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#include <stdint.h>
#include <stdio.h>
uint64_t FUN_00293a60(uint64_t param_1) //OK
{
int iVar1;
uint64_t uVar2;
uint64_t uVar3;
#include <stdint.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
uint32_t decompress_osdsys(uint8_t *src, uint8_t *dst)
{
uint32_t run = 0;
static void section_reorder_hoge()
{
// FIXME: Do we actually need to do this?
{
elf_loader_psegment_t psegment_tmp[ELF_LOADER_MAX_PROGRAM_HEADERS];
memset(psegment_tmp, 0, sizeof(psegment_tmp));
// Calculate output buffer offsets in order of load address
{
int i;
unsigned int kv_count;
@uyjulian
uyjulian / benrg.cpp
Created March 10, 2015 09:30
s3rc cleaned up
#include "dbpf.h"
#define assert(expr)
struct word
{
byte lo, hi;
};
struct dword
{

Here's a contest for OSDSYS/BIOS/ROM/Menu permissively licensed assets.
The voting page will go up once enough submissions are made.
The goal of this contest is to select the best assets for a brand new OSDSYS program, which will be launched from a Memory Card (using the exploited Memory Card Update feature of the original OSDSYS) or from a brand new ROM reimplementation.
All assets submitted must be licensed under a permissive license such as Apache, BSD, MIT, CC0, etc.
Please submit your own original works, not those copied or modified from the original ROM.
Feel free to submit assets in the format that you prefer.
Also, feel free to submit short descriptions for each asset that does not have a description. For icon/3D assets, try uploading in the PS2 icon format, but if you can't, upload the original project file along with the name of the software that you are using so I can take a crack at it.
For image assets, try uploading in the PNG format.
For audio assets, any format that is readable

OSDSYS image resource image information

The information in this documentation does not apply to the early Protokernel consoles which has a very different OSDSYS program.

The images stored in the ROM are in a compressed format, so decompress before use. The following is the implementation of the decompression routine: https://gist.github.com/uyjulian/14388e84b008a6433aa805f5d0436c87

The images stored in the ROM are raw image formats with no information attached, so the following table describes the extra information required to display the image.

| Filename | Size | Offset | Image format |

podman
podman run --name ubuntu-arm-dev -d --network=host -v /mnt/data:/mnt/data:rw public.ecr.aws/ubuntu/ubuntu:22.04_stable /bin/sleep infinity
podman exec -it ubuntu-arm-dev /bin/bash
sed -i -e 's/^deb/deb [arch=amd64]/g' /etc/apt/sources.list
dpkg --add-architecture arm64
apt-get update
apt-get -y upgrade
apt-get -y install gcc-aarch64-linux-gnu g++-aarch64-linux-gnu
apt-get -y install qemu-user qemu-user-static
cat /etc/apt/sources.list | sed -e 's/amd64/arm64/g' | sed -e 's/security\./ports./g' | sed -e 's/archive\./ports./g' | sed -e 's/\/ubuntu\//\/ubuntu-ports\//g' | sed -e 's/# deb-src /deb-src /g' > /etc/apt/sources.list.d/arm64.list
# SPDX-License-Identifier: MIT
# Quick script for changing material
# Run the script with "--help" as the argument for descriptions of these options.
def save_unity_mat(config_struct):
import os
import pathlib

How to run Open PS2 Loader on DTL-T systems

You can run Open PS2 Loader on DTL-T systems.

Pre-compiled Open PS2 Loader for DTL-T

Use any build containing DTL_T10000 in the filename from the following archive: https://github.com/ps2homebrew/Open-PS2-Loader/releases/latest/download/OPNPS2LD-VARIANTS.7z

Compiling Open PS2 Loader

For compiling Open PS2 Loader for general usage on DTL-T the following should steps should be applied:
Follow the instructions with modifications in https://www.psx-place.com/threads/x.29899/