Site hacked.

April 16th, 2010

Some might have noticed – my blog got hacked and some malicious javascript injected.

I have now removed the malicious javascript and updated wordpress, in hope to avoid another such injection, though I’m not sure the security hole that was used really got fixed. I have no time to investigate it, so I just have to push thumbs.

Sorry for any inconvenience this may have caused and thanks to psp-programming user “Salvy”, who notified me of the hack.

Joysens 1.5 release

January 1st, 2010

JoySens got a new update after over a year and shortly after the source getting released to public.

Version 1.5 brings the following new features:

- code cleanup
- added possibility to choose only from a selected list of remapmodes (ie only switch between your favorite modes) per game/vsh
- fixed that adjust=0 will turn off the analog
- added LITE version, that does not support config file saving, no ingame info output as well as no ingame config settings with buttons
- added “threshold” config parameter, to adjust button remapping from analog
- added “thresholdupbtn” and “thresholddownbtn” config parameters, to set buttons for setting the threshold ingame
- added “idlestop” and “idleback” config parameters, to set when the analog movement stops the idle timer or returns back from idle (brightness dimming/display off feature of PSP firmware).
- optimized config file reading a bit
- updated FAQ

JoySens 1.5 was tested on 5.50GEN-D2.

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SOURCE SVN

Joysens source laid public

December 31st, 2009

After rethinking all the e-mails and comments I’ve gotten regarding joysens, I thought it was time to actually share the code of this famous and highly regarded plugin, so the community at least has a chance to keep it updated.

The public subversion for checkout is: http://svn6.assembla.com/svn/joysens

The trac space to browse the code is: http://trac6.assembla.com/joysens/wiki

Currently, the repository contains the tag release 1.42b source as well as the trunk, with the current 1.5 code line (which is untested till now).

The code is released under public domain and should be used with giving fair credit at least.

New Joysens tutorial for the average Joe

November 21st, 2009

Yes I’m still alive, but I’m no more active in the PSP scene I have to admit. However, after stomping over a couple very nice Youtube tutorials on “How to install Joysens”, but not finding a single one on how to actually set it up, I decided to put together a quick Tutorial that wasn’t all about the mathematics and background-functionality. It explains some of the most common problems that can be solved with joysens as simple as possible.

I know this is late, really really late, but better late than sorry :P

read

triEngine latest updates

August 27th, 2008

Lately, triEngine has been updated again by me. A lot of fixes and new features have been added.

Here’s some of the log messages:

  • Added default sprite mode width/height (if set to 0) resolving to image width/height.
  • Changed triDraw*Rotate to not depend on ortho mode anymore (Thanks Xfacter).
  • Added double displaylist optimization.
  • Added triple Sysram buffer mode that saves up VRAM (API change for triInit() required).
  • Added TRI_DLIST_SIZE_KB macro to override the display list size.
  • Added new triDraw primitives and fixed triDrawCircle functions (also don’t require a numSteps parameter anymore).
  • Added inbuilt font.
  • Added support for saving/loading own file format (trf) and compile without Freetype (TRI_SUPPORT_FT).
  • Added function to make a font mono spaced.
  • Fixed font drawing bug.
  • Added triArchive (by tommydanger).
  • Added custom particle render function.
  • Added more documentation to triGraphics.
  • Created branch/modelanimation for preliminary implementation of model animation support.

Also, the documentation has been regenerated, to match revision 30: http://tri.fx-world.org/doc/html/

Apart from that, tommydanger has started working on some tools to support triEngine. The first will allow you to create triArchive files easily to use in your game. The next is a small image converter for saving triImage files.

Projects using triEngine

August 21st, 2008

Lately a lot of (great) projects that make use of triEngine have emerged. It’s nice to see this engine finally get recognized in the scene, so I decided to give contribution by listing some of those projects.

