Search found 38 matches

by jum
Tue Mar 17, 2009 2:58 am
Forum: PSP Development
Topic: [RELEASE] PXDrum Cross-platform drum machine (version 1.2)
Replies: 3
Views: 3810

Thanks for the feedback. I need to do some clever tweaking of the mouse control. Also on the PSP version the inputting of notes could be improved. As far as PS2 is concerned, like you say it should be trivial. I think the biggest issue with PS2 is that it's difficult to transfer drumkits and songs t...
by jum
Sat Mar 14, 2009 8:26 pm
Forum: PSP Development
Topic: [RELEASE] PXDrum Cross-platform drum machine (version 1.2)
Replies: 3
Views: 3810

[RELEASE] PXDrum Cross-platform drum machine (version 1.2)

PXDrum is a simple cross-platform drum machine. It uses SDL for video and sound. This is the 3rd version (version 1.2), which runs on PSP, Ubuntu and Windows. If you're interested in music composing software, then check it out: http://jum.pdroms.de (PSP Programming section). Any feedback appreciated...
by jum
Sat Mar 14, 2009 8:21 pm
Forum: PSP Development
Topic: PSP development on Linux - Your preferred distro?
Replies: 31
Views: 19082

Ubuntu 8.10

Hi I use Ubuntu 8.10, with Geany as my IDE, for making cross-platform C++ stuff. Geany is a bit lightweight, but it does what I need until I need to do something more hardcore. Ubuntu's default installation is a bit light on dev tools, but you can just install what you need from Package Manager anyw...
by jum
Wed Dec 05, 2007 6:04 pm
Forum: PS3 Development
Topic: OtherOS demo 1.1 (with RSX visuals)
Replies: 59
Views: 244713

Works via Ubuntu kboot (PS3 FW 2.01).

Awesome Marcus!

Worked from my Ubuntu kboot (PS3 FW 2.01).

Thanks for the sourcecode.

Now we have no excuse not to get started on some demos, PS3SDK, etc.

- Jum

PS: Default OS gets set to "PS3" after running the demo.
by jum
Tue Oct 23, 2007 12:21 am
Forum: General Discussion
Topic: Release: WebFest (PSP)
Replies: 1
Views: 2881

Release: WebFest (PSP)

PSP homebrew game "WebFest" tunnel-shooter, download and enjoy on ur PSP:

http://jum.pdroms.de/PSP/pspprog.html

Have fun!

- Jum
by jum
Mon Aug 07, 2006 4:20 pm
Forum: General Discussion
Topic: send0r
Replies: 2
Views: 4087

Glad to hear it.

The purpose of this thread is to help estimate predicted usage, thus allowing those who are working on send0r to more accurately prioritise development.
by jum
Fri Aug 04, 2006 6:48 pm
Forum: General Discussion
Topic: send0r
Replies: 2
Views: 4087

send0r

I thought send0r was a great idea back in the old PS2 days, and I think it's an even better idea now, because: 1. There are many more PS2's with ethernet out there 2. There is a lot more higher quality homebrew available 3. PSP's can also use it In case you don't know what send0r is, from a user's p...
by jum
Mon Jul 24, 2006 2:40 am
Forum: General Discussion
Topic: Create a VMWare appliance with full working ps2dev environt
Replies: 39
Views: 23528

Nice going dudes. I also managed to build an Ubuntu VM using VMware server, but even thinned down it's 1GB zipped. Even 700MB is way too much for my lame connection, so it would be nice to create a very thin VM (no GUI, no OS utilities, no apps). I'm going to try Ubuntu "server" install. M...
by jum
Thu Jul 20, 2006 8:25 pm
Forum: General Discussion
Topic: Create a VMWare appliance with full working ps2dev environt
Replies: 39
Views: 23528

I redid it in VMWare Server and it's great. I installed the PSPSDK and tested it and that's fine too, though probably it needs a proper root account adding. It also has web and usb access so you can talk to the rest of the world and your psp. Might be cool to add samba too. It's 698Mb. Is anyone in...
by jum
Thu Jul 13, 2006 4:21 pm
Forum: PSP Development
Topic: SDL binaries needed
Replies: 2
Views: 1830

