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Messages - teakhanirons

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PS Vita / Incomplete PoC LaiNES port
« on: May 28, 2020, 10:12:49 PM »

Converted the SDL video output and controls to native Vita and was working on audio. Then I realized it was very, very slow. Even without the audio. Then I realized there was a better version of it with more mappers ( At that point, I gave up. Not worth it in my opinion.

Working on this was very fun though. Kudos to Rufis_, cuevavirus, CreepNT, skyl4nk, Princess of Sleeping and dots-tb for their help getting this to run.

Needs fnblit to build, you can use ddpm from DolceSDK to install it. No binaries as it's clearly not in an usable state.

No standalone fully working NES emulators on Vita is frusturating. Maybe I'll take a look at this problem later.

General / Hello World programs
« on: May 28, 2020, 07:07:54 PM »
I managed to make this without crying:
I also included a binary in case a Team CBPS member can't compile it and feels bad and starts crying.
As always, Team CBPS is the most inclusive group of misfits hacking scenes have ever seen.

Nakanaide kudasai.

dev / Re: i can't write a hello world help :megucry:
« on: May 28, 2020, 02:23:23 PM »
  i can't write a hello world help :megucry:

Unless I'm reading the patch wrong, all it does is remove the scaling options from the menu and hard code them to 1.0.
So you should get the same effect just setting those options to 1.0 in the menu.

And the result is that PSX games are still blurry when not using the "Original" mode.
I think the blurring happens earlier internally in POPS.

Thanks for the info CruelTott. Just throwing this out there, 2D only PSP games like Street Fighter Alpha 3, Darkstalkers, etc their pixels seem filtered somehow. I am wondering if this is just internal to the Vita PSP emulator and that there's nothing we can do about it.

Do you mean a sort of blurry/anti-aliasing effect? More specifically, bilinear?

PS Vita / Re: Vita Babe Of The Week
« on: May 25, 2020, 12:59:02 PM »
Serika Onoe from Chaos;Child which takes place in the same universe as Chaos;Head, Steins;Gate, Robotics;Notes and similar.

PS Vita / Re: LiveArea™ UI
« on: May 24, 2020, 01:17:25 AM »
no marb it's live area not live area ui. the greatest contribution home screen made to the ui is choosing an app to launch. home screen is a monumental achievement and has earned Sony countless kudos and much appreciation.
Next, even if we limit the live area /home screen title to other configurations, we run into another obvious problem. onemenu may well be more important to a particular  configuration than the sum of all the home screen contributions. More properly, shouldn't the distribution be called onemenu/livearea? Or, at a minimum, onemenu/live area/home screen? Of course, it would be rather arbitrary to draw the line there when many other fine contributions go unlisted. Yes, I know you've heard this one before. Get used to it. You'll keep hearing it until you can cleanly counter it.
You seem to like the default installation metric. There are copies of home screen code in a typical  configuration yes. You seem to suggest that (more official) == (more important). However, I submit to you that official configurations do not directly correlate with importance. I would suggest that clock cycles spent on code is a better metric. For example, if my system spends 90% of its time executing onemenu code, one menu is probably the single most important collection of code on my system. Even if I loaded ten times as many lines of useless bloatware on my system and I never excuted that bloatware, it certainly isn't more important code than onemenu. Obviously, this metric isn't perfect either, but default metric really, really sucks. Please refrain from using it ever again in supporting any argument.
Thanks for listening.

Reverse Engineering / Detecting SceShell initialization
« on: May 18, 2020, 10:39:54 AM »
vshKernelSendSysEvent  -> prints "vshbridge : shell ready", shell is completely loaded (thanks to Princess of Sleeping)
sceAudioOutOpenPort -> audio initialization, shell is not completely loaded (thanks to GrapheneCt)

Attemping to use anything that is not loaded will result in a crash.
Hook to the one you need to detect these events before you use them.

PS Vita / Re: [release] CustomBootSplashBMP
« on: May 17, 2020, 09:27:36 PM »
A logo dedicated to Princess, used in the original post.

PS Vita / [release] CustomBootSplashBMP
« on: May 17, 2020, 08:42:24 PM »
What is this?
This plugin can display a 960x544 24 bit RGB BMP (BMP with no alpha) as custom boot splash on PS Vita / PS TV at boot.
The boot logo that is displayed in the beginning can not be hidden with this plugin.
This is a fork of the original PSP2-CustomBootSplash by Princess of Sleeping.

How do I make a 24 bit RGB BMP?
It should be the default Paint option as seen here:

Place the plugin to:
Code: [Select]
Place your 960x544 24 bit RGB BMP (BMP with no alpha) as:
Code: [Select]
Look for the line "load os0:kd/clockgen.skprx" in "ur0:tai/boot_config.txt" and add this line one line fore that:
Code: [Select]
- load ur0:tai/custom_boot_splash.skprx
Code: [Select]
- load ur0:tai/custom_boot_splash.skprx

load os0:kd/clockgen.skprx
#load os0:kd/syscon.skprx
#load os0:kd/rtc.skprx

Any pre-made logos I can use?
We will be posting some in this thread as replies but we highly recommend making your own since it's more fun that way.

To Enso 3.65 users:
If a "ur0:tai/boot_config.txt" exists in "vs0:tai" and the plugin doesn't load even if plugin path is written to "ur0:tai/boot_config.txt", please update Enso to the latest version:

To do:
Adding 32 bit or other BMP variants support should be trivial. Currently, a header size of 54 bytes is hard coded.
Hardware accelerated JPG support is possible.
PNG support is a possibility.
CreepNT wants a randomized boot logo selection feature.

Princess of Sleeping for the original code and helping me a ton with this release despite me being very bad at C.


PS Vita / Re: Vita Babe Of The Week
« on: May 17, 2020, 10:51:57 AM »
Rise Kujikawa from Shin Megami Tensei: Persona 4 Golden, later retconned to Persona 4 Golden (Shin Megami Tensei: Persona 4: The Golden, later retconned to Persona 4: The Golden in Japan), originally from Shin Megami Tensei series' spinoff series Shin Megami Tensei: Persona which was originally retconned from Shin Megami Tensei series' spinoff Shin Megami Tensei: Revelations, retconned to Persona series.

The subject of this topic is "Definitive proof that Samilop "Cimmerian" Iter is a gigga homo homo". Please refrain from going off-topic a third time.

That is besides the point of this thread and is obviously ironic.

You have been warned according to Global Rules number 7.

From the man himself!

The screenshot was before the Twitter incident.

Also, here's another irrefutable proof:

This image here suggests the claims are invalidated when you have a specific role. If what matters is the present and if you have no role in the present on the CBPS Discord server, then you fit in the criteria and the claims are true.

Here's my third irrefutable proof:

Any sane person can see the solid evidence here.

News / Re: Suspended by Twitter
« on: May 16, 2020, 03:47:07 PM »
oh i would say it's deserved, since all your accusation are false and without any basis

As seen in the following link, your claims are not true since the accusation is not false and has a basis:,47.msg356.html#msg356

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