Search found 75 matches

by Steve F
Thu Feb 02, 2006 1:26 pm
Forum: PS3 Development
Topic: Optimising AI Programming for Cell/SPE (was: PS3 Dev Forum?)
Replies: 7
Views: 6174

I'm cool with posting in Off-Topic. I have the Cell simulator up and running on an AMDX2. The guys at IBM http://www-128.ibm.com/developerworks/power/cell/ and BSC http://www.bsc.es/projects/deepcomputing/linuxoncell/ have done a great job on ease of installation and lots of notes. Their audience is...
by Steve F
Sat Jan 07, 2006 12:15 pm
Forum: PS3 Development
Topic: PS3 dev
Replies: 2
Views: 4047

I'm sure I can presume they will provide low level drivers and game engines will be their own kernel (a la PS2 et al.). I read that they are fitting an nVidia video chip and OpenGL ES. And, will continue their open platform position for hardware vendors. It got me wondering if they might base an OS ...
by Steve F
Sun Jan 01, 2006 1:05 am
Forum: PS3 Development
Topic: PS3 dev
Replies: 2
Views: 4047

PS3 dev

Hi guys, Anyone looked at PS3 dev? I see IBM has a Cell BE simulator that will boot fedora and a patch for SPU as a device, tool chain from BSC, and libraries and sample code for matrix math, MPEG2 decoding, etc. I haven't found anything regarding PS3 OS. Any guess if the console will use linux or b...
by Steve F
Sun Aug 14, 2005 3:52 am
Forum: PS2 Development
Topic: DMA controller chip
Replies: 1
Views: 1961

DMA controller chip

I noticed on a Sony PowerPoint presentation an illustration from the official development debugger that showed the pipeline traffic while a game was running. Of course they recommend keeping all data paths filled for max benefit of the hardware. I got to thinking if I wired some 74LS161 counter cloc...
by Steve F
Sun Aug 14, 2005 3:43 am
Forum: PS2 Development
Topic: USA Patents for Playstation 2
Replies: 2
Views: 2048

USA Patents for Playstation 2

I have made PDF's of three patents awarded to Sony a couple months back. They describe the hardware at the conceptual level of graphics pipelining as implemented in PS2. There are about 50 pages of text description and 40 pages of illustrations (approx. 5mb). I haven't studied them in detail but I e...
by Steve F
Sun Jul 31, 2005 1:40 pm
Forum: PS2 Development
Topic: Bugged entries in the SVN repository !
Replies: 4
Views: 2422

[thanks oopo; sorry about my part too] In svn, the trunk is the main copy of the project. The tag and branch versions are variations of trunk or a previous branch. The difference is tag is a snap shot. Once a tag is created it is intended that no additional modifications will occur to it. A branch i...
by Steve F
Sun Jul 31, 2005 12:55 pm
Forum: General Discussion
Topic: PSP video format question..
Replies: 2
Views: 2221

tan verdadero
by Steve F
Sun Jul 31, 2005 12:45 pm
Forum: General Discussion
Topic: Bugged entries in the SVN repository !
Replies: 6
Views: 3053

Yo, J.F. -- you really ought to take the time to know what you are talking about before you make wild declarations that are wrong. dlanor has correctly described a problem with the svn archive on ps2dev. If you want to help you can do one of two things. Describe how tag names with the same name but ...
by Steve F
Thu Jul 28, 2005 7:43 am
Forum: PS2 Development
Topic: Nport and crossover cable > Indy exploit
Replies: 7
Views: 3233

Sorry I can't help with GameShark specifics as I haven't a clue how it works or what it does. I remember that somebody set up all the different TITLE.DB variations prebuilt. Look for ps2xme. That's where I remember what little I know about it.
by Steve F
Thu Jul 28, 2005 6:57 am
Forum: PS2 Development
Topic: Nport and crossover cable > Indy exploit
Replies: 7
Views: 3233

Um, I used Sony Linux SDK to copy reload1.elf to my memory card and configure the RTE bootloader to execute reload1.elf. The reload1.elf I used has ps2link embedded in it. Once ps2link is running, I run x-link (or ps2client) on my PC to transfer and execute elf's on the ps2. If you have GameShark, I...
by Steve F
Wed Jul 27, 2005 9:29 pm
Forum: PS2 Development
Topic: Open Dynamics Engine (ODE) on ps2
Replies: 22
Views: 11898

