PSP2???
20/02/2007 01:53 AM Posted by: Incadude in PSP News
[Image: psp2.jpg]

NVIDIA is hiring eDRAM engineers for possible upcoming PSP-sucessor GPU

NVIDIA is currently recruiting senior eDRAM design engineers. The new job is for a full-time position at NVIDIA’s Santa Clara, California offices. There is no mention what projects the senior eDRAM design engineers will work on, however, the job responsibilities include:
  • Transistor level circuit design for Graphics processors and other ASICs targeted at desktop, laptop, workstation, set-top box, wireless and home networking markets.
  • Participating in circuit design of eDRAM macros.
  • Circuit simulations, layout extractions, timing characterizations and timing file generations.
  • Layout floor planning and layout supervisions.
  • Circuit level logical function and transistor level verifications.
NVIDIA does not have any products that integrate eDRAM now, however, Beyond3D forum members believe the job posting is for an upcoming GPU for Sony’s PSP successor. This makes sense as the Sony PS2 and PSP GPU feature eDRAM.  Although NVIDIA is a likely candidate as the GPU designer for Sony’s PSP successor, neither companies have made any announcements.

Other gaming consoles that take advantage of eDRAM include Nintendo’s Gamecube, Wii and Microsoft’s Xbox 360; however, all three consoles feature AMD ATI designed graphics processors. On the eDRAM side of things, IBM recently unveiled the fastest eDRAM technology yet.

Source: [Image: top.gif]
  Replies (2)
 Custom Firmware 1.53
19/02/2007 11:53 PM Posted by: Incadude in PSP News
[Image: prxloadermj3_qjpreviewth.jpg?424809]

eiffel56 has released an custom firmware for you ancient devoted 1.5 users. Its basically a 1.5 with added abilities.

So heres what's extra:
  • Recovery Menu
  • Boot Menu
  • Integrated uxMB
  • You can start 1.00 style EBOOTS
  • You can hide corrupt data icons
  • You can start ISO/DAX files
  • You can load your own plugins(PRX)
  • Autoboot EBOOTs at startup
  • Never turn off the backlight in XMB
SO read the readme.txt to read more into this custom firmware.

[Image: psp-haxorsdownload.jpg]
  Replies (4)
 [Random Info] (decrypted) RCO File Format
19/02/2007 10:42 PM Posted by: ZiNgA BuRgA in PSP Customisation Developments
Note, I'm assuming you already have basic hex editing knowledge...

This is the file structure, as far as I know, of decrypted (FW2.60 and lower) RCOs.
Many thanks go to Z33 at MaxConsole for providing much information on this.  His thread can be found here.

NOTES:
  • I tend to refer to "encrypted" - RCOs aren't really encrypted, but just compressed in an unknown way.  I use this word for convenience purposes :P
  • Everything is aligned to a 4 byte boundary, so basically all values are DWords.  There are one or two which are just Words however.  Thus, padding is used to achieve this 4 byte boundary at times
  • Lengths don't include padding (obviously)
  • For text entries, they are always separated by at least one null character

Anyways, there's 3 basic sections of the RCO.

Contents

RCO Header
OffsetType/SizePurpose
0x00DWordRCO Signature, always is 0x46525000 (.PRF)
0x04DWordAppears to be a switch of some kind:
  • 0x70 or 0x71 means normal table section
  • 0x90 means a deflated table section
  • larger values indicate that it's "encrypted"
0x08DWordUnknown - always seems to be 0x00
0x0CDWordSeems to change when different compressed headers are used:
  • 0x00 = normal header
  • 0x10 = deflated header
  • 0x20 = "encrypted" header
For the following sections, 0xFFFFFF means the section doesn't exist
0x10DWordOffset of the "information"? table - always is 0xA4
0x14DWordUnknown.  Always seems to be 0xFFFFFF
0x18DWordOffset of the text table
0x1CDWordOffset of the sound (VAG) table
0x20DWordOffset of the model (OMG) table
0x24DWordOffset of the image (MIG) table
0x28DWordUnknown.  Always seems to be 0xFFFFFF
0x2CDWordUnknown.  Always seems to be 0xFFFFFF
0x30DWordOffset of the "page" table
0x34DWordOffset of the "anim" table
0x40DWordOffset of the label table
0x44DWordLength of the label table
0x48DWordOffset of the "native:/" table
0x4CDWordLength of the "native:/" table
0x50DWordOffset of the text pointer table.
0x54DWordLength of the text pointer table.
0x58DWordOffset of the image (MIG) pointer table.
0x5CDWordLength of the image (MIG) pointer table.
0x60DWordOffset of the model (OMG) pointer table.
0x64DWordLength of the model (OMG) pointer table.
0x68DWordOffset of the sound (VAG) pointer table.
0x6CDWordLength of the sound (VAG) pointer table.
0x70DWordOffset of the "page" pointer table.
0x74DWordLength of the "page" pointer table.
0x78DWordOffset of the "anim" pointer table.
0x7CDWordLength of the "anim" pointer table.
0x38DWord(note the offset) Offset and length to some text.  If this text doesn't exist, this value is the same as the value at 0x40, and length is 0x00.
0x80DWordOffset of the image (MIG) data section
0x84DWordLength of the image (MIG) data section
0x88DWordOffset of the sound (VAG) data section
0x8CDWordLength of the sound (VAG) data section
0x90DWordOffset of the model (OMG) data section
0x94DWordLength of the model (OMG) data section
0x98DWordEnd marker???  Always seems to be 0xFFFFFF
0x9CDWordEnd marker???  Always seems to be 0xFFFFFF
0xA0DWordEnd marker???  Always seems to be 0xFFFFFF


