January 6th, 2008
Finally, the first public beta of my motion kit driver for the Neoflash motion kit.
You can find the Neoflash motion kit here:
http://www.neoflash.com/forum/index.php?topic=4644.0 http://www.neoflash.com/go/index.php?option=com_content&task=view&id=189&Itemid=37
It currently only works for custom firmwares < 3.71, though a simple NID fix should make it work on 3.71 too. I didn’t release that version yet because I couldn’t test it, but it will be available with the final 1.0 release.
The motion kit driver allows you to make use of the motion kit in the VSH or games even though they weren’t written for the motion kit. A configuration file allows you to setup the driver per homebrew/UMD game, so you don’t have to use the same configuration everywhere.
Also, the driver fixes the missing sound issue with the motion kit plugged in and allows you to switch between motion kit and headphones any time without problem.
The SDK provides the source for compiling libmotion_driver that allows you to interact with the driver and poll motion kit data, as well as source for a small sample application that shows usage.
DOWNLOAD
Posted in General, PSP | 3 Comments »
December 13th, 2007
If you wonder where the last announced releases are, well, the effort with the motion kit driver was unexpectedly higher and kept me busy the last week. However, I am now in the state to do the final testing and polish on the motion kit driver before I roll it out to everyone. After that I will finish up JoySens 1.4 and release that as well.
Together with the motion kit driver, I will release a small SDK that allows developers to make use of the driver for their own homebrew creations. This guarantees that an already installed driver by the user will not interfere with the homebrews own implementation of the motion kit communication and allows the developer to influence the drivers behaviour. For the developers, that already want to start developing a game for the motion kit and want to be compatible with the driver on it’s release, you can find the header for the motion kit driver library here.
For the end-users, the first release of the motion kit driver will allow you to make some basic input through the motion kit to any of your homebrew or UMD games, without them having to be specially programmed for that. This will be achieved by forwarding the motion kit input to user specified buttons of the PSP, so the homebrew/UMD game is just handling the normal inputs. Also, those buttons can be adjusted in a configuration file per homebrew/UMD.
Also, the driver will be able to track plugging the motion kit in and out at any time and is even compatible with inserting the headphone remote, so you can at any time change the motion kit support for headphones, even in game. However, the first release will probably not yet contain a fix for the sound output problem, since I still haven’t found a viable solution to this. I’m still working on reverse engineering Sonys remote driver code to find a possible software solution that will be compatible with normal headphones/remote being plugged in.
Posted in General, PSP | 2 Comments »
November 29th, 2007
After some thoughts on the project and some consulting with the others involved, I decided to release the triEngine that was being developed by Tomaz, InsertWittyName and me for public. Unfortunately the old assembla space somehow denied to let me make it public, so I had to create a new space and reimport the SVN tree.
So what does this “triEngine” do? Well, it provides you with pretty much everything necessary to start writing a game on PSP. It comes with a set of 2D graphics functions with support for animated sprites, a basic 3D interface with rendertargets and some blur functions, a full OpenGL style texture manager that keeps your textures in VRAM, a font system based on TTF fonts, audio playback for AT3 and WAV files, video playback for PMP files (yay, intro videos!), a full-featured particle system with lots of functions, WiFi code for multiplayer support, a fancy ingame console over PSPLINK to be able to control and adjust your variables at runtime (Quake style CVARs) plus some other helpul things.
However, it’s not a finished product – it was still a WIP until this release, so there’s no guarantee that everything works without problems (even though it was tested with various test samples – all available in src/tests). That it is functional nonetheless can be seen through my “Mudkip Adventures” game – it is entirely written around triEngine.
So here you go, released under GPL for the time being (License might change to a more liberal one later on):
trac (SVN browser, ticketing): http://trac2.assembla.com/openTRI
SVN repository: http://svn2.assembla.com/svn/openTRI
For anyone that wants to commit code, please read the coding style specification first:
http://www.fx-world.org/tri/coding_style_specification.txt
UPDATE: A bug and request tracking system has been opened for public: http://trac2.assembla.com/openTRI/newticket
Posted in General, PSP, openTri | 4 Comments »
November 20th, 2007
Well, the Rubik’s challenge is over and as the interested people may have noticed, I missed getting my cube done in time. I could have submitted a working cube without any interface, but I hate such unfinished things. Well, I’m still working on my Rubik’s cube but am currently stalled by an ugly graphical glitch that I can’t seem to get rid of – oh the joys of PSP graphics programming
Apart from that I got a (gratefully sponsored) PSP Motion kit from neoflash.com today, so I’m up to writing a CFW plugin that allows users to enjoy the motion kit with all homebrew and UMD games. I’m still thinking about a good way to map the motion input to the PSP’s default control input. Currently I’m aiming at a per-homebrew/UMD game config file, that allows you to forward the motion input to any combination of the PSP’s controls – with or without disabling them. The only problem left is the disabled sound. The joy of the motion control gets hit a lot by the silence and the only solution I found till now is a hardware solution, but I’m still aiming at a possible software solution.
