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How to shorten your dev cycle

 
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ector



Joined: 12 May 2005
Posts: 195

PostPosted: Mon Jul 18, 2005 7:23 am    Post subject: How to shorten your dev cycle Reply with quote

1. Get the latest PSPSDK
2. Take a look at the usb/storage sample, rip the USB code out into a separate nice little file
3. Add the file to your project, and call it at startup.

Results:

As soon as you have started your program on your PSP, you'll be able to USB transfer in new builds of your program. So after you exit it, all you need to do to launch your newest build is to press X twice, no more navigating over to USB mode in the PSP main menu!

I've tried to have my program launch itself with sceKernelLoadExec to skip the two X presses, but I'm getting some hangs.
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liquid8d



Joined: 30 Jun 2005
Posts: 66

PostPosted: Mon Jul 18, 2005 9:47 pm    Post subject: Reply with quote

I've seen a launcher utility that was released which does this.. unfortunately it doesn't save too much time, because after running your program, when you exit, you still have to reload the launcher, and the main time consumer IMHO is that damn PSP screen. Once you have sceKernelLoadExec working correctly, is it possible to setup a launcher which can snag the HOME key, and exit back to itself? That would save a tremendous amount of time.

LiQuiD8d
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ReKleSS



Joined: 18 Jun 2005
Posts: 73
Location: Melbourne, Australia

PostPosted: Mon Jul 18, 2005 9:59 pm    Post subject: Reply with quote

It wouldn't be necessary for the program to hook the home button, This is a development tool. It would just require some facility for the program being run to relinquish control back to the launcher... but I have no idea how this would be pulled off.
-ReK
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liquid8d



Joined: 30 Jun 2005
Posts: 66

PostPosted: Mon Jul 18, 2005 10:40 pm    Post subject: Reply with quote

I suggested hooking the home button if possible, so that it would work with all programs, and not need to be specifically added to each individual program. I assume you could call the sceKernelLoadExec for the launcher in the exit callback to have that functionality in individual programs.

LiQuiD8d
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Shazz



Joined: 31 Aug 2004
Posts: 244
Location: Somewhere over the rainbow

PostPosted: Mon Jul 18, 2005 10:53 pm    Post subject: Reply with quote

Yep I wonder how to catch, in fact ,not the callback, but the sceKernelExitGame() event which is called by the exit callback...

Catching/redirecting this call would allow to go back to the file browser (PSP Laucnher tool in this example) and not the PSP OS.... (if my thread is still alive...)

I have to think more about it ;-) If somebody has a good idea...

- overriding the exit callback by a homemade one ?
- patching the sceKernelExitGame() (where ? in RAM)?
- finding an exception vector ?
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[cLoUd]



Joined: 18 Jul 2005
Posts: 1

PostPosted: Tue Jul 19, 2005 1:51 am    Post subject: Re: How to shorten your dev cycle Reply with quote

ector wrote:
1. Get the latest PSPSDK
2. Take a look at the usb/storage sample, rip the USB code out into a separate nice little file
3. Add the file to your project, and call it at startup.

Results:

As soon as you have started your program on your PSP, you'll be able to USB transfer in new builds of your program. So after you exit it, all you need to do to launch your newest build is to press X twice, no more navigating over to USB mode in the PSP main menu!

I've tried to have my program launch itself with sceKernelLoadExec to skip the two X presses, but I'm getting some hangs.
Wow! great idea, your method and sceKernelLoadExec works fine for me, i can reload app without exit to PSP menu.

Good day!
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