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tumnes
Joined: 17 Sep 2004 Posts: 23
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Posted: Tue Sep 21, 2004 2:30 pm Post subject: Gif & Gs From EE |
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| 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 the Gif. If anyone could clear it up I would appreciate it. Is there any open source code i could look at that involves this? Thanks in advance. |
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apache37
Joined: 04 Jun 2004 Posts: 76
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Shazz

Joined: 31 Aug 2004 Posts: 244 Location: Somewhere over the rainbow
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Posted: Tue Sep 21, 2004 5:27 pm Post subject: |
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Or look at Dreamtime's tutorials, you'll understand mostly all about GS registers you can access from the EE directly and DMA packets you need to send to the GIF
http://ps2dev.org/kb.x?T=714
And after you can have a lookt to the Questiosn & answers forum and look for gfxpipe, it explains how to improve communication performance between the DMA the GIF and the EE...
Have fun ! _________________ - TiTAN Art Division -
http://www.titandemo.org |
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blackdroid
Joined: 17 Jan 2004 Posts: 564 Location: Sweden
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Posted: Tue Sep 21, 2004 7:33 pm Post subject: |
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Privileged GS registers can be read and/or written to from EE, the other registers ( general purpose registers ) are written to with the help of gif packets that you tell dmac to send, and most example code (dreamtime's tutorials, gskit, itolib, gslib, pbdemolib) shows how to send a gif packet via dma channel 2. _________________ Kung VU |
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tumnes
Joined: 17 Sep 2004 Posts: 23
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Posted: Tue Sep 21, 2004 11:21 pm Post subject: |
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| Awesome, thanks guys! |
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ooPo Site Admin
Joined: 17 Jan 2004 Posts: 2032 Location: Canada
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Shazz

Joined: 31 Aug 2004 Posts: 244 Location: Somewhere over the rainbow
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Posted: Fri Sep 24, 2004 12:08 am Post subject: |
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DEfinitively the last version of the gsLib, 0.51, seems to be THE solution, well described & documented, provide gfxPipe support, source code provided, examples...
I don't know what could prevent me to use it !
http://ps2dev.org/kb.x?T=977 _________________ - TiTAN Art Division -
http://www.titandemo.org |
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pixel
Joined: 30 Jan 2004 Posts: 791
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Posted: Fri Sep 24, 2004 12:35 am Post subject: |
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I think Drakonite has some feedback about that code... :p _________________ pixel: A mischievous magical spirit associated with screen displays. The computer industry has frequently borrowed from mythology. Witness the sprites in computer graphics, the demons in artificial intelligence and the trolls in the marketing department. |
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Shazz

Joined: 31 Aug 2004 Posts: 244 Location: Somewhere over the rainbow
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Posted: Fri Sep 24, 2004 2:41 am Post subject: |
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Pixel, really ???
Hum interesting, please keep me awaaaaare (comme dirait JCVD) before I modifiy my current lib based on gfxPipe...
So maybe is it the good time to ask the question, which gfx libn seems the more interesting to use :
- based Dreamtime sources (from his tutorial)
- Vrzzzn's gfxPipe
- GsLib
- Libito
- GsKit (seems not mature yet)
- homemade lib :D (Raizor ? Pixel ? Napalm ?...)
- DreamGL (who wants to really use OpenGL ??? :D)
- other ? _________________ - TiTAN Art Division -
http://www.titandemo.org |
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Drakonite Site Admin

Joined: 17 Jan 2004 Posts: 989
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Posted: Fri Sep 24, 2004 3:27 am Post subject: |
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The main thing with gslib is just the whole c vs c++ debate...
If converting from gfxpipe, gslib is a pretty good choice, a lot of stuff is a command for command replacement. Beware though, ignoring the problems I've had building gslib because of it being in c++, it also seems to have problem building with ps2sdk and the newest toolchain. Hopefully Hiryu will get that fixed soon. _________________ Shoot Pixels Not People!
Makeshift Development |
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