Search found 53 matches

by inomine
Sun Aug 21, 2005 10:29 pm
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 18714

I just had a poke around the DC map pack and it looks like they have nicely provided just about all the reduced data set. All textures, all models, and all sounds, and importantly the BSP files are tiny (~2mb on average). Most likely the only thing they left out are the ambient acoustics and the stu...
by inomine
Sun Aug 21, 2005 8:23 pm
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 18714

It will be interesting to see how far you guys manage to get, but after you manage to get the engine to run you are going to hit the problem of limited RAM. The PSP only has 32Mb of it, 24Mb of which is only really useable, Quake3 needs a lot more than that. The DC port relied on heavily modified ma...
by inomine
Mon Aug 15, 2005 2:16 am
Forum: PSP Development
Topic: pspgl (no texture support yet?)
Replies: 5
Views: 3720

Looking at the README file for pspGL it would certainly seem that textures currently do not work, and neither do a lot of other things. You can always implement them :P

There is also TinyGL to play with, no idea if that supports texturing or not, or if it even works at this stage.
by inomine
Mon Jul 18, 2005 6:18 am
Forum: PSP Development
Topic: Magnetised headphones...
Replies: 2
Views: 2206

Yes, headphones have magnets in them, as they are just small speakers. Them attracting or repelling each other is hardly something to worry about.
by inomine
Thu Jul 14, 2005 6:30 pm
Forum: PSP Development
Topic: psp-gcc: Command Not Found
Replies: 3
Views: 2127

export PSPDEV="/usr/local/pspdev" export PSPSDK="$PSPDEV/pspsdk" export CVSROOT=":pserver:anonymous@cvs.ps2dev.org:/home/pspcvs" export PATH="$PATH:$PSPDEV/bin:$PSPDEV/psp/bin:$PSPSDK/bin" (You can also ...
by inomine
Thu Jul 14, 2005 8:57 am
Forum: PSP Development
Topic: timing... what to use.
Replies: 3
Views: 1785

You mean threads and semaphores or just a waiting for screen-refresh?
by inomine
Tue Jul 12, 2005 8:27 am
Forum: PSP Development
Topic: New to PSP programming!
Replies: 7
Views: 2644

Ugh, if you can't even be bothered to find out what Cygwin is, what it does and why it is needed then I really think you shouldn't bother with programming at all.
by inomine
Tue Jul 12, 2005 6:14 am
Forum: PSP Development
Topic: New to PSP programming!
Replies: 7
Views: 2644

A bit out of date, but it works:

http://wiki.ps2dev.org/psp:programming_faq
by inomine
Mon Jul 11, 2005 11:00 pm
Forum: PSP Development
Topic: HELP!! I cut my headphones in 2! Hard 2 fix, wired weird!
Replies: 15
Views: 5357

Oh just go and buy some new headphones, yours were unlikely to have been expensive enough for you to lose sleep over the couple of dollars they would cost to replace.
by inomine
Sun Jul 10, 2005 11:25 pm
Forum: PSP Development
Topic: GU blit for snes9x
Replies: 28
Views: 14307

Re: Thanks for the patch

I'm working on including it in uo_Snes9x 0.02y11J3a6 right now. Why not just get SVN commit access and work on it in there? That way everyone can contribute in the long run. While the choice is of course yours I just think this will save a lot of duplication (there is already quite a bit between th...
by inomine
Sun Jul 10, 2005 7:37 am
Forum: PSP Development
Topic: GU blit for snes9x
Replies: 28
Views: 14307

Grab latest sdk/toolchain script from SVN, compile them and then retry SNES9x, the usual problem is that they are out of date.
by inomine
Fri Jul 08, 2005 10:22 pm
Forum: PSP Development
Topic: Info on sce functions and params?
Replies: 6
Views: 2801

Have you built and looked at the psp sdk documentation?
by inomine
Fri Jul 08, 2005 4:57 pm
Forum: PSP Development
Topic: GU blit for snes9x
Replies: 28
Views: 14307

Any chance of an EBOOT.PBP? I can't seem to get it to pack. Edit: In fact I can pack it but it crashes my V1.0 psp. I also can't seem to apply the patch to the y11 source. Edit2: Looks like I'm not the only V1.0 owner having problems with it, but it does apparently work on V1.5. ector had some code ...
by inomine
Thu Jul 07, 2005 11:37 pm
Forum: PSP Development
Topic: Searching snes9x src!
Replies: 6
Views: 3988

by inomine
Tue Jul 05, 2005 1:01 am
Forum: PSP Development
Topic: Bloodshed Dev-C++ as a PSP homebrew IDE
Replies: 17
Views: 6212

I use it, although I force it to use my own makefiles. The only task I use it for is as a nice editor for my code.
by inomine
Sat Jul 02, 2005 11:26 pm
Forum: PSP Development
Topic: need help installing cygwin!
Replies: 3
Views: 2064

On what 99% is it getting stuck on? The Cygwin installer? If so I would suggest that you try figuring this out with the Cygwin guys, we can't really support it. I have no idea what release folder you are refering to, additionaly as far as I am aware there are no rars anywhere. The site you pick to i...
by inomine
Sat Jul 02, 2005 6:39 pm
Forum: PSP Development
Topic: Quake porting issues
Replies: 67
Views: 30758

