Search found 21 matches

by mountainstorm
Tue Jan 18, 2005 6:02 am
Forum: PS2 Development
Topic: gsKit Fonts
Replies: 0
Views: 1171

gsKit Fonts

How do you make .fnt files which can be used with gsKit.

Are they normal windows .fnt files and does anybody know of a tool to convert ttf fonts at a specific resolution into a compatable .fnt font?
by mountainstorm
Sat Sep 11, 2004 4:25 am
Forum: PS2 Development
Topic: PS2 offscreen accelerated graphics
Replies: 10
Views: 3820

That sounds very cool, which tutorial should I look at for examples of this? So what format does the PS2 support for textures, I take it it does RGB and RGBA but does it do YUV? If not can we use the IUP to do accelerated YUV to RGB conversion, any ideas how? I wonder what Im trying to do? :) Rich
by mountainstorm
Sat Sep 11, 2004 2:01 am
Forum: PS2 Development
Topic: PS2 offscreen accelerated graphics
Replies: 10
Views: 3820

Thats exactly what I mean, the reason I asked about accelerated rendering to memory is that I wondered it the PS2 had specific video memory for double buffering, and you had to write to that and only that location. As for swapping to that 'offscreen' buffer thats fine, but If the image there is only...
by mountainstorm
Fri Sep 10, 2004 3:42 pm
Forum: PS2 Development
Topic: PS2 offscreen accelerated graphics
Replies: 10
Views: 3820

I want to produce renderings in 'windows' (clipped viewports) on the screen with acceleration. So I was wondering what the performance hit would be to get each rendering done to vram and then have a lib which renders them onscreen (composes them) as required by the window ordering. My other idea was...
by mountainstorm
Fri Sep 10, 2004 4:56 am
Forum: PS2 Development
Topic: PS2 offscreen accelerated graphics
Replies: 10
Views: 3820

PS2 offscreen accelerated graphics

First when writing code to run on the PS2 using PS2SDK, whats it running on? Are we running straight on the hardware or is there a basic kernel running?

Now for my real question.... is it possible to get hardware accelerated rendering to an offscreen buffer?

Rich
by mountainstorm
Thu Sep 09, 2004 5:56 am
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

Ive updated the main.c (see an earlier post for the link) it now reads the input stream from the file specified at argv[1], and outputs the frames to the file specified at argv[2] (with a number and .ppm appended). It reads the stream, decodes it as MPEG4 converts the YUV frame to RGB and then write...
by mountainstorm
Thu Sep 09, 2004 3:34 am
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

Your right, the frame we get is in PIX_FMT_YUV420P, and needs conversion.. using some code from http://www.inb.uni-luebeck.de/~boehme/libavcodec_update.html Ive nearly got it working, I'll keep you all updated when I do.... I think the codes getting a little messy :) Ive also move to ps2client and n...
by mountainstorm
Wed Sep 08, 2004 6:29 am
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

Groovy, any ideas on why I'm loosing my connection to the PS2? I was planning on just porting the rtp part of libavformat, that way I can run VLC on my PC and get that to do all the hard work. Cheers for your help, I wouldnt mind seeing your source-code, I might work on getting color next :) Rich P....
by mountainstorm
Wed Sep 08, 2004 3:38 am
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

Ive updated main.c http://www.mountainstorm.co.uk/ps2dev.mountainstorm.co.uk/main.c and now have a raw mp4 encoded test video stream http://www.mountainstorm.co.uk/ps2dev.mountainstorm.co.uk/test.mpg Ive compiled this on Win2K and it produces 196 pgm files, I was wrong earlier as I was looking at th...
by mountainstorm
Tue Sep 07, 2004 4:44 pm
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

The buffers in RGB, 8bpp
by mountainstorm
Tue Sep 07, 2004 4:12 pm
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

I think the frame buffer should be in RGB format (but it may be YUV) - the codes stolen from the apiexample.c in libavcodec. In that it writes the buffer into a ppm file. I'll try running that and see what format the buffer is in. I got a different result when I ran the code, I got 6 framers process...
by mountainstorm
Tue Sep 07, 2004 6:06 am
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

whooo, cheers - well Ive removed the -O3 from config.mak and set CONFIG_ENCODERS to 0 in config.h. Then compiled it up.... and bingo it all worked. Now with my test program compiled as well (after playing with the library order) unfortunatly the same code works on my PC with an mpeg1 sample (embedde...
by mountainstorm
Mon Sep 06, 2004 7:20 am
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

