Search found 38 matches
- 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...
- 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...
- 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...
- 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.
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.
- 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
http://jum.pdroms.de/PSP/pspprog.html
Have fun!
- Jum
- Mon Aug 07, 2006 4:20 pm
- Forum: General Discussion
- Topic: send0r
- Replies: 2
- Views: 4087
- 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...
- Mon Jul 24, 2006 2:40 am
- Forum: General Discussion
- Topic: Create a VMWare appliance with full working ps2dev environt
- Replies: 39
- Views: 23528
- 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...
- 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...
- 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
I'm not interested in installing cygwin and building SDL for PSP.
Thanks
- Jum
- Wed Jun 21, 2006 12:01 am
- Forum: PS2 Development
- Topic: GS Texture Mapping
- Replies: 13
- Views: 10223
- Tue Jun 20, 2006 11:50 pm
- Forum: General Discussion
- Topic: The Fourth Creation Game Competition.
- Replies: 88
- Views: 74081
- Mon Apr 03, 2006 10:20 pm
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 297359
- 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 ...
- 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
I particularly like that fact that I'll be able to upload my own stuff :P
- Wed Sep 07, 2005 11:55 pm
- Forum: PSP Development
- Topic: PSPInside v0.9p
- Replies: 9
- Views: 5042
- Thu May 05, 2005 12:50 am
- Forum: PS2 Development
- Topic: new 3D sword input device
- Replies: 4
- Views: 3003
- 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 :)
- 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 ...
- 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...
- 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...
- 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...
- Wed Jan 19, 2005 7:35 pm
- Forum: General Discussion
- Topic: Budcat is hiring
- Replies: 12
- Views: 8143
- 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,...
- Thu Dec 23, 2004 8:12 pm
- Forum: PS2 Development
- Topic: SPU documentation
- Replies: 2
- Views: 1918
- 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....
- 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...
- Thu Nov 18, 2004 6:29 pm
- Forum: General Discussion
- Topic: PS2MENU Homebrew Software Tests
- Replies: 13
- Views: 11558
- 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
- jum