Thanks Kojima. I already have the Win32 prebuilt pspdev sdk. If you can tell me how to build the SDL sources I have (from SVN), using the prebuilt Win32 pspdev stuff, then great. But what I actually want is to avoid the hassle and start programming an app using SDL. I'm sure I'm not the only one who...
by jum
Wed Jul 12, 2006 6:27 pm
Forum: PSP Development
Topic: SDL binaries needed
Replies: 2
Views: 1830

SDL binaries needed

Where can I get PSP SDL binaries? (I've looked, but cannot find).

I'm not interested in installing cygwin and building SDL for PSP.

Thanks

- Jum
by jum
Wed Jun 21, 2006 12:01 am
Forum: PS2 Development
Topic: GS Texture Mapping
Replies: 13
Views: 10223

I'm very interested in taking a look at your article on how to do sound properly.

- Jum
by jum
Tue Jun 20, 2006 11:50 pm
Forum: General Discussion
Topic: The Fourth Creation Game Competition.
Replies: 88
Views: 74081

Congrats to those who enetered something.

Unfortunately I didn't have time to enter this competition (been holidaying for the last 3 weeks), but I'm looking forward to the next compo....

- Jum
by jum
Mon Apr 03, 2006 10:20 pm
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 297359

It gives me a warm fuzzy feeling to see my old PSX demos/games being used as test-fodder for a PSP PSX emu. Makes me feel like I've already contributed to PSP homebrew, and I haven't even written a line of PSP code yet!
by jum
Sat Feb 04, 2006 11:46 pm
Forum: General Discussion
Topic: "VecX PS2" Vectrex emulator for PS2
Replies: 0
Views: 2119

"VecX PS2" Vectrex emulator for PS2

VecX PS2 is an "enhanced" port of the Vectrex game console emulator "VecX". Enhancements include: - basic audio emulation (AY-3-8910 chip) - analog stick support - vector "persistence" effect using GS alphablending function. NB: This version is designed to load Vectrex ...
by jum
Fri Jan 06, 2006 6:01 pm
Forum: General Discussion
Topic: PDRoms needs you!
Replies: 1
Views: 2660

pdroms update

yay!

I particularly like that fact that I'll be able to upload my own stuff :P
by jum
Wed Sep 07, 2005 11:55 pm
Forum: PSP Development
Topic: PSPInside v0.9p
Replies: 9
Views: 5042

Welcome back Hitmen!
I hope you continue your great PS1 reputation on the PSP...

All we need now is the return of Napalm :)
by jum
Thu May 05, 2005 12:50 am
Forum: PS2 Development
Topic: new 3D sword input device
Replies: 4
Views: 3003

A "gesture input" device like this would open up a whole box of new game ideas (think of eyetoy). Bear in mind however that a game is not "made" by the controller; the controller just makes human interaction easier/more natural. What sort of interface does it currently use (USB, ...
by jum
Thu Apr 07, 2005 4:39 pm
Forum: General Discussion
Topic: Happy 4th Birthday ps2dev!
Replies: 32
Views: 31409

Gelukkige Verjaarsdag

Happy birthday ps2dev.org, from Cape Town, South Africa :)
by jum
Sat Feb 26, 2005 1:07 am
Forum: PS2 Development
Topic: gsKit Development and Discussion Thread
Replies: 52
Views: 33618

crash maybe caused by gsKit

My Geotron game uses gsKit (0.1?), and it hangs/freezes after playing for about 3 minutes. I've checked my code for rogue mallocs etc, but can't find any reason for the hang. Is there any chance that gsKit could have a memory leak or some other bug that's causing the hang/freeze? - jum The freeze I ...
by jum
Tue Feb 01, 2005 12:01 am
Forum: PS2 Development
Topic: gsKit Development and Discussion Thread
Replies: 52
Views: 33618