So Ive got a libavcodec.a file (a good start me thinks). Ive written my small app and tested in on my Mac. Im trying to compile it with the PS2 toolchain but am missing the following symbols..... sscanf perror _ctype_ atof atoi strtod and quite a few other ones that I suspect are related to ffmpeg, ...
by mountainstorm
Mon Sep 06, 2004 6:07 am
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

Well I searched the ffmpeg dev mailing list and apparently they are only using libavcodec rather than libavformat. Ive tried compiling libavcodec with the ee toolchain, after configuring it as a mips machine.... this causes the compile to use the mmi routines in the ps2/ directory. The only thing wh...
by mountainstorm
Mon Sep 06, 2004 12:25 am
Forum: PS2 Development
Topic: PS2 network media player?
Replies: 27
Views: 11576

PS2 network media player?

Ive got a PS2, the Sony DVD remote and the network adapter.... and I want to use it to watch video. Now Ive tried the PS2Reality player and whilst its ok, im not overly impressed. What i want is the equivolent of the Happauge MVP using my PS2 as little more than a network -> TV player and a remote c...
by mountainstorm
Sun Apr 11, 2004 2:37 am
Forum: PS2 Development
Topic: CVS access
Replies: 3
Views: 4032

Well that helps, but it wont let me login anonymous'ly. Ive also tried using my forum login, all to no avail.

Do I need a CVS account, all I want to do it get a copy os ps2ip. I'd use the web interface but it will take forever to download all the files.

Cheers

MountainStorm
by mountainstorm
Sun Apr 11, 2004 12:50 am
Forum: PS2 Development
Topic: CVS access
Replies: 3
Views: 4032

CVS access

What command line should I be using to get stuff out of the CVS archive. Ive tried many variations on: cvs -d :pserver:anonymous@cvs.ps2dev.org:/ps2dev/ login but I keep getting: /ps2dev/: no such repository cvs [login aborted]: authorization failed: server cvs.ps2dev.org rejected access Can anybody...
by mountainstorm
Wed Apr 07, 2004 7:56 am
Forum: PS2 Development
Topic: ee-gcc & iop-gcc, whats different about them
Replies: 8
Views: 5554

Cheers very much, I got the latest 'beta' bintools compiling but unfortunately it fell over and I cant be bothered to look into why. So Im taking your advice and using your shell script to download and compile everything. Im going to go off to bed and i hope :) when I awake it will all be compiled (...
by mountainstorm
Wed Apr 07, 2004 6:26 am
Forum: PS2 Development
Topic: We need YOU to help test the new toolchain.
Replies: 10
Views: 6943

The address of ps2client in the readme.txt is wrong, it should be

http://www.oopo.net/consoledev/files/ps ... 0.0.tar.gz

MountainStorm
by mountainstorm
Wed Apr 07, 2004 6:07 am
Forum: PS2 Development
Topic: ee-gcc & iop-gcc, whats different about them
Replies: 8
Views: 5554

Building toolchain on Mac OS X

Now I look at it, its obvious. I thought that the standard compile of GCC would have everything in it. But now I think of how many different variations there are, its not that surprising. So now Im trying to compile it. Ive got the gnu-ee-binutils-gcc.1.1.tar.gz file from http://ps2dev.sourceforge.n...
by mountainstorm
Wed Apr 07, 2004 3:05 am
Forum: PS2 Development
Topic: ee-gcc & iop-gcc, whats different about them
Replies: 8
Views: 5554

ee-gcc & iop-gcc, whats different about them

Im using Mac OS X 10.3. Now XCode includes GCC v3.3 so as Im downloading ee-gcc and iop-gcc Ive got to wondering... whats different.

Perhaps the more accurate question is 'can I get away without re-compiling gcc?'

As an aside, has anybody else developed using XCode on OS X ?

MountainStorm