PS: JoySens 1.4 is in the works as well and should be released in a hand full of days (possibly a few more). It’s going to contain a fix for the broken primary button mapping, keep backlight on when the analog is pressed, disable the input when HOLD button is set as well as contain the possibility to set different configurations for VSH and game/UMD.
Posted in General, PSP | 4 Comments »
October 21st, 2007
This release adds a DPad/Analog swap function on popular request as well as provides a fix for analog sticks that completely deny to respond in one or two directions, which is caused by the stick returning too small values even when pulled to the extremes. You now also can change the configuration for the primary plugin button, which was hardcoded to the NOTE button till now. The download also includes a 3.71 compatible (and only!) version of the plugin, so make sure you use the correct one. For 3.71 with 1.5 kernel patch you need both versions actually to make the plugin work in 1.5 homebrew – see the readme for instructions.
PS: I also started writing a FAQ.txt so if you have any questions, be sure to read that FIRST!
DOWNLOAD
Posted in Joysens, PSP | 108 Comments »
October 18th, 2007
I found time today to update my second PSP to 3.71M33 and test a method for making JoySens 1.2 available under that firmware. For now it seems to work fine, but it is next to untested atm, so I cannot yet guarantee it to work 100%.
At least this should give the 3.71 users something to play with for the time being. I’m currently working (when I find a little time every then and when) on JoySens 1.3 which will provide some new features, like a fix for analog sticks which don’t even scale the stick range correctly (getting results < 127 or > -127 even when analog stick is pushed to the extents).
download
Posted in Joysens, PSP | 10 Comments »
September 12th, 2007
I just wanted to inform you that I am taking part in the devsgen.com Rubik’s challenge and I’m trying to win the price of $500. I don’t want to give out too much information at that point, since the deadline is still too far and the competition is tough
, but I can say that this is gonna be my most complete and cleaned-up homebrew for PSP.

I’m very interested in that challenge, since I find it more appealing than most other coding competitions where people can enter things they are working on for ages already and then outrule anyone that started a project specifically for that competition. Also it gives much more possibility to show the coding skills and compare them to the other entrants, so the judging will be much more objective (or at least so I hope). I also like the fact that the source code also gets judged, since that really forces people to think about their code design, rather than club everything together so that it just plain works somehow (and I’m one of the many that suffer from the lazyness of proper code layout and commenting unless forced to
).
I really hope there are more such challenges in the future and I’m looking forward to the other entrants’ versions of a Rubik’s cube for the PSP
So look forward to September 30th when the result is revealed.
Posted in General, PSP | 5 Comments »
August 13th, 2007
Kosmodrones – a new homebrew game developed by fellow Abhoth is about to be released soon.
The game is one of the greatest – if not THE greatest – homebrew game available for PSP till now, so be sure you check it out. It features compelling gameplay, astonishing graphics, great music and offers multiplayer support as well as online highscores! Overall, a commercial quality product.
Luckily enough, I could put my small fingerprint on it too by adding the video playback code
(it’s one of the first homebrew games that has a prerendered intro video).
http://www.kosmodrones.com
Posted in PSP | No Comments »
July 30th, 2007
There it is, yet another update to JoySens. Normally I dislike update spamming like this, but it was necessary as the calibration function in v1.11 is broken (scaling the axes values wrongly so it gave strange ranges with non <0,0> center values). Now it should work reliably and I tested it more to get sure (actually I now got my analog to behave next to perfect again).
To add a little bit more to this release, I also added a DPad->analog mapping functionality as was requested by some people, as well as an Analog->DPad mapping functionality, that allows you to control the XMB with the analog stick (if you enable the forceanalog setting in your joysens.ini, which it is by default).
To make up for the new button combo functions I also added button mappings for SCREEN (brightness) as well as VOLUP and VOLDOWN buttons, so now those can be mapped too.
download
Posted in Joysens, PSP | 50 Comments »
July 30th, 2007
I spent today to work out a very elaborate (with lots of mathematical background to satisfy my needs
) tutorial on how JoySens functions and how to configure it correctly. It seemed necessary as lots of questions turned up about how to set it up correctly and people did not catch the real depth of the plugin. Comments are wanted!
read
Posted in General, Joysens | 2 Comments »