Search found 23 matches

by tumnes
Thu Jan 22, 2009 4:22 pm
Forum: PS2 Development
Topic: GDB on PS2
Replies: 7
Views: 58084

Mega Man wrote: ...

and the following patch for ps2gdb (this patch uses 32 Bits for all registers):

...
If this is the preferred way to do this, is there any reason this patch has not been submitted to the trunk?
by tumnes
Tue May 09, 2006 3:58 pm
Forum: General Discussion
Topic: The Fourth Creation Game Competition.
Replies: 88
Views: 74079

I'm hoping to put something together for this though I don't know if i'll be done in time.
by tumnes
Tue Mar 21, 2006 6:31 am
Forum: PS2 Development
Topic: Extracting nLoop field
Replies: 2
Views: 2789

Ah, yes thank you. I missed the extra 4 bits to the in the diagram.
by tumnes
Sun Mar 19, 2006 6:23 am
Forum: PS2 Development
Topic: mr browns exploit and set up trouble
Replies: 19
Views: 10791

I'm pretty sure you want to changed those settings in the .bashrc file in your home directory. I remember something about cygwin not letting you change the global bashrc file. Makefile.pref and Makefile.eeglobal are located in $PS2SDK/samples, make sure this is what it says in the Makefile, for the ...
by tumnes
Sun Mar 19, 2006 4:31 am
Forum: PS2 Development
Topic: Extracting nLoop field
Replies: 2
Views: 2789

Extracting nLoop field

I want to extract the nloop field of a giftag on vu1 so that I know how many vertices I have to process. The nloop field is 15 bits, the 16th would be eop to indicate if this is the last gif packet. So if my giftag is located at address 0 in vu1mem, I do something like this: iadd address, vi00, vi00...
by tumnes
Sat Mar 18, 2006 10:13 am
Forum: PS2 Development
Topic: gasp?
Replies: 2
Views: 1940

Thank you for the suggestion. I also found another project there called vuc to allow you to write higher level code kinda like c which is then compiled and passed to vcl. Sounds like a pretty nice tool, I'll have to check them out. Just a note, I tried it out but vcl does not like masp because it wi...
by tumnes
Sat Mar 18, 2006 7:26 am
Forum: PS2 Development
Topic: gasp?
Replies: 2
Views: 1940

gasp?

I installed the ps2dev environment in cygwin on windows xp. For some reason I do not have gasp and I need it for openvcl, where can i find it? Nevermind, I found it: As most will notice, gasp has been removed from newer versions of the binutils. To reduce the loss of this tool, the contrib/ folder c...
by tumnes
Thu Mar 16, 2006 6:51 am
Forum: PS2 Development
Topic: Uploading Microcode
Replies: 1
Views: 1922

Alrighty, I found the answer on my own which I will share. Basically the vifcode MPG has to be aligned to a 64bit boundry, so in my case I want somethign like: [NOP][MPG] [Code] [Code] ... Since each instruction is 64 bits and the vifcode is only 32 there needs to be a NOP vifcode before the MPG tag...
by tumnes
Thu Mar 16, 2006 6:25 am
Forum: PS2 Development
Topic: Uploading Microcode
Replies: 1
Views: 1922

Uploading Microcode

Ok, so now I've got a tiny microcode program that I would like to upload to vu1. I have been successful using the code provided by Saotome in a prevous thread, but would like to try it using libpacket and libdma. So according to the EE user's manual I need something like this: [MPG|num|addr] [NOP|.....
by tumnes
Thu Mar 16, 2006 2:47 am
Forum: PS2 Development
Topic: Fixed point & floating point
Replies: 1
Views: 2815

Fixed point & floating point

ok, lets say I send a bunch of vertex data (floats) to vu1 for processing. At the end of processing I would have to convert them to fixed point so that they can be sent to the GIF right? The XYZ2 register accepts 16bit fixed point values for x and y, but the Z value is 32 bit unsigned integer. Ok, s...
by tumnes
Wed Mar 15, 2006 12:08 pm
Forum: PS2 Development
Topic: libpacket & floats
Replies: 1
Views: 1513

libpacket & floats

I was playing around with making some vif packets using the library provided in ps2sdk. For some reason when I try to append a float, it gets all messed up. My guess is the compiler is trying to convert it to an unsigned int. So I a list of vertices: float *vertices = {...}; and when I try to do: pa...
by tumnes
Thu Nov 17, 2005 4:09 am
Forum: PS2 Development
Topic: vu for processing vertex data
Replies: 1
Views: 1934

vu for processing vertex data

I was taking a look at the vu pdf that comes with ps2 linux and I am a little bit uncertain about how it should be used. I couldn't see any way of constructing a gifTag from inside the vu. Is there an easy way to do this, or are you supposed to generate the gifTag and gif packet from the EE then sen...
by tumnes
Sat Nov 12, 2005 2:49 pm
Forum: PS2 Development
Topic: graphics library that takes advantage of vu0 + vu1
Replies: 2
Views: 3257