First today is Geometry Wars PSP written by Sturatt:
http://forums.qj.net/showthread.php?t=143852

Next is a PDF reader application by sauron le noir:
http://forums.ps2dev.org/viewtopic.php?t=10845

Also LuaPlayer HomeMister v2 (LPHMv2) is based on triEngine to speed up Lua and compete with PGE Lua:
http://forums.qj.net/showpost.php?p=2102549&postcount=100

If you too have a project in the works that makes use of triEngine, please feel free to post a feedback and tell me about it. I’m eager to hear of more :)

On a sidenote: I have found the supposedly lost MotionKit driver source of the 1.0b release. Seeing how the 1.0 release was a major miss for anyone not just interested in getting the driver working under 3.xx+ kernel, this gives me the chance to fix this issue once and for all. Sound enable will work again, compatibility will be same as 1.0b again, just that it will work under 3.xx+ kernels too and add the new function added to unload the driver module. Hopefully a 1.0 final will be done soon.

MotionDriver 1.0 + SDK

July 30th, 2008

After a long time, here’s an update for the motionkit driver too. It finally brings the driver and SDK out of beta status and merely contains a new motionUnload function that allows to unload the currently running motion driver so you can load a different version as well as addresses a problem when trying to load the driver in a 3.xx+ kernel application.

So what does it do?

If you are a dev: You get easy acces to the neoflash motion kit input data without any SIO coding on your side, provided as raw gravital acceleration vector as well as a rotation vector that represents the tilting of the PSP. Those values are also filtered and smoothed over time in a configurable way to enhance signal quality without any coding on your side. You also don’t have to care whether the user has the motion kit plugged in or not, you just poll the motion data as an additional input method – as long as no motion kit is plugged in, the driver will just return zero values for all vectors. If your application requires a motion kit to be plugged in, you can easily check for that too (the SDK sample application shows a method to do so). Apart from that the driver bypasses the nosound problem that the motionkit suffers from because it’s being connected to the headphone port. It’s even possible to switch the motion kit and headphones at any time without a problem.

If you are a user: You get a custom firmware plugin for adding a simple support for the motion kit to any UMD game or homebrew by enabling the button forwarding mechanism, which interprets motion gestures as configurable button presses. Ever wanted to navigate through XMB by tilting your PSP? Do it!

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[UPDATE] JoySens 1.42b

July 30th, 2008

Here’s another update on JoySens, this time fixing some of the issues that were introduced with 1.4/1.41:

- fixed compatibility issues with Sony UMD driver (and possibly some other applications that require more kernel memory)
The config file system now uses a mere 1Kb of RAM where it used 24+Kb in 1.4/1.41
- Reduced module size a bit (to further help memory problems)
- added a workaround info output for POPS (flickers a lot, but at least you see something)
- fixed the adjust calculation to avoid crashes for high values (shouldn’t happen anymore even with adjust 32.0)
- fixed a little Button remapping bug

It took quite some time to completely rewrite the config system (once again) to not use any dynamic memory allocations and still work reasonably well. I could have got it down to not using any memory (besides stack) at all, but that would have reduced the speed a lot, as there wouldn’t be any buffering on the file reads and for every setting the whole file would have to be read through. I’ll probably release the config system as a library for plugin writers at some point. For now, enjoy JoySens 1.42!

If you still find any compatibility issues with specific UMD drivers, homebrews or games, please let me know about it with detailed information on your firmware version, other plugins running and any other circumstances that might influence the behaviour of JoySens.

[UPDATE]
1.42 has been replaced with 1.42b fixing a bug that messed up the settings file after saving settings from in game or vsh.

