Search found 47 matches

by StrmnNrmn
Sat Dec 22, 2007 12:15 am
Forum: PSP Development
Topic: making my own prx [usbhost + media plugin]
Replies: 7
Views: 3293

Re: making my own prx [usbhost + media plugin]

scarletxfi wrote:I've looked all over the place and i have'nt seem to find a program that makes PSP prx.
Try this.
by StrmnNrmn
Fri Dec 21, 2007 7:43 pm
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 171000

Ok, just to confirm, the following does appear to work: void dcache_wbinv_all&#40;&#41; &#123; int i; for&#40;i = 0; i < 8192; i += 64&#41; &#123; __builtin_allegrex_cache&#40;0x14, i&#41;; __builtin_allegrex_cache&#40;0x14, i&#41;; &#125; &#125; (As d...
by StrmnNrmn
Fri Dec 21, 2007 8:31 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 171000

By the way, the latest incarnation of the MediaEngine prx is with the source for SNES9X_TYL 0.4.2 ME for 3xx. You can find an arc here: http://chilly-willys-ice-flow.googlegroups.com/web/snes9xTYL-0.4.2me_fw3x-src.zip ... J.F./crazyc: I've found something very unusual going on with the cache invali...
by StrmnNrmn
Tue Dec 18, 2007 9:35 am
Forum: PSP Development
Topic: Profiling, optimizing and general education
Replies: 11
Views: 5085

As far as building fast, generated code I imagine that profiling is your only route. While the generated code is entirely dependent on the ROM you're executing you can't escape the fact that you'd need to account for every ROM anyways. But I speak out of ignorance of Daedalus's internal workings so...
by StrmnNrmn
Tue Dec 18, 2007 9:03 am
Forum: PSP Development
Topic: Lock-free algorithms and atomic primitives
Replies: 21
Views: 7746

Re: Lock-free algorithms and atomic primitives

hlide wrote:SC => SystemControl
ME => MediaEngine
Aww, you've ruined the mystery now! :)
by StrmnNrmn
Tue Dec 18, 2007 2:22 am
Forum: PSP Development
Topic: Lock-free algorithms and atomic primitives
Replies: 21
Views: 7746

Re: Lock-free algorithms and atomic primitives

According to the MIPS R4k manual 'LL and SC instructions implicitly perform a SYNC', so this should be fine. However, the memory location must be cached for use with LL/SC, so I think the variable will need to live in a cache-aligned chunk of memory, and I'll have to insert some cache invalidation/...
by StrmnNrmn
Tue Dec 18, 2007 1:28 am
Forum: PSP Development
Topic: WLAN sample Localtime
Replies: 2
Views: 1755

Is this thread related?
by StrmnNrmn
Tue Dec 18, 2007 12:31 am
Forum: PSP Development
Topic: Profiling, optimizing and general education
Replies: 11
Views: 5085

I just wanted to chime in with my experience of optimising Daedalus for the PSP. The only reason Daedalus is anywhere close to being playable is from having a good dynamic recompiler. The PSP port wasn't really a case of optimising any high-level algorithms, or even converting any specific code to a...
by StrmnNrmn
Sat Dec 15, 2007 5:48 am
Forum: PSP Development
Topic: Lock-free algorithms and atomic primitives
Replies: 21
Views: 7746

Re: Lock-free algorithms and atomic primitives

enjoy ! ... Awesome -thanks. I'm assuming from crazyc's comment that this is only callable from the SC whilst in kernel mode, so I'd need to implement it in a kernel mode prx? I guess it would make a very useful addition to the MediaEngine.prx I've been using (courtesy of J.F.). ll/sc pair works on...
by StrmnNrmn
Sat Dec 15, 2007 5:09 am
Forum: PSP Development
Topic: Lock-free algorithms and atomic primitives
Replies: 21
Views: 7746

