Search found 206 matches

by ragnarok2040
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...
by ragnarok2040
Sat Feb 13, 2010 2:50 am
Forum: PS2 Development
Topic: Help compiling my program
Replies: 9
Views: 10164

Yep, that toolchain is configured to be in /usr/local/ps2dev and not at /c/ps2dev or c:/ps2dev. I'm not quite sure how you had it working before. You can try to create a symlink using something like "ln -s /c/ps2dev /usr/local/ps2dev" or modify the fstab to mount c:/ps2dev to /usr/local/ps...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
Mon Jan 11, 2010 8:19 am
Forum: PS2 Development
Topic: png Problems
Replies: 2
Views: 6346

It seems to be working fine for me, here's my output: loadelf: fname host:pngtest.elf secname all loadelf version 3.30 Input ELF format filename = host:pngtest.elf 0 00100000 000365ac .... Loaded, host:pngtest.elf start address 0x1000e0 gp address 00000000 Testing lib...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
Fri Dec 18, 2009 10:52 am
Forum: PS2 Development
Topic: SDL/PS2 screen flickering - need help
Replies: 15
Views: 17254

I see, :D. Thanks for those references. This is actually great to know. The only thing I could find online about sprite strips was for animating sprites, lol. The method even looks similar.
by ragnarok2040
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 ...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
Mon Dec 14, 2009 3:30 am
Forum: PS2 Development
Topic: Let's correct FCEUltra screen aspect ratio?
Replies: 9
Views: 10939

The good thing about the PS2's GS, is that the framebuffer can be "magnified" without the use of a scaler or filter, allowing for the original resolution to be used and should be without any type of distortion. I will also add other optional filters like nearest-neighbor/bilinear, for scal...
by ragnarok2040
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...
by ragnarok2040
Wed Dec 09, 2009 5:49 am
Forum: PS2 Development
Topic: How To Wait/Pause?
Replies: 3
Views: 7774

There currently isn't anything in ps2sdk that's millisecond accurate except for clock(). You can just use CLOCKS_PER_SEC/1000 to calculate the amount of ticks per millisecond, or just define it as 576 using a macro, and compare to clock() until the period of time has passed.
by ragnarok2040
Tue Dec 01, 2009 11:41 pm
Forum: PS2 Development
Topic: How to run from elf and load files anywhere?
Replies: 8
Views: 10805

Yeah, you should check the path it was executed from, and load the appropriate module or modules. I think uLaunchElf's main() function checks for every known launching method, so you could look in its source for the list of devices.
by ragnarok2040
Mon Nov 30, 2009 11:49 pm
Forum: PS2 Development
Topic: Help With Makefile For Pad.h
Replies: 3
Views: 8319

There isn't a rule for compiling headers in the current ps2sdk makefile system. You can add a custom rule to do it, though. EE_H_FLAGS = -D_EE -O2 -G0 -Wall EE_H_INCS = -I$&#40;PS2SDK&#41;/ee/include -I$&#40;PS2SDK&#41;/common/include -I. %.gch &#58; %.h <tab>ee-g++ $&#40;EE_...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
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...
by ragnarok2040
Tue Nov 24, 2009 9:10 pm
Forum: PS2 Development
Topic: ps2 linux on usb memory
Replies: 420
Views: 297590

I wonder why all these modules didn't use dmacman? But maybe it's bugged in newer ps2's as well...

You can try importing dmacman's dmac_get_dpcr2() and see if it returns 0 as well.
by ragnarok2040
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...
by ragnarok2040
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.