PAL/NTSC detection

I've been using gsKit in my latest project (Geotron) and it works great (for video setup, line and point prims, and double-buffering anyway). Thanks gsKit dudes, and release an updated version soon! One feature I would like: a function to detect whether the PS2 is NTSC or PAL. Another feature I woul...
by jum
Thu Jan 20, 2005 6:58 pm
Forum: General Discussion
Topic: "Geometry Wars" clone for PS2
Replies: 5
Views: 4703

Thanks for the feedback, Model T. Resolution is 640x480. I may have the field/frame thing wrong though, as I'm testing on a 320x224 LCD TV, which doesn't give a true reflection of the picture. I'll fix the other things you mentioned. The VAB file will eventually end up linked into the elf, so that G...
by jum
Wed Jan 19, 2005 7:45 pm
Forum: General Discussion
Topic: "Geometry Wars" clone for PS2
Replies: 5
Views: 4703

"Geometry Wars" clone for PS2

Hey All I've got an alpha/test release of my "Geometry Wars" (XBox) clone (called "Geotron") up for download on my website: http://jum.pdroms.de or http://www.geocities.com/james7780 If you're interested, please give it a whirl, and give me some feedback (see readme.txt). If ther...
by jum
Wed Jan 19, 2005 7:35 pm
Forum: General Discussion
Topic: Budcat is hiring
Replies: 12
Views: 8143

Sounds like a job an experienced old-timer like me (36) would enjoy!

Unfortunately I'm stuck on the Southern tip of Africa... :{

- jum
by jum
Fri Jan 07, 2005 5:51 pm
Forum: PS2 Development
Topic: PS2SDK - creating a whole development force ?
Replies: 18
Views: 10520

I would like to see a tidy, documented, working USB framework that will facilitate writing new USB drivers. IMHO, a gfx lib and other stuff like a 3D vector/matrix lib should also be included, to avoid the situation where you have an external gfx lib version X which only works with ps2sdk version Y,...
by jum
Thu Dec 23, 2004 8:12 pm
Forum: PS2 Development
Topic: SPU documentation
Replies: 2
Views: 1918

You can find a PS1 SPU doc on the "PADUA" site: http://psx.rules.org/psxrul2.shtml There's also the source to my PS1 SPU lib v2: http://www.geocities.com/james7780/PSX/psxprog.html I also worked out some info on the ADSR envelope timings, I'll see if I can find that doc. The source code to...
by jum
Tue Dec 21, 2004 8:23 pm
Forum: PS2 Development
Topic: EE-side SPU library
Replies: 8
Views: 5493

EE-side SPU lib

Thanks for the feedback dudes. I've got a simple EE lib working, and it wouldn't be hard to get it to the level of my old PS1 SPU lib, but some more questions: 1. My code loads the rom OSDSND module on the IOP side. This has the advantage of not requiring the lib to have an "external" irx....
by jum
Mon Dec 20, 2004 6:59 pm
Forum: PS2 Development
Topic: EE-side SPU library
Replies: 8
Views: 5493

EE-side SPU library

I've started building a little EE lib to make sounds on the SPU for a game I'm writing, since I couldn't find any easy-to-use EE sound lib. My lib uses the IOP rom OSDSND module to control the SPU from the IOP side. 2 questions: 1. Am I "re-inventing the wheel"? (ie: does a nice easy-to-us...
by jum
Thu Nov 18, 2004 6:29 pm
Forum: General Discussion
Topic: PS2MENU Homebrew Software Tests
Replies: 13
Views: 11558

Thanks EugeneE3RD for your testing. You might want to try Jum52 V0.8 for PS2, as it's built to run from the memory card, and has all the required IRX modules "built-in". It will still only look in mc00:/JUM52 for roms. It will create mc00:/JUM52 directory and the required .sys and icon fil...
by jum
Sun Nov 07, 2004 9:21 pm
Forum: PS2 Development
Topic: gsKit Development and Discussion Thread
Replies: 52
Views: 33618

gskit binaries

Where are the %$#^%@^%$ binaries in the "Source and Binary" download ("gsKit-0.1-beta-Precompiled.tar.bz2") ???

- jum