Table Section (begins at 0xA4)
If the table area is compressed (FW2.60), there are 3 DWords before the compressed data:
OffsetType/SizePurpose
0x00DWordPacked size of all the table sections
0x04DWordUnpacked size of all the table sections
0x08DWord"Something about the unpacked size of the next file after the packed header..." -Z33

For FW2.71+, the table seems to be packed in parts, rather than the whole table section packed together.


Now, back to the uncompressed header.
Each table entry seems to have a 40 byte header, followed by the entry data. (note, the "main entry" refers to the first one - which "contains" all the other entries)

Table entry headers
OffsetType/SizePurpose
0x00ByteID of the current entry???  The main entry, seems to have a value of 1.  Some subentries seem to use this as the "depth" of the current entry.
0x01ByteType of the entry.  Here's a few:
  • 0x01 = main entry
  • 0x03 = text
  • 0x04 = image (GIM or PNG)
  • 0x05 = model (GMO)
  • 0x06 = sound (VAG)
  • 0x08 = "page"
  • 0x09 = "anim"
The "anim" sections seem to have subentries with higher values
0x02WordUnknown - always seem to be 0x0000
0x04DWordOffset to the label (relative to the label table).  0xFFFFFFFF means the label doesn't exist for this entry
0x08DWordSize of entry header? (always 0x28)
0x0CDWordOffset of current entry to first entry (of same depth)?
0x10DWordNumber of subentries in this one
0x14DWordSize of the entry
0x18DWordOffset to the next entry?
0x1CDWordCurrent entry offset from the main table (which is always 0xA4)
0x20DWordUnknown - always seem to be 0x00000000
0x24DWordUnknown - always seem to be 0x00000000
For entry headers longer than this, the rest is unknown

Table entry data
This varies, depending on the type:
0x03 (text)
This starts off with 2 bytes, before the actual text indexes.
OffsetType/SizePurpose
0x00DWordLanguage ID:
  • 0x10000 = Japanese
  • 0x10001 = English
  • 0x10002 = French
  • 0x10003 = Spanish
  • 0x10004 = German
  • 0x10005 = Italian
  • 0x10006 = Netherlands
  • 0x10007 = Portugese
  • 0x10008 = Russian
  • 0x10009 = Korean
  • 0x1000A = Chinese (Traditional)
  • 0x1000B = Chinese (Simplified)
0x04DWordNumber of text indexes in current entry
After this, is the actual text indexes (each is 12 bytes long):
OffsetType/SizePurpose
0x00DWordOffset to label, relative of the label table
0x04DWordLength of the text
0x08DWordOffset of the text, relative to the text data start address
0x04 (image)
OffsetType/SizePurpose
0x00WordFile type ID (0x05 = MIG)
0x02WordCompression flag?  0x00 = uncompressed, 0x01 = zlib deflated
0x04DWordPacked size of data without padding
0x08DWordOffset of data relative to the beginning of the image data section
0x0CDWordSize of unpacked data
0x05 (object)
OffsetType/SizePurpose
0x00WordFile type ID? (0x00 = OMG)
0x02WordCompression flag?  0x00 = uncompressed, 0x01 = zlib deflated
0x04DWordPacked size of data without padding
0x08DWordOffset of data relative to the beginning of the image data section
0x0CDWordSize of unpacked data
0x06 (sound)
OffsetType/SizePurpose
0x00WordFile type ID? (0x01 = VAG)
0x02WordNumber of channels, either 0x01 or 0x02
0x04DWordSize of data (if there's two channels, then this is the size of both)
0x08DWordOffset of the sound data to the beginning of the sound data section
0x0CDWordSize of left channel VAG
0x10DWordOffset of left channel VAG to the beginning of the sound data section
Note, the following values don't exist for single channel VAGs
0x14DWordSize of right channel VAG
0x18DWordOffset of right channel VAG to the beginning of the sound data section
0x08 (page)
In this section, the entry ID (from the table entry header described above) is rather important in determining what the page entry does, and the type of values under it.

