Surprise!
- Fox is back in the town to inform you about the current state of Pandora-PSP
So what happened in this long time?
To be honest, not much, its been a warm summer so I didn't want to waste to much time infront of my computer
But there are still come cool things which happened since April / June when I posted last. The most important thing is probably that I got a new computer!
Its A LOT more powerful than my last one (Pandora-PSP runs more than 30x faster if I go by the instructions processed per second). This helps while testing previously untested PSP applications because I don't have to wait so long if an application waits using a loop (which took a loooooootttttttt longer than on a real PSP) to get to a part where graphics are rendered.
The newer PowerVR SDK is also pretty cool because you can step frame by frame - I still have to find use for that but I'm sure that it will come in handy one day
The disadvantage of the new PC is that it is 64 Bit so I had to apply some dirty patches to get Pandora-PSP to compile. However, the main problem right now is that the new PC is missing Serial and LPT port. No serial = No BeagleBoard connection! But I'm expecting my adapter for this to arrive on tuesday or wednesday as I already ordered one.
During the last weeks I also tried to recover my PSP Slim and had it working once - it seems to be not working anymore right now tho. I will have to look deeper into that issue in a few days I think.
I downgraded my other PSP to 1.50 again because there was just too much old homebrew which didn't work anymore with the newer firmwares which I already got working partly in the emulator. So now I have something to compare again.
The Pandora-PSP source itself wasn't touched much anyway. The major change I did today was a network interface. I wrote a small code which translates addresses to C source code lines using psp-addr2line (I still have to merge the code, so right now this is REALLY DIRTY using popen()) and sends this to my own "text-editor" / debugger which shows the C source code and highlights the line of the current instruction.
I know that this is not a really nice way of doing this, but its certainly better than putting more and more hacks into the Pandora-PSP source code.
The main reason for doing it this way is that I can easily add new features using a RAD (Rapid application development) language and to clean up the Pandora-PSP source code.
The current Pandora-PSP code includes a text renderer for example so it can output register values. Then there is the texture viewer and parts of a mesh viewer and ...
So I try to get rid of that code by using the external Debugger which only gets values via network and displays them in a much nicer way on a standard form.
I also started to add more TODO points to the Pandora-PSP source code to split different parts into plugins to make the code even smaller and easier to maintain.
Plan for the next days is to improve the debugger and then getting zlib and libpng to work by debugging the stuff using the new debugger.
A small video (also got a new webcam
) in which I describe the debugging process will probably follow once the debugger is more stable.
Thats it for now I think.
Update of the homepage should also follow soon (but don't hold your breath
)