I really just like to play around with this kinda stuff, its all very interesting. So I think I'll play around a bit. Thanks for your advice.
by tumnes
Sat Nov 12, 2005 12:53 pm
Forum: PS2 Development
Topic: graphics library that takes advantage of vu0 + vu1
Replies: 2
Views: 3257

graphics library that takes advantage of vu0 + vu1

One of the big things that the vector units are supposed to be good for is constructing packets for the GS, right? My main question is do any of the current graphics libraries take advantage of the vector units? I saw gskit, DreamGL, and libito in the subversion repository. Which do you think would ...
by tumnes
Thu Oct 28, 2004 6:48 am
Forum: PS2 Development
Topic: Playstation 2 Serial Cable (EE)
Replies: 56
Views: 96818

Uses for the serial cable?

I understand that the serial cable can be used to print out debug messages from the kernel, at this point is there any way to have homebrew programs print to the serial connection terminal? [edit] A question for redcoat Is there any advantages/disadvantages to making the ps2 DTE, or is it really jus...
by tumnes
Wed Oct 27, 2004 4:31 am
Forum: PS2 Development
Topic: cdvdman imported functions
Replies: 3
Views: 2266

That seems clear enough. So basically cdvdman is an irx module that is always present in the ps2 bios and cdvdman.h provides a way to use that module, correct?
by tumnes
Wed Oct 27, 2004 3:23 am
Forum: PS2 Development
Topic: cdvdman imported functions
Replies: 3
Views: 2266

cdvdman imported functions

I was reading through the source to libcdvd and traced some of the functions, like CdInit(), to cdvdman.h in ps2sdk. From there I noticed that CdInit is the same as sceCdInit which is imported from elsewhere. I was wondering where this function is imported from?
by tumnes
Thu Sep 23, 2004 10:25 am
Forum: PS2 Development
Topic: Ps2Link 1.24 wont boot! [RESOLVED]
Replies: 2
Views: 2218

I tried using k3b before which uses cdrecord, but havent had any luck yet. It may have been the burn speed becuase my laptop recorder drive does not go slower than 4x! I have also tried 2 different brands of cdr. My modchip is a magic 3.1 btw. I will try using my external drive to burn at 1x and see...
by tumnes
Thu Sep 23, 2004 2:22 am
Forum: PS2 Development
Topic: Ps2Link 1.24 wont boot! [RESOLVED]
Replies: 2
Views: 2218

Ps2Link 1.24 wont boot! [RESOLVED]

I downloaded Ps2link 1.24 and burned it to cd but I cant seem to get it to boot on my ps2 ( I get a red screen). I tried burning the image provided in easy cd creator, nero and k3b but it still will not boot. I also tried making my own cd with the files provided in the zip and edited the SYSTEM.CNF ...
by tumnes
Tue Sep 21, 2004 11:21 pm
Forum: PS2 Development
Topic: Gif & Gs From EE
Replies: 9
Views: 5513

Awesome, thanks guys!
by tumnes
Tue Sep 21, 2004 2:30 pm
Forum: PS2 Development
Topic: Gif & Gs From EE
Replies: 9
Views: 5513

Gif & Gs From EE

I was wondering how you get access to gif registers from the EE. I know that they are mapped into the memory of the ps2. If i were to just change a value at the memory location of one of these registers is that the proper way to do it? Also I am unclear as to how data is transfered from the EE to th...
by tumnes
Fri Sep 17, 2004 1:37 pm
Forum: PS2 Development
Topic: Some questions about the ps2 memory
Replies: 5
Views: 4207

Changing an Elf Starting Address

Thank you for the response, it has been very helpful. I think now I will take a look at the elf file format reference at www.x86.org [edit] One more quick question. I'm pretty sure with win32 binaries that the machine code depends on the starting address. Is it correct to assume that changing the co...
by tumnes
Fri Sep 17, 2004 12:16 pm
Forum: PS2 Development
Topic: Some questions about the ps2 memory
Replies: 5
Views: 4207

Some questions about the ps2 memory

I am not exactly sure where this belongs on the forums but this seems like the best spot. I found some information about what gets loaded into memory where on this web page http://ps2dev.org/kb.x?T=457 . I was wondering if anyone could clarify a couple questions I have. 1) It says that .elf executab...