A few common common characteristics first though:
Many entries have a "position description" at the beginning.  This consists of 13 consecutive float values:
#Purpose
1Position X
2Position Y
3Object Scale
4Colour Channel (Red)
5Colour Channel (Green)
6Colour Channel (Blue)
7Colour Channel (Alpha)
8Dimension - Width
9Dimension - Height
10Unknown
11Stretch X
12Stretch Y
13Element Scale
For the position values, 0 = centre of screen.  For the colour channels, 0 = no colour, 1 = full colour (for example, the colour red (FF0000FF in hex colour code) would be R:1, G:0, B:0, A:1)

Another common thing are "objects".  These consist of two DWords, the first is a type descriptor, the second refers points to the object.  Below is a list of the types of objects known:
TypePointer
0x400 (event)Points to a native:/ entry relative to the "native" table.
0x401 (text)The text entry #.  For example, 0 = the first text entry.
0x402 (image)Absolute pointer to the image table entry.
0x403 (model)Absolute pointer to model table entry.
0x407 (page?)Same as 0x409???
0x408 (anim)Absolute pointer to anim table entry.
0x409 (page)Absolute pointer to page table entry.
0xFFFF (blank)This value should always be 0xFFFFFFFF

Now onto each type of entry.  The following table shows the types of values (in order) under each particular type of page entry. (note, RCO Editor will stick a "8" at the front, thus 0x802 instead of 0x02)
TypeData
0x01 (page)* note that this is always a top level page entry
0x111 (dunno what this does)
<object (event)>
<object (event)>
<object (event)>
<object (event)>
0x02 (plane)* this entry seems to describe an image
<position description>
<DWord>
<object (event)>
<object (image)>
<DWord>
0x03 (button)* this entry seems to be used for "buttons" or small images
<position description>
<DWord>
<object (event)>
<object (image)>
<object (image)>
<object (image)>
<object>
<object (event)>
<object (event)>
<object (event)>
<object (event)>
<object (event)>
<object (event)>
<object (event)>
<object (event)>
<DWord>
0x04 (xmenu? [XmbMenu?])<position description>
<?>
<object (event)>
<DWord> * number of sub menus?
<object (event)>
<object (event)>
<object (event)>
<object (event)>
<object>
0x05 (list [XmbMainList?])* this entry seems to only appear for XMB main menu icons
<?>
<object (image)>
<object>
0x06 (xlist [XmbList])<position description>
<DWord>
<object (event)>
<DWord> * seems to be number of items under this xlist
<object (event)>
<object (event)>
<object (event)>
<object (event)>
<object (event)>
<object (event)>
<object (event)>
0x07<position description>
<DWord>
<object (event)>
<Float>
<?>
<object>
<object>
<object>
0x08 (scroll?)* A scrollbar???  Only seems to appear under lists
<position description>
<DWord>
<object>
<Float>
<Float>
<?>
<object>
<object>
<object>
<object>
<object>
0x09 (mlist [MenuList])* seems to describe those context menus, for example, selecting a language in the System Settings
<position description>
<DWord>
<object (event)>
<DWord>
<?>
<DWord>
<Float>
<Float>
<object>
<object (event)>
<object>
<object>
<object>
<object (event)>
<object>
<object>
<object>
<object (event)>
<object>
0x0A (item [MenuItem])* Item under MenuList
<object (text)>
<object (text)>
<object>
0x0B* This type doesn't seem to exist :P
0x0C (item_xlist [XmbListItem])<object (image)>
<object (text)>
<object>
0x0D (text)<position description>
<DWord>
<object>
<object (text)>
<object>
<DWord>
<DWord>
<Float>
<Float>
<Float>
<Float>
<Float>
<Float>
<Float>
<?>
<?>
<?>
<?>
<Float>
<Float>
<Float>
<?>
<Float>
<Float>
<Float>
<Float>
<?>
<?>
<?>
<Float>
<Float>
<Float>
<Float>
<DWord>
0x0E (model)<position description>
<?>
<object (event)>
<object (model)>
0x0F<position description>
<DWord>
<object (event)>
<?>
<DWord>
<object>
<object>
<object (event)>
<object (event)>
<object (event)>
<object>
<object>
<object>
<object>
<object>
0x10<object>
