Heh!
I will try and do some Heart of The Alien PSP version. Will that be okay? ;)
Search found 28 matches
- Mon Jul 31, 2006 3:54 am
- Forum: PSP Development
- Topic: Another World Collector's Edition
- Replies: 10
- Views: 10572
- Sat Jul 29, 2006 3:08 am
- Forum: PSP Development
- Topic: Another World Collector's Edition
- Replies: 10
- Views: 10572
Did you asked Eric Chahi if that was possible? Since the GBA and GP2X versions where allowed for being released, why not yours? Or maybe it's because you used the collector's edition that is recent and not free...? Well. I ported the 3DO version about 3 years ago, and I received an email from Eric ...
- Fri Jul 28, 2006 11:40 pm
- Forum: General Discussion
- Topic: Jump 'n Bump PS2 released
- Replies: 2
- Views: 3075
- Fri Jul 28, 2006 11:38 pm
- Forum: PSP Development
- Topic: Another World Collector's Edition
- Replies: 10
- Views: 10572
Another World Collector's Edition
Unfortunately, I'm not allowed to release neither the binaries or the sources for this project. So, the only thing I can do, is use my unlimited bragging rights. The game is almost completable (one logic bug left,) and the 16bit sound samples are faulty (but you cant see that from the pictures ;) Th...
- Fri Jul 28, 2006 7:58 pm
- Forum: General Discussion
- Topic: Jump 'n Bump PS2 released
- Replies: 2
- Views: 3075
Jump 'n Bump PS2 released
Hey all,
It is finally out! You can grab it at http://www.megidish.net/jnb/ (cdiso, elf, src).
Featuring a whooping 4-players support with multitap adapter
-- gawd
It is finally out! You can grab it at http://www.megidish.net/jnb/ (cdiso, elf, src).
Featuring a whooping 4-players support with multitap adapter
-- gawd
- Thu Jul 13, 2006 6:07 am
- Forum: PS2 Development
- Topic: PS2 Lua Player
- Replies: 26
- Views: 180710
- Wed Nov 09, 2005 5:04 pm
- Forum: PS2 Development
- Topic: fopen issue
- Replies: 7
- Views: 4351
I suggest something better. An adapter for all stdio functions. A structure of path prefix and list of hooks to use. Each device will register its prefix and a callback to its functions, so if you're adding hdd support to fopen, I will be able to use the same code to add my romfs to fopen. IO-manage...
- Wed Nov 09, 2005 4:59 pm
- Forum: PS2 Development
- Topic: shutup audsrv
- Replies: 4
- Views: 2478
Hey. I'm in a bit of a hurry, so I'll just bullet my way: 1. if you get stutters, then it means audsrv doesnt have enough audio. You are right that it will play the old buffer again, I thought I took care of that but I dont see the code here. Maybe I did offline and forgot to commit :) Either way, y...
- Tue Oct 04, 2005 8:51 am
- Forum: PS2 Development
- Topic: -pg gprof profiling library added to libc
- Replies: 2
- Views: 3450
-pg gprof profiling library added to libc
Hey, Committed at revision 1222 is my latest patch, -pg profiling. Supports both caller->callee graph profiling, and sampling. In order to get your code profiled, just add -pg to your EE_CFLAGS variable in your Makefile. That's all there's to it. But please read on before using this. Like on any oth...
- Thu Sep 15, 2005 4:30 am
- Forum: PS2 Development
- Topic: host transfer speed
- Replies: 17
- Views: 5827
I started investigating this as well. As I either convert my stuff with bin2c, or just load all datafiles from host0:. I get ~120K when loading the ELF (xp->router->ps2.) And then ~760K when reading from host0 without any seeks. I will further check how much time is wasted at ps2client side, hopeful...
- Mon Sep 12, 2005 6:55 pm
- Forum: PS2 Development
- Topic: SDL-- showimage sample no workey....
- Replies: 1
- Views: 1558
- Mon Sep 12, 2005 6:54 pm
- Forum: PS2 Development
- Topic: Announcing Software Performance Analyser
- Replies: 3
- Views: 2065
- Fri Jun 10, 2005 6:09 pm
- Forum: PS2 Development
- Topic: Hardware-bug in SDL
- Replies: 1
- Views: 1225
- Sat May 28, 2005 9:10 am
- Forum: PS2 Development
- Topic: Announcing audsrv 0.85
- Replies: 8
- Views: 3937
- Sat May 28, 2005 4:54 am
- Forum: PS2 Development
- Topic: Announcing audsrv 0.85
- Replies: 8
- Views: 3937
- Sat May 28, 2005 3:19 am
- Forum: PS2 Development
- Topic: Announcing audsrv 0.85
- Replies: 8
- Views: 3937
Announcing audsrv 0.85
Earthlings! A new version of audsrv has been committed to cvs. It features a very clean and documented API, both IOP and EE access and enough samples for newcomers. Features: * demux on IOP side * upsampling on IOP side (11025, 12000, 22050 and 24000 and 44100) * 8->16 bit convertion on IOP side * m...
