0. PS2SDK uses timer 1 for a low resolution tickrate, the kernel uses timers 2 and 3. Timer 3 is set to the hsync peri...
- Sat Nov 21, 2009 7:36 pm
- Forum: PS2 Development
- Topic: SetCPUTimer and SetCPUTimerHandler
- Replies: 3
- Views: 8727
SetCPUTimer and SetCPUTimerHandler
Is there a reason why no game or homebrew seems to use the coprocessor timer handler?
The timer seems to run just fine, anyway. I ran it at an interval of .1 seconds for over an hour. There was a slight delay when setting it, but that was about it.
The timer seems to run just fine, anyway. I ran it at an interval of .1 seconds for over an hour. There was a slight delay when setting it, but that was about it.