This was ported from a highly optimised PocketPC port that uses quite a lot of tricks to run well on pretty poor hardware. The jittery polygons that you see and the very heavy mu-mapping of textures are a product of that(it also looks to me like the light blending is a bit off). Porting the GL versi...
by inomine
Sat Jul 02, 2005 8:58 am
Forum: PSP Development
Topic: need help installing cygwin!
Replies: 3
Views: 2064

http://wiki.ps2dev.org/psp:programming_faq

Hope it helps. It really should take you less than 3 days to get it to work :P
by inomine
Fri Jul 01, 2005 1:18 am
Forum: PSP Development
Topic: Quake porting issues
Replies: 67
Views: 30758

How do you propose to move forward and back, on the same analogue stick that allows you to turn? That would kill looking up and down. I think the D-pad for custom functions would work a lot better.
by inomine
Fri Jul 01, 2005 12:44 am
Forum: PSP Development
Topic: Quake porting issues
Replies: 67
Views: 30758

In a shooting game strafe button sould always be mapped to L and R trigger ... like all fps on console, plz take a not of my advice :p Umm, Having played quite a lot of games on consoles I can't really remember tha last one where the strafe buttons were on the L and R triggers, possilby Doom on the...
by inomine
Thu Jun 30, 2005 8:53 pm
Forum: PSP Development
Topic: Quake porting issues
Replies: 67
Views: 30758

Sent this morning. ;)

I guess a lot of people are going to be interested, it might be easier to just go ahead and post it, statiting that it cannot be redistributed or advertised, that would stop the lot of PSP Hacker getting at it for a while.
by inomine
Wed Jun 29, 2005 9:04 am
Forum: PSP Development
Topic: HOWTO: Windows, Cygwin & PSPSDK
Replies: 3
Views: 5431

Funny, this looks alot like the wiki entry :P

Anyway, you've added some stuff to what was on there so how about editing the wiki, that way everyone can update it later should things change.
by inomine
Tue Jun 28, 2005 8:42 am
Forum: PSP Development
Topic: Call for "standard" emulation rom/save directory s
Replies: 9
Views: 4671

Hippo wrote: Can't you just overwrite the old emulator files with the new ones? o_O
Do something logic, simple and straight forward? Never!
by inomine
Tue Jun 28, 2005 3:22 am
Forum: PSP Development
Topic: PSP Toolchain win32 package
Replies: 34
Views: 21707

The demos from alonetrio don't run under PSPE I wouldn't worry about it. The PSPE is a load of crap that only supports some very basic functions, the new versions of PSP Toolchain build with opcodes that are fully PSP valid but are not supported with the emu. I would suggest using the hardware as t...
by inomine
Mon Jun 27, 2005 6:24 pm
Forum: PSP Development
Topic: Pixel format for pgBitBlt call's byte array parameter
Replies: 4
Views: 1988

Re: Pixel format for pgBitBlt call's byte array parameter

Is is 32bpp rgb or 16bpp rgb or something else? For a start it's BGR (Blue, Green, Red) rather than the standard sequence of RGB. Secondly the mode is changeable, nem's defauls to 16 bits, there is also appear to be other modes which might well be 32 bit, but I am not sure if anyone has posted the ...
by inomine
Mon Jun 27, 2005 2:07 am
Forum: PSP Development
Topic: C/C++ clashes using lastest PSP toolchain
Replies: 2
Views: 1884

Re: C/C++ clashes using lastest PSP toolchain

TommyBear wrote: Malloc and friends are implemented in libc, so what gives..... anyone? :(
They are implemented in libc for specific architectures. Afaik the libc malloc does not work on the PSP, you will either have to write your own or wait for the PSP SDK to be released if you don't want to do that.
by inomine
Sun Jun 26, 2005 9:34 am
Forum: General Discussion
Topic: Looking for people interested in helping with a N64 PSP emu
Replies: 18
Views: 7590

N64 emulator, bah too easy, what we need is a PC emulator that emulates a nice P4 with some shiny Geforce magic, then we can emulate everything without having to mess about porting the current emus!
by inomine
Sat Jun 25, 2005 1:27 am
Forum: PSP Development
Topic: Help with pbp not running compiling with psptoolchain-200506
Replies: 6
Views: 2757

I know that it is planned for realease soon as there have been quite a number of mentions of it here and on the irc channel. It should compile on any platform that has a working gcc implementation as all it will be is a modified copy of gcc with some tools and some header files, at least that's how ...
by inomine
Fri Jun 24, 2005 11:30 pm
Forum: PSP Development
Topic: Help with pbp not running compiling with psptoolchain-200506
Replies: 6
Views: 2757

Start with either updating to the latest version (just in case), or wait for the PSP SDK to be released in the next couple of days. The script that nem produces is now old and has some options which were only needed for ps2sdk, have a search on these forums to find the updated commands required. Fin...
by inomine
Thu Jun 23, 2005 7:06 pm
Forum: PSP Development
Topic: PSP Media Center and decoder library ports
Replies: 45
Views: 40961

MPEG is easily doable but is it worth the bloat? Will anyone actually use it? Yes, the porn monkeys will ;) AVI is tricky, the AVI container will most likely be supported but there are a jillion codecs that can live inside it. As long as it supports generic Xvid/DivX with MP3 audio I will be quite ...