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[Plugin] PRXshot 0.4.0

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tomatofarmer
Posts: 24
Joined: Mon Feb 21, 2011 7:33 am

Re: [Plugin] PRXshot

Post by tomatofarmer » Wed Mar 30, 2011 9:52 am

codestation wrote: Currently it tries to save into the internal memory if a PSPGo is detected, but as i dont have a Go i need confirmation that it merges the content of ms0:/PSP/SCREENSHOT and ef0:/PSP/SCREENSHOT when viewed in the XMB (there is no point to save in in the ms0 if the screenshots aren't gonna show in the Go). If you can check this i would be happy to add the default storage option in the prxshot.ini.
Well, it didn't create a SCREENSHOT folder for me in ms0 - all the screenshots I have tried have been stored in ef0. I'm a little confused with what your saying about merging. I just want the option to specify either the internal memory or the external memory. Merging just seems to complicate the two - I'd be happy with just one source (as long as I can pick which one). The SensMe app only reads from ef0 (it just ignores ms0 entirely unless you have a non-Go model) so my system memory is already quite full. I have all of my homebrew installed on ms0. This makes it easy to take it out and insert it into a Duo adapter to test on a non-Go model.

I still think the preferred way to handle this is to use the media where the plugin is installed. The user could have the option to overide in the ini.
codestation wrote: That only occurs in the XMB because the PSP tries to maintain a cache of the viewed folders/files (note the the cache is dropped if you check another folder like savedata or games or activate usb mode). If i find some code to force the cache update in the XMB when a screenshot is taken then i'll add it.
Yeah, I thought it was probably the file list being cached. USB Mode does clear it. It did not always update for me by going into other folders (music, savedata, games, etc..) but I think it was because it had already cached them during a long testing session.
codestation wrote: I'll have to test if is enough fast to create the png before the next frame comes (because i dont pause the game if the png creation is too slow the vram could have been updated in the middle of the png file).
I see where that would come in handle during ad-hoc play. I wouldn't mind if PNG creation paused the game slightly during single player games though.

When I take a screenshot in-game it doesn't always work. I'm not sure why so I'll continue to test until I can provide more info. (it's a pain to check because the ms0: light indicator doesn't flash when I press the 'note' button so I have to pause the game, enter USB mode, and physically check the folder to see if it worked)

It would be great if we could have PSOne game support too but I don't even know if that's possible unless you're directly accessing the buffer.
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Lawliet156
Posts: 156
Joined: Tue Jan 04, 2011 2:53 pm
Location: Fort Worth, Texas

Re: [Plugin] PRXshot

Post by Lawliet156 » Wed Mar 30, 2011 10:34 pm

I replaced the trigger key code with the screen button code and it didnt work, the trigger is still the note key.
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maric110884
Posts: 99
Joined: Thu Jan 13, 2011 5:55 am
Location: Calamba Laguna Philippines
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Re: [Plugin] PRXshot

Post by maric110884 » Thu Mar 31, 2011 12:54 am

Lawliet156 wrote:I replaced the trigger key code with the screen button code and it didnt work, the trigger is still the note key.
it works for me,no problem i can change the activation key! tnx codestation! :D
sorry for my bad english
psp 3000 4g OFW6.20 -> 6.20TN-A-D -> 6.35 pro-b3 -> 6.20 pro-b4p -> 6.20 pro-b5p ->
6.20 pro-b6p -> 6.20 pro-b7p -> 6.20 pro-b8->6.60 pro- nightly

Lawliet156
Posts: 156
Joined: Tue Jan 04, 2011 2:53 pm
Location: Fort Worth, Texas

Re: [Plugin] PRXshot

Post by Lawliet156 » Thu Mar 31, 2011 1:26 am

maric110884 wrote:
Lawliet156 wrote:I replaced the trigger key code with the screen button code and it didnt work, the trigger is still the note key.
it works for me,no problem i can change the activation key! tnx codestation! :D
Well, I am failing hardcore.

