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Modab
Joined: 28 Jun 2005 Posts: 4
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Posted: Tue Jun 28, 2005 5:36 am Post subject: What can't be done on homebrew at this point? |
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Sorry if this is redundant, but I was wondering if someone knew the status on how capable homebrew code can become. Are we missing a whole bunch of "official" capabilities, like access to 3D hardware acceleration of graphics, or networking? Or is it at the point where we just need to write good libraries?
I know there's no big 3D homebrew code yet, but as far as 2D, can we push pixels as fast as Sony can? |
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pcostabel
Joined: 25 Jun 2005 Posts: 11
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Posted: Tue Jun 28, 2005 5:45 am Post subject: |
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| At present, homebrew software is limited to basic framebuffer access, plus sound and input. No 3D, no accelerated 2D, no networking. Hopefully this will change soon. |
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LiquidIce
Joined: 04 Apr 2005 Posts: 55
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Posted: Tue Jun 28, 2005 5:47 am Post subject: |
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| no useful utilities exist which use the USB or IRDA, and I have not seen code to use the analog stick to control a mouse pointer on screen. I see some of the emulators just remap the analog direction to the dpad, but nothing in terms of sensitivity. |
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ReKleSS

Joined: 18 Jun 2005 Posts: 73 Location: Melbourne, Australia
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Posted: Tue Jun 28, 2005 8:10 am Post subject: |
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| The analog stick *can* be read as analog. Enable it with sceCtrlSetAnalogMode(1) then read it out of (ctrl_data_t).analog[0] and analog[1]. Values range from 0 to 255. 0 is the X axis, 1 is the Y axis. |
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Smiths
Joined: 15 May 2005 Posts: 30
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Posted: Tue Jun 28, 2005 9:28 am Post subject: |
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| and it is able to have sensitivty changed a bit; the original release of RIN with analog support was not very good, but then other programmers adjusted the analog's response. |
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sq377

Joined: 11 Apr 2005 Posts: 87
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Posted: Tue Jun 28, 2005 9:31 am Post subject: |
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| 2nd cpu is not working. (media proc) |
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Saotome

Joined: 03 Apr 2004 Posts: 182
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Posted: Tue Jun 28, 2005 9:07 pm Post subject: |
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what about the VME (virtual mobile engine - reconfigurable DSP engine)? does anyone know if it can only be used for sound processing (i.e. is it the "sound core", what i read somewhere)? or can it be used as an additional processing unit like the vector units on the PS2.
would be nice to have additional "5 billion operations per second" (integer) ;), although i think reverse engeneering how to use the VME would be one of the hardest parts in PSP homebrew development. _________________ infj |
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Warren
Joined: 24 Jan 2004 Posts: 173 Location: San Diego, CA
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Posted: Wed Jun 29, 2005 5:53 am Post subject: |
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The only parts currently usable on the PSP is the ALLEGREX main CPu and COP0 (FPU).
The media engine and VFPU are not yet usable. VFPU support should come in a few weeks, no clue about media engine. Someone should reverse mebooter.prx to figure out how to run stuff on it. |
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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Sun Jul 10, 2005 12:45 am Post subject: |
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| LiquidIce wrote: | | no useful utilities exist which use the USB or IRDA, and I have not seen code to use the analog stick to control a mouse pointer on screen. I see some of the emulators just remap the analog direction to the dpad, but nothing in terms of sensitivity. |
See this topic for an IrDA communication between two PSPs. And in the PSPSDK from ps2dev.org is an audio sample, which uses the analog pad. |
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