Try this.scarletxfi wrote:I've looked all over the place and i have'nt seem to find a program that makes PSP prx.
Search found 47 matches
- 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]
- Fri Dec 21, 2007 7:43 pm
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 171000
- 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...
- 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...
- 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
Aww, you've ruined the mystery now! :)hlide wrote:SC => SystemControl
ME => MediaEngine
- 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/...
- Tue Dec 18, 2007 1:28 am
- Forum: PSP Development
- Topic: WLAN sample Localtime
- Replies: 2
- Views: 1755
Is this thread related?
- 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...
- 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...
- 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...
- 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...
- 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...
- Wed Dec 12, 2007 3:27 am
- Forum: PS3 Development
- Topic: Playstation Eye
- Replies: 133
- Views: 322265
- 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...
- 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...
- 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...
- Wed Nov 28, 2007 7:05 pm
- Forum: PSP Development
- Topic: return values in assembly subroutine
- Replies: 10
- Views: 3685
- 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...
- 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...
- 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...
- 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 ...
- 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...
- Wed Nov 21, 2007 6:01 pm
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39287
- 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...
- Wed Nov 21, 2007 10:46 am
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39287
- Mon Nov 12, 2007 9:13 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 171000
- Mon Nov 12, 2007 5:01 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 171000
- Mon Nov 12, 2007 12:26 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 171000
- 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.
Checking for /usr/include/ncurses.h should work too.
- 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...