@OP
Could you give us the config file for the Screenshot trigger key so we could just change the code? I changed the code in the .ini file and it doesnt work.
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codestation
Big Beholder
Posts: 1660
Joined: Wed Jan 19, 2011 3:45 pm
Location: /dev/negi

Re: [Plugin] PRXshot

Post by codestation » Thu Mar 31, 2011 2:25 am

inpixies wrote:I just test it with POPS ans it isn't compatible. Could you make it work with POPS, please!?. Hope you fine the time to add this option.
Done :D (well, i had to borrow a game, convert it and make the tests (i dont have PSone games with me right now) on it so i am not sure if it works correctly, so feel free to test it or go back to 0.2.1 if i broke something).

@tomatofarmer: added the option (PSPGoUseMS0) into the prxshot.ini. Put it to 1 and tell me if it works (i dont have a PSPGo to make the tests).

@Lawliet156: If doesn't find the option or is an invalid value then it defaults to NOTE. The value for the screen button is:

Code: Select all

ScreenshotKey = 0x400000
Plugin list
Working on: QPSNProxy, QCMA - Open source content manager for the PS Vita
Playing: Error: ENOTIME
Repositories: github, google code
Just feel the code..

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TragicTheBlubbering
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Posts: 1304
Joined: Mon Sep 27, 2010 7:30 pm
Location: The Sacred Realm

Re: [Plugin] PRXshot

Post by TragicTheBlubbering » Thu Mar 31, 2011 3:26 am

This is a very nice highly configurable screenshot plogin. I am really loving this one. :D Keep up the good work. ;)
R.I.P Leonard Nimoy, the original Mr. Spock. He lived long and prospered. :cry:
---------------
[spoiler]Paridae or gtfo! 8-)
---------------
i was wondering if there anyway to mod the ps3 so i can play ps3 game ??
[/spoiler]
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MixeryM@xe
Posts: 42
Joined: Tue Mar 22, 2011 7:08 am
Location: Germany

Re: [Plugin] PRXshot

Post by MixeryM@xe » Thu Mar 31, 2011 3:54 am

Nice screenshot plugin.
Fast and good picture quality.
Thanks and keep up the good work. ;)

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codestation
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Re: [Plugin] PRXshot

Post by codestation » Thu Mar 31, 2011 3:58 am

tomatofarmer wrote: I noticed that sometimes the SCREENSHOT folder isn't always updated when new screenshots are taken (when viewed through the XMB). (If you view the physical folder through USB they are there...)

Maybe this is a bug in the implementation of the SCREENSHOT folder? Is there a command to refresh the cache of the current contents that wasn't called?
Fixed in master (thx to #pspcommunity for the fix), gonna update the plugin when i add more features as i released 0.2.2 just an hour ago. If you need the fix before that just grab the source code from github and compile it ;)
Plugin list
Working on: QPSNProxy, QCMA - Open source content manager for the PS Vita
Playing: Error: ENOTIME
Repositories: github, google code
Just feel the code..

inpixies
Posts: 16
Joined: Mon Mar 28, 2011 2:10 am
Location: Mexico

Re: [Plugin] PRXshot

Post by inpixies » Thu Mar 31, 2011 4:03 am

codestation wrote:Done :D (well, i had to borrow a game, convert it and make the tests (i dont have PSone games with me right now) on it so i am not sure if it works correctly, so feel free to test it or go back to 0.2.1 if i broke something).
Thank you very much, codestation. You're awesome. I just test it and is working just fine, now the XMB folder has an icon and can take screenshots in POPS.
There's only one problem though, when the XMB folder is deleted the plugin won't take any more screenshots 'til the VSH is reset.
PSP-1001 6.60 PRO-B9

OeilDeVerre
Posts: 141
Joined: Sat Feb 26, 2011 3:26 pm

Re: [Plugin] PRXshot

Post by OeilDeVerre » Thu Mar 31, 2011 6:52 am

Thanks your plugin is superb ! :D

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