Well, everybody seems to have problems with trimesh collisions. There isn't consistent maintenance of patches on ODE cvs. The unstable branch should have most of the well known fixes. It seems that the games that currently use ODE also have lead engine programmers that start with ODE, fix the proble...
by Steve F
Wed Jul 27, 2005 11:51 am
Forum: PS2 Development
Topic: Open Dynamics Engine (ODE) on ps2
Replies: 22
Views: 11898

Try compiling OPCODE with -O1 or with -O2 but add -fno-strict-aliasing .
by Steve F
Mon Jun 20, 2005 10:31 pm
Forum: PS2 Development
Topic: Open Dynamics Engine (ODE) on ps2
Replies: 22
Views: 11898

I didn't get it to work either. Seems to compile okay. Loading with ps2client just stays on ps2link screen. My cygwin env didn't like the makefiles. The <<<<<<<<< and ========= caused make to report invalid seperator and gcc syntax error. I don't recognize these features. What would I search for to ...
by Steve F
Mon Jun 20, 2005 2:06 pm
Forum: PS2 Development
Topic: PS2SDK Maintainers - By Project
Replies: 13
Views: 6560

Drakonite, Don't worry about bumping me off debug. As a new person to ps2 development I still have a lot to learn and actually prefer deferring to those more experienced. That, and I have very thick skin. In addition to the changes I'm working on documented in ps2 development forum, I was looking at...
by Steve F
Mon Jun 20, 2005 1:49 pm
Forum: PS2 Development
Topic: Open Dynamics Engine (ODE) on ps2
Replies: 22
Views: 11898

I got as far as finding in collision_trimesh.cpp: dxTriMeshData::dxTriMeshData(){ #ifndef dTRIMESH_ENABLED dUASSERT(g, "dTRIMESH_ENABLED is not defined. Trimesh geoms will not work"); #endif } fails because the argument 'g' is undeclared. The error message handler 'dUASSERT' usually takes ...
by Steve F
Mon Jun 20, 2005 11:16 am
Forum: PS2 Development
Topic: Open Dynamics Engine (ODE) on ps2
Replies: 22
Views: 11898

I use dSINGLE for floats (include/ode/config.h). I found dDOUBLE was slower. Which makes perfect sense since there is no hardware double-floats... As a general rule, all use of doubles should be avoided, including the act of the compiler silently promoting floats to doubles internally. I added the ...
by Steve F
Mon Jun 20, 2005 12:45 am
Forum: PS2 Development
Topic: Feature request for ps2link protocol
Replies: 31
Views: 9348

Okay, I'm trying to get my head around all this. The first thing I'm trying to solve is that ps2link reset messages output in PAL or NTSC and use PAL dimensions. When I am testing in VGA or HDTV modes I don't get to 'see' ps2link output. So I want to have ps2link use whatever mode I specify. Now cor...
by Steve F
Sun Jun 19, 2005 10:44 pm
Forum: PS2 Development
Topic: dreamgl compile failure
Replies: 8
Views: 3378

I don't get it (what or how it serves the greater good). But anyway, this may be a bit off topic but here is my setup PS2DEV=/usr/local/ps2dev PS2SDK=/usr/local/ps2dev/ps2sdk Would it be better if I made PS2SDK point somewhere else? What are good suggestions? Maybe, PS2DEV is okay. PS2SDK = /usr/loc...
by Steve F
Sun Jun 19, 2005 10:34 pm
Forum: PS2 Development
Topic: PS2SDK Maintainers - By Project
Replies: 13
Views: 6560

Thank you so much. Accepting this award means so much to me (tear). I would like to thank my manager, my mom, and of course all my fans. I couldn't have done it without you (gets walked off stage).

oopo, would you kindly update my e-mail address to steve_ps2dev@att.net .
by Steve F
Sun Jun 19, 2005 2:18 pm
Forum: PS2 Development
Topic: Feature request for ps2link protocol
Replies: 31
Views: 9348

Don't forget to change the index in the declaration to 20
by Steve F
Sun Jun 19, 2005 2:14 pm
Forum: PS2 Development
Topic: Feature request for ps2link protocol
Replies: 31
Views: 9348