0x11 (item_spin)* seems to be some item which often changes - eg the seconds counter when listening to music
<position description>
<DWord>
<object (event)>
<DWord>
<DWord>
<DWord>
<DWord>
<DWord>
<Float>
<object>
<object>
<object (event)>
<object (event)>
<object>
<object>
<object>
<object>
<object (page)>
<object (page)>
0x12 (group)* used to group page resources together?
<position description>
<DWord>
<object>
0x13 (list?)<position description>
<DWord>
<object>
<DWord>
<?>
<Float>
<object>
<object>
<object>
<object>
<object>
<object>
<object (event)>
<object>
0x14 (litem?)<object (text)>
<object>
<object>
0x15 (edit?)* An edit field?
<position description>
<DWord>
<object (event)>
<?>
<?>
<?>
<?>
<object>
<object>
<object (event)>
<object>
<object>
<object>
<object (event)>
<object (event)>
<object (page)>
<object (page)>
<object>
0x16 (clock)* O_o, a clock :P
<position description>
<DWord>
<object (event)>
<DWord>
<Float>
<object (text)>
<object (text)>
<object>
<object>
<object (event)>
<object (event)>
<object>
<object>
<object (event)>
<object (event)>
<object>
<object>
<object (event)>
0x17 (ilist [InfoList])<position description>
<DWord>
<object (event)>
<Float>
<object>
<object>
<object (event)>
<object>
0x18 (item [InfoItem])* A piece of "information"
<object (text)> * Default text to display
<object (text)> * Error/alternative text to display
0x19 (icon?)<position description>
<?>
<object (event)>
<object (image)>
<object (image)>
<object>
0x09 (anim)
Note that the following information has not been tested yet - it's actually just my idea on how it works :P
The structure of anim resources are similar to that of page resources.  There's no multiple-depth subentries, and subentries don't have a label.
It seems that each subentry describes a "command".  The PSP, when the animation sequence is fired, will start executing each command in order in parallel, until a DELAY (0x07) command is reached.
Most of these commands involve modifying some attribute of a page resource - for these, the first bit of data is the <object (page)> to modify, then the next item would be the time (in ms) it takes to perform the animation (for example, if a set position command is given, with time=100, then the PSP will take 0.1 seconds to animate the page moving to the specified position).  Times are floats (so decimals accepted).
Note that anim resources will borrow the <object> concept from page resources.

Here's the list of IDs: (note, RCO Editor will stick a "9" at the front, thus 0x902 instead of 0x02)
IDDescriptionData
0x01Parent* No data
0x02Set pos.<object (page)>
Time
<?>
Target X
Target Y
<?>
0x03Set colour<object (page)>
Time
<?>
New Red value
New Green value
New Blue value
New Alpha value
0x05Set scale?<object (page)>
Time
<?>
New Object Scale?
New X Scale?
New Y Scale?
0x06Set alpha<object (page)>
Time
<?>
New Alpha value
0x07DelayTime
0x08Fire event<object (event)>
0x09Some switch???0xFFFFFFFF
0x0B???<object (page)>
<?>
<?>
<Float>
<?>
<?>
<Float>

Entry Pointer sections
These immediately follow the above tables.  They just contain absolute offsets to the various subentries above.  These sections are described by the values from 0x50 to 0x80, and follow the same order.
However, these seem to be out of order, and have "null" entries.  Don't understand why, lol Erk


Text/"native:/" Tables
The "text tables" (offset is given at 0x40 and 0x48) are just ASCII text separated by null characters.  Each string is aligned to a 4 byte boundary (thus extra padding may be used).


Data Area
Basically, where all the data is stored...
Resources are aligned to 4 byte boundaries (thus padding may be used to achieve this).
Deflated resources have the 2 byte signature, 0xDA78.  "Encrypted" resources have the 2 byte signature, 0xD905.



Alright, that's all I really know about the RCO format - Z33 has some more info in his documentation (can be found here).

