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Messages - teakhanirons

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1
PS Vita / Re: [RELEASE] LOLITA500 / LOLITA444
« on: June 28, 2020, 06:21:18 PM »
Newb question is there an indication that /lolita500.skprx is working on nmm ps vita tv? Like with lol icon you would see the green text indicating it launched.  And what is the 444 version for ?
1) games run faster
2) you can also use DerInClocKS

for the second question, it's lolita500 but 444mhz cpu clock. Like the github says...

2
Amazing work. wonder if the new PC release can be used to create 1080p and 720p UI assets and character portraits. The PC version still looks a little rough around the edges and I think I'll stick to my Vita TV for now.

ShrineFox says the they were just ran through waifu2x:

https://twitter.com/ShrineFoxMods/status/1271883006421151744

3
PS Vita / Re: Vita Babe Of The Week
« on: June 15, 2020, 09:31:44 PM »
Isshiki Iroha, also known as "Best Girl in OreGairu", from Yahari Ore no Seishun Love Comedy wa Machigatteiru. Zoku visual novel from Yahari Ore no Seishun Love Comedy wa Machigatteiru. series.


4
I can't overclock when running P4G (other games work). Is there any tricks to get it to overclock? Thanks.
PSVShell menu doesn't show up with the patch. If you're on a PSTV, I recommend using lolita500. If you wanna use PSVShell still or are on a Vita; disable the patch, set the overclock, enable the patch again.

5
One thing I should mention, there exist 3.3V USB devices (SD readers, small USB flash drives) so no wire no buck converter dongles are possible on accessory port (and possibly Slim USB OTG if someone can get the VCC working on it).

6
This is clearly an attempt to steal Sony's work on USBD...


7
PS Vita / [RELEASE] EmergencyMount - Brick protection for Vita
« on: June 06, 2020, 08:43:49 PM »
What is this?
This plugin provides a brick protection for Vita.
Simply hold triangle on boot and you will be presented with a menu to mount partitions (the same ones as VitaShell plus ur0) over USB. You can then use your computer to resolve the issue.
First seen in SO CBPS event:


Installation
Place the plugin to ur0:tai/EmergencyMount.skprx.
If you want, you can place a 24 bit RGB BMP at ur0:tai/EmergencyMount.bmp to use it as a background.
Add ur0:tai/EmergencyMount.skprx under *KERNEL
as such:
Code: [Select]
*KERNEL
ur0:tai/EmergencyMount.skprx

Keep in mind that EmergencyMount can not provide any protection against any plugins that are listed before itself so please install kernel plugins under EmergencyMount from now on.

It also can not provide any protection against any low level hacks gone wrong like enso_ex.


I can't mount my SD2Vita?
Keep in mind that in order for the SD2Vita mount to work, your SD2Vita plugin of choice needs to be loaded before EmergencyMount. This is not recommended. Using VitaShell to mount your SD2Vita to your computer is still the recommended way to go.

Download
https://github.com/teakhanirons/EmergencyMount/releases

Credits
cuevavirus of Team CBPS
Princess of Sleeping of Team CBPS
skyl4nk of Team CBPS
Graphene of Team CBPS
CreepNT of Team CBPS
Rufis_ of Team CBPS
dots-tb of Team CBPS
and Team CBPS

8
PS Vita / [RELEASE] Vita-BootSound
« on: June 06, 2020, 08:30:10 PM »
What is this?
This plugin can play a WAV file as a custom boot jingle on PS Vita / PS TV at boot.
First seen in SO CBPS event:


Installation
Place the plugin to ur0:tai/bootsound.suprx
Place your WAV file as ur0:tai/bootsound.wav
Add ur0:tai/bootsound.suprx under *main
as such:
Code: [Select]
*main
ur0:tai/bootsound.suprx

It does not play!
It will not play sounds that:
- are larger than 1MB
- have a higher sample rate than 48khz
- have broken metadata (ffmpeg or Audacity should fix this)
- have more than 2 channels
It may also have issues with the 'System Music' option being switched on on firmwares higher than 3.60 due to the audio hook's NID being different.

Download
https://github.com/teakhanirons/Vita-BootSound/releases

Credits
cuevavirus of Team CBPS
Princess of Sleeping of Team CBPS
skyl4nk of Team CBPS
Graphene of Team CBPS
CreepNT of Team CBPS
Rufis_ of Team CBPS
dots-tb of Team CBPS
and Team CBPS

9
General / Re: Incomplete homebrews
« on: June 02, 2020, 09:09:46 PM »
https://github.com/teakhanirons/nKaruga

Converted the SDL controls to native Vita and stretched the screen (not ideal). It runs slowly but has potential to run well if spent time on (more than 30 minutes like it is the case here).

No binaries as it's clearly not in an usable state.

10
PS Vita / Re: Vita Babe Of The Week
« on: June 01, 2020, 11:45:33 PM »
Julianne Natalie Stingray, or "Jill" as she is known, from VA-11 Hall-A. Art by koyoriin.


11
Reverse Engineering / Taking a screenshot from a SceShell plugin
« on: June 01, 2020, 10:50:41 PM »
I had problems using the newly added SceScreenshot from DolceSDK from a SceShell (main) plugin when they worked fine in other apps. dots-tb told me to look into how shell handled the button combo. Then Princess suggested using taihen_min from sysident to use it.

sysident taihen_min.c implementation of module_get_offset is located here.

The offset is 0x14a928 on 3.60-3.61 retail firmwares. Going by cuevavirus's SceShell differences by firmware documentation, it's safe to assume that you'll have to find it yourself on other firmwares by comparing the code on that offset on 3.60-3.61 retail firmwares.

Here's a sample module_get_offset:
Code: [Select]
tai_module_info_t tai_info;
tai_info.size = sizeof(tai_module_info_t);
int ret = taiGetModuleInfo("SceShell", &tai_info);
if (ret < 0) return SCE_KERNEL_START_SUCCESS;

int (*shellShot)(void); // you define it (this may need to be global)

module_get_offset(tai_info.modid, 0, 0x14a928 | 1, &shellShot); // you fill it / point it

sceSysmoduleLoadModule(SCE_SYSMODULE_SCREEN_SHOT); // you load screenshot module
shellShot(); // you use the function
sceSysmoduleUnloadModule(SCE_SYSMODULE_SCREEN_SHOT); // you unload the screenshot module

12
General / Incomplete homebrews
« on: May 28, 2020, 10:12:49 PM »
https://github.com/teakhanirons/LaiNESVita

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 (https://github.com/Kevoot/NESalizer). 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.

13
General / Hello World programs
« on: May 28, 2020, 07:07:54 PM »
I managed to make this without crying: https://github.com/teakhanirons/REVURENGS
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.

14
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:

15
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?

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