One of the questions that came to mind working with debug/init_scr is why does it have it's own mode setup. I thought about using graph.c but figured maybe debug needs to be able to stand alone. I don't know why though. So I took advantage of the learning benifit of breaking it down so I could under...
by Steve F
Sun Jun 19, 2005 1:29 pm
Forum: PS2 Development
Topic: Frame buffer allocator similar to calloc() or malloc()?
Replies: 3
Views: 1861

I guess because it's ps2 hardware specific it wouldn't belong in the standard c libraries like the standard memory allocation functions. It does seem like a good utility to have in a graphic library. Does that mean it is up to the implementor of a graphic library to add it?
by Steve F
Sun Jun 19, 2005 1:15 pm
Forum: PS2 Development
Topic: Feature request for ps2link protocol
Replies: 31
Views: 9348

I was planning on using the following defines for the mode numbers: GS_TV_AUTO 0x01 GS_TV_NTSC 0x02 GS_TV_PAL 0x03 GS_TV_VGA_640_60 0x1A GS_TV_VGA_640_72 0x1B GS_TV_VGA_640_75 0x1C GS_TV_VGA_640_85 0x1D GS_TV_VGA_800_56 0x2A GS_TV_VGA_800_60 0x2B GS_TV_VGA_800_72 0x2C GS_TV_VGA_800_75 0x2D GS_TV_VGA...
by Steve F
Sun Jun 19, 2005 12:53 pm
Forum: PS2 Development
Topic: Frame buffer allocator similar to calloc() or malloc()?
Replies: 3
Views: 1861

Frame buffer allocator similar to calloc() or malloc()?

Is there an equivalent malloc() but for the GS frame buffer?
by Steve F
Sun Jun 19, 2005 12:51 pm
Forum: PS2 Development
Topic: Open Dynamics Engine (ODE) on ps2
Replies: 22
Views: 11898

It built with no errors! Thanks rinco.
by Steve F
Sun Jun 19, 2005 12:15 pm
Forum: PS2 Development
Topic: Open Dynamics Engine (ODE) on ps2
Replies: 22
Views: 11898

I'm having the weirdest problem getting the ode test programs to build. I have a fresh dreamgl and it builds okay. ode builds okay also, including drawstuff. When I cd to $(PS2DEV)/ps2sdk-ports/ode/ode/test and run make I get a lot of 'undefined reference to' involving drawstuff. Here is the first 1...
by Steve F
Sun Jun 19, 2005 11:58 am
Forum: PS2 Development
Topic: Feature request for ps2link protocol
Replies: 31
Views: 9348

It never occurred to me to use a seperate config file graphic settings. I think that is a much better idea. I was having a bit of tunnel vision thinking that IPCONFIG.DAT was 'owned' by ps2link. Now that you mention it, any network enabled program would look at IPCONFIG.DAT for network settings and ...
by Steve F
Sun Jun 19, 2005 11:47 am
Forum: PS2 Development
Topic: dreamgl compile failure
Replies: 8
Views: 3378

I only have ps2dev. I have been doing checkout this way: cd /usr/local/ps2dev cvs checkout ps2Perf I get /usr/local/ps2dev/ps2Perf cd ps2Perf make When it's done I find libps2Perf.a in /usr/local/ps2dev/ps2Perf/ee/lib . There is no lib directory under ps2Perf as built straight from cvs. I'm running ...
by Steve F
Sun Jun 19, 2005 9:52 am
Forum: PS2 Development
Topic: dreamgl compile failure
Replies: 8
Views: 3378

Getting better. I see that ps2Perf is added. I checked it out of cvs and built it. The dreamgl Makefile references -L$(PS2DEV)/ps2Perf/lib but it looks like it actually is in -L$(PS2DEV)/ps2Perf/ee/lib .
by Steve F
Sat Jun 18, 2005 11:41 pm
Forum: PS2 Development
Topic: dreamgl compile failure
Replies: 8
Views: 3378

dreamgl compile failure

I CVS checkout dreamgl to my /usr/local/ps2dev directory. cd to /usr/local/ps2dev/dreamgl and run make. Compile failed on creating lib/libdreamgl.a . I mkdir ./lib and run make again. That part compiled without failure. Same thing happened with bin. After I mkdir ./bin that part worked. I would have...