Hope this guide helped someone Erk
  Replies (19)
 EBGames are a bunch of dicks
19/02/2007 09:31 PM Posted by: Ge64 in PSP News
[Image: ebgamesflyer_qjgenth.jpg?473402]

double you tee eff!!!1
  Replies (9)
 PspIrDA v0.0.2
19/02/2007 07:46 PM Posted by: ZiNgA BuRgA in PSP News
Quote:Does anybody remember PspIrDA? For the guys who don't, the homebrew application allowed you to transfer files between your PSP and your cell phone, PDA, PC, and pretty much any device compatible with the application's protocol (nope - no DS here). With that said, author Mat17 has just released version 0.0.2.

Major changes include improved device compatibility and transfer speed, although the application's GUI has been kept sparse. Mat notes that version 0.0.3 will carry improved transfer speed, and (it is hoped) an improved GUI.

Included in the bundle is a debug version of the app, along with this note from the author:

Quote:I've included in the archive a debug version which outputs a debug.log and dump.log files in the pspirda directory. So if this release does not work for you, try a transfer (send or receive) with this debug version and send me the corresponding debug.log and dump.log.

As always, wee recommend a thorough viewing of the app's README, along with a trip to the release thread for any further details. Wee thank Mat17 for the effort, and hope you guys enjoy trying this application out.
Source: http://pspupdates.qj.net/PspIrDA-v0-0-2/pg/49/aid/83443

Hmm, sounds quite an interesting program - hopefully it gets better ;)
  Replies (2)
 Frapsp: new video capture application in the works
19/02/2007 07:41 PM Posted by: ZiNgA BuRgA in PSP News
Quote:Homebrew coder Gunner dropped by our forums today and posted that he is currently working on a new application called Frapsp that will allow users to capture and record game video footage. In case you've noticed, that is what exactly AdePSP's ScreenVideo Capture Module does.

However, Gunner added that he's gunning for a proper capture as well as a better and faster application than SVC. Frapsp is still in its early stages but the owner assures that it doesn't freeze the game. The games may run slower at times but he's working on it, Gunner added.

Frapsp currently uses usbhostfs.prx and psplink.prx butt he plans on including usb host into the plugin. Good luck to Gunner on his Frapsp! Wee are sure that the community will be there the moment you release this application.

Proof of Concept videos
Source: YouTube

Source: YouTube

Source: YouTube
Source: http://pspupdates.qj.net/Frapsp-new-vide.../aid/83453

Hmm, sounds interesting I guess, though I'm not sure how all that would actually work Erk
  Replies (5)
 nVidia releases C compiler and SDK for 8800+ GPUs
19/02/2007 08:12 AM Posted by: Ge64 in Tech News
nVidia, by far the best GPU maker of course :cheesygrin: has released CUDA, a C compiler package which allows programmers to run calculations on the Geforce 8800 and up series GPUs. CUDA uses the GPU as a coprocessors, so now software can be made that uses the GPU to do stuff so the CPU can do other stuff. Just to show how cool this is, the Geforce 8800 GTX has 128 cores (shaders) running at 1.1Ghz each. And with 2 of these cards in SLi setup, you have a 1+ teraflops system (which is really fast).

Link
  Replies (6)
 [RELEASE] 3.03/3.10 OE mix for UP
18/02/2007 05:42 AM Posted by: dasme in PSP News
Dark_AleX Wrote:Well something i did for myself because i will be a month outside with my chipped psp(and there are annoying things with it), but that i guess it will be welcomed by other up users.


3.03/3.10 OE mix for UP.

This is an OE update to let UP users have the vsh of 3.03 (which is more customizable) and the kernel of 3.10 to launch psp and psx games.

I have also done this thing to fix some annoying things for up users (pressing L at boot, and at recoveryng from sleep).

Instructions.

- On the PSP original nand, install 3.10 OE-A (or A', doesn't mattter because the patches of A' will be applied)
- On the UP nand, install 3.03 OE-C
- Copy 303_10 mix to GAME150, and run it from the UP nand.
- Done.

Now you will have the following benefits:

- 3.03 vsh, which you can customize.
- When you execute a psp or psx game, or a homebrew, OE will switch the nand to the psp one (containing 3.10 OE) automatically, so you will be able to play psx and psp games in the higher firmware, and since it will run on the psp nand, you won't have problems with psx games or with 333 Mhz.
- When you recover from sleep mode, OE will also be back to the nand you were, so you don't need to press L  (in fact, you must not press it :p)
- You can access both flashes via usb in the recovery.

[Image: cooltext45333229xq7.gif]
  No Replies

 
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