Re: Lock-free algorithms and atomic primitives

There was also this post from hlide talking about the 'SC/ME mutex'. At address 0xbc100048 on both cpus, there is a word mmio register that can only be modified by one cpu at a time. If it is set to 1 then the sc holds it and it can't be modified by the me and if it's set to 2 visa versa. If it's s...
by StrmnNrmn
Sat Dec 15, 2007 12:12 am
Forum: PSP Development
Topic: Lock-free algorithms and atomic primitives
Replies: 21
Views: 7746

Lock-free algorithms and atomic primitives

I've been doing a lot of work recently trying to get Daedalus's audio processing moved over to the Media Engine. I've had a fair amount of success so far, but I still have some tricky issues to deal with regarding synchronisation with the ME. Specifically, the inability to use mutexes and semaphores...
by StrmnNrmn
Wed Dec 12, 2007 9:02 am
Forum: PS3 Development
Topic: Playstation Eye
Replies: 133
Views: 322265

jimparis: hmm, that sounds right! I didn't get any further with this, instead I borrowed a PC compatible webcam to solve the problem I was trying to use a ps3 eye for. but hopefully this will be resolved one day. as you say, libusb just isn't fast enough for 640x480x60x2... ah well. thanks for the c...
by StrmnNrmn
Wed Dec 12, 2007 3:27 am
Forum: PS3 Development
Topic: Playstation Eye
Replies: 133
Views: 322265

thanks for the quick reply :) the 4160 byte packets dont look much like image data sadly :( the 12 byte packets are odd - here are some, 1 line per packet &#91;0000&#93; 0C CE 43 ED 0B 02 EB F1 1B 02 36 07 ..C.......6. &#91;0000&#93; 0C CE F3 2D 1B 02 85 2C 2B 02 57 07 ..........W. &...
by StrmnNrmn
Wed Dec 12, 2007 12:58 am
Forum: PS3 Development
Topic: Playstation Eye
Replies: 133
Views: 322265

more win32 info

got a bit further... I found that bulk_in was failing with 'invalid endpoint 0x01' according to libusb; so I tried endpoint 0x81 and it started succeeding. however the first call to bulk_in sends back 135232 bytes of image data - not enough to trigger your code to see a full frame. in fact that data...
by StrmnNrmn
Wed Dec 12, 2007 12:22 am
Forum: PS3 Development
Topic: Playstation Eye
Replies: 133
Views: 322265

libusb on win32 issue

hi jimparis, thanks for this work! I managed to compile your code with minimal changes on win32 using libusb-win32, after creating the necessary windows .inf files etc. it finds the device ok, however usb_claim_interface fails with error -22. after a bit of googling it seems that on win32 you need t...
by StrmnNrmn
Thu Nov 29, 2007 8:28 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39287

I'm confused as well, since the possible flaw described above should be independent of any other texture changes - but only depend on the total number of different characters you use in your application. (Which BTW confuses me as well, since the standard intraFont cache size should be able to handl...
by StrmnNrmn
Wed Nov 28, 2007 7:05 pm
Forum: PSP Development
Topic: return values in assembly subroutine
Replies: 10
Views: 3685

I wouldn't assume it's doing anything clever. It could just be unoptimised (or poorly optimised) code generated by the compiler: void blah&#40;&#41; &#123; char buf&#91;4140&#93;; //sprintf&#40; buf, "in blah, about to call foo&#58; %s", some_other_stuff &#4...
by StrmnNrmn
Wed Nov 28, 2007 10:51 am
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39287

There seems to be another issues relating to caching when drawing lots of text. I get a lot of 'noise' as Daedalus's UI is rendering lots of text. Just for narrowing down the cause: have you tried INTRAFONT_CACHE_ALL or INTRAFONT_CACHE_LARGE when loading the fonts with intraFontLoad? ... If those f...
by StrmnNrmn
Mon Nov 26, 2007 10:26 am
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39287

There seems to be another issues relating to caching when drawing lots of text. I get a lot of 'noise' as Daedalus's UI is rendering lots of text. Notice the text for 'Boot' and 'Country' in the two screenshots below: http://img86.imageshack.us/img86/706/sd0020rx9.png http://img232.imageshack.us/img...
by StrmnNrmn
Fri Nov 23, 2007 7:12 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39287