- Tue Apr 26, 2005 5:43 pm
- Forum: PS2 Development
- Topic: Announcing audsrv 0.75
- Replies: 15
- Views: 9911
Well. All of the functions are synchronous anyway. Even send_audio, which returns the number of bytes queued (just in case you didn't call wait_audio before hand and never know what hit you.) I don't think the speed pentaly for RPC instead of DMA is that big. I mean, for 48k you send between 50-100 ...
- Mon Apr 25, 2005 3:41 pm
- Forum: PS2 Development
- Topic: Announcing audsrv 0.75
- Replies: 15
- Views: 9911
I thought RPC uses DMA. If not, I will implement that, no biggie. How faster will that be? As for the blocking issue. Check out the example, you are supposed to use audsrv_wait_audio(2048), which will block your EE thread, until there's enough space on the ringbuffer. I can implement a threshold cal...
- Mon Apr 25, 2005 8:39 am
- Forum: PS2 Development
- Topic: Announcing audsrv 0.75
- Replies: 15
- Views: 9911
- Mon Apr 25, 2005 12:28 am
- Forum: PS2 Development
- Topic: Announcing audsrv 0.75
- Replies: 15
- Views: 9911
- Mon Apr 25, 2005 12:20 am
- Forum: PS2 Development
- Topic: Announcing audsrv 0.75
- Replies: 15
- Views: 9911
Announcing audsrv 0.75
Greetings! I am very pleased to announce the CVS import of audsrv 0.75. Audsrv comes to replace sjpcm, and provide an easy and stable way to utilize the SPU2. The EE side code is available under /ee/rpc/audsrv, and the IOP side is under /iop/sound/audsrv. A sample is available under /ee/rpc/audsrv/s...
- Mon Apr 25, 2005 12:12 am
- Forum: PS2 Development
- Topic: How's SDL doing?
- Replies: 6
- Views: 3185
SDL status page
Hey.
I finally added an entry to my wiki. I will update it whenever PS2SDL is upgraded.
In the meanwhile, you can check the status at
http://www.megidish.net/wiki/index.php?title=ps2sdl
-- gawd.
I finally added an entry to my wiki. I will update it whenever PS2SDL is upgraded.
In the meanwhile, you can check the status at
http://www.megidish.net/wiki/index.php?title=ps2sdl
-- gawd.
- Tue Apr 19, 2005 4:00 am
- Forum: PS2 Development
- Topic: Disable the reset buttons from EE??
- Replies: 6
- Views: 3589
Resetting PS2
I've been looking all over. Is there a way to reset (cold) a PS2 ? I have managed to get back to memory card editor, but that's it.
- Sun Apr 17, 2005 5:09 am
- Forum: PS2 Development
- Topic: How's SDL doing?
- Replies: 6
- Views: 3185
Hey. I've been away for quite a while, and didn't commit any changes for SDL. I am very impressed to see that other people use SDL/PS2 for their own projects. I have three/four projects, 90% done, for PS2 and I hope to get around and finish them soon. As for the post. SDL_Mixer works with modules, w...
- Thu Feb 24, 2005 12:01 am
- Forum: PS2 Development
- Topic: About SDL in ps2sdk-ports
- Replies: 3
- Views: 2195
Hello world! Okay, it goes like this. SDL_Mixer is working. barely. It does indeed load .wav's, .mod's, and .xm's, all of these were tested but I have a serious problem that randomly enough, the pointer to the module being played becomes null. I am trying to debug this, and I've been doing so for fe...
- Sat Feb 12, 2005 11:39 pm
- Forum: PS2 Development
- Topic: EE-side SPU library
- Replies: 8
- Views: 5590
- Thu Feb 10, 2005 6:47 am
- Forum: PS2 Development
- Topic: Porting SDL to the PS2
- Replies: 9
- Views: 4701
- Wed Feb 09, 2005 10:52 pm
- Forum: PS2 Development
- Topic: Porting SDL to the PS2
- Replies: 9
- Views: 4701
I am the messiah
Hey all. Well, yeah. Pixel just told me about this post. I'll just explain my status. A few days ago I started playing with ps2sdk. I made some changes to the library, added a few things, and just hacked my way to see how it works. Then I realized that I could make a PS2 port of my Heart of The Alie...