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[UPDATE] Finally! JoySens 1.4

July 17th, 2008

Long awaited and finally here to stay. JoySens in version 1.4 adds a couple of features and fixes:

- Added support for configs for different modes (VSH/POPS) and game/eboot paths
- Added analog<->Buttons mapping modes
- Fixed primary button mapping
- Fixed HOLD button preventing analog input
- Fixed to keep PSP from suspending/shutting down LCD if analog was pressed
- Fixed font output shadow making it better readable on light background
- Improved auto-center function a bit
- checked compatibility with CFW up to 4.01-M33-2
- Made installation easier

Yes, it’s now easier to install for all those that couldn’t get around those .txt files  and allows you to specify settings for each of your games/UMDs individually. Play your favourite racing games with high smoothing, while the shooters have low smooth and higher sensitivity.

If you have problems making JoySens run on your latest firmware, try formating your flash1 from recovery menu and resetting the PSP.

If you haven’t heard about JoySens before:
- “JoySens is a custom firmware plugin for Sony PSP that allows you to control the sensitivity of the analog stick in a very efficient way as well as “repair” faulty analog sticks. In very bad cases where the analog stick is not repairable, you can also just disable it so it doesn’t interfere with your games anymore. Apart from that it includes functionality to swap and remap DPad input to analog stick and vice versa, hence allows you to control the XMB with the analog stick for example.”

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[UPDATE]
Version 1.4 has been replaced with bugfix version 1.41 dealing with the following problems:
- fixed crash when saving settings from game
- fixed JoySens not starting in homebrew
- made JoySens not boot in recovery

Not dead (neither me nor JoySens)

July 12th, 2008

After quite a long time of absence I’m here to notify you all that I’m still around and have returned to some PSP coding. I was really amazed at how many people have visited and written on my blog since the last time I checked and it seems that especially my JoySens CFW plugin is still famous.

Since the last release a whole bunch of new custom firmwares have been released (namely 3.90-3.93 as well as 4.01) and I had a lot of questions to add support for those firmwares to JoySens and release version 1.4 which was in development before. Today I upgraded my 3.71 M33 PSP to 4.01 M33 and first my plugins wouldn’t work and just make the PSP freeze on startup. However I knew that they had to work, because it was already reported and since the CFWs since 3.80 all have a NID resolver the old plugins (ie the non-3.71 joysens.prx) should just work. After a format of my memstick not helping I just decided to try and format my flash1 and reset the PSP and voilá – all plugins started working perfectly again.
So if you have problems getting the plugins to run on your > 3.71 PSP, just try formating flash1 from the recovery menu and be sure you use the non-3.71 version of JoySens.

I also started putting a little work back into JoySens and finished the new config file system that was planned for 1.4. The next steps will include working this system into the plugin and enable different configurations for all execution modes (VSH/GAME/POPS) as well as for different EBOOTs/UMDs. After that I’ll add a few small updates that got onto my todo list, like fixing HOLD button actually preventing any input (don’t try having remapping enabled and putting the PSP for mp3 playback into your pocket) or improving the auto-center function a bit. I’ve also got a request for analog -> round buttons remapping which would be an option for a new feature.

Unfortunatley there’s also one unlucky happening: I’ve lost a part of my motion kit driver source – namely the config file loader. But that’s only half bad, because the config file system for JoySens 1.4 will make it easy to rewrite that part. I also already added a few small changes to the motion kit driver and will release a non-beta version soon, probably together with JoySens 1.4 or shortly before.

Apart from all that I’ve also thought about releasing some of my code to the public. Into my mind came Mudkip Adventures – the first and till now only game written with triEngine, which was released already half a year ago, so there’s nothing stopping me from releasing the game source (apart from the sloppy design, but it was a 72hour project anyway so there’s not much to expect :P ). Next thing could be JoySens, seeing how the community seems so interested in it, so maybe there might be some people that can advance it even further.

rubikmenu

My biggest and highest-priority project at the moment though is finishing up my supposed-to-be Rubik’s Cube Compo entry, which died due to a graphical glitch that frustrated me so much that I just had to take a timeout from PSP coding. Well I’m back to finish this one up and release a fabulous game to the community, but there’s still a lot to do before (mostly interface design and implementation).

So far – enjoy the summer and I’m waiting for your comments :)