What am I missing? Can I not mix indexed and non-indexed textures? That's my first guess, too. BUT, I'm by no means a GU-expert: the intraFont rendering stuff is pretty much identical to that of pgeFont. So you shouldn't rely on my opinion, but hopefully get a reply from someone who knows/wrote thi...
by StrmnNrmn
Fri Nov 23, 2007 7:05 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39287

I am finally getting around to trying out your library. My project is using GU_PSM_8888 textures. When I tried to add in your library the text displays fine but everything else is rendering wrong. Before rendering my other content, I made sure to set sceGuTexMode, sceGuTexFilter, sceGuTexWrap, and ...
by StrmnNrmn
Wed Nov 21, 2007 7:19 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39287

I spent two hours trying to track down that bug (causes graphical glitches in rare cases), but just couldn't find it. It just didn't occur to me to look there... Thank you for checking the code and reporting this bug! No problem at all - I'm pretty sure I'm going to switch Daedalus's text rendering...
by StrmnNrmn
Wed Nov 21, 2007 6:01 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39287

Another small bug: float intraFontMeasureText&#40;intraFont *font, const char *text&#41; &#123; if &#40;!font&#41; return 0.0f; int i, length = 0; float x = 0.0f; while &#40;&#40;text&#91;length&#93; > 0&#41; && &#40;text&#91;length&#93; !=...
by StrmnNrmn
Wed Nov 21, 2007 11:05 am
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39287

I'm working on getting this into the SDK. It was time for a pspFont library. I think this would be fantastic. Question to the SDK maintainers (and others if they want to give their opinion anyway ;P): Should pspFont library be low-level and only provide the ability to render the glyphs or strings i...
by StrmnNrmn
Wed Nov 21, 2007 10:46 am
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39287

This is really great - thanks. There is a bug in the call to sceGuDrawArray though. It's passing in twice as many verts as it should do for GU_SPRITES: sceGuDrawArray&#40;GU_SPRITES, GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, &#40;n_glyphs+n_sglyphs&#41;<<2, 0, v&a...
by StrmnNrmn
Mon Nov 12, 2007 9:13 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 171000

Cheers J.F. - I'll check that out.
by StrmnNrmn
Mon Nov 12, 2007 5:01 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 171000

J.F.: In your DisplayTest sample (thanks for this by the way - it's excellent), the prx has the following module declaration: PSP_MODULE_INFO&#40;"MediaEngine", 0x1006, VERS, REVS&#41;; I appreciate that the 0x1000 flag is for kernel mode. What does 0x6 signify? I can't find any d...
by StrmnNrmn
Mon Nov 12, 2007 12:26 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 171000

J.F.: In your DisplayTest sample (thanks for this by the way - it's excellent), the prx has the following module declaration: PSP_MODULE_INFO&#40;"MediaEngine", 0x1006, VERS, REVS&#41;; I appreciate that the 0x1000 flag is for kernel mode. What does 0x6 signify? I can't find any do...
by StrmnNrmn
Mon Aug 20, 2007 7:52 am
Forum: PSP Development
Topic: Found a bug in one of the depend scripts
Replies: 8
Views: 7379

The depends script wasn't working under OSX either - it needs to look for libncurses.dylib. I wrote a bit about it here.

Checking for /usr/include/ncurses.h should work too.
by StrmnNrmn
Sun Jul 29, 2007 12:16 am
Forum: PSP Development
Topic: How to compile, link and transfer PSP programs from VS.NET
Replies: 71
Views: 128277

Output window gives me this Performing Makefile project actions /vs-pspdev.sh: line 4: cd: /cygdrive/d/Documents/Visual Studio/Vs2003/Psptest/psptest: No such file or directory make: *** No targets specified and no makefile found. Stop. You've probably solved this by now. I've spent the last two ho...