Search found 28 matches

by flatmush
Sun Sep 09, 2007 4:48 am
Forum: PSP Development
Topic: Sound recognise
Replies: 2
Views: 1819

Why do you insist in spamming the forums, there is no getStringFromMicrophone() function, so either work this out yourself or bugger off. If you want to make an original idea that's fine, but don't try to get everyone else to do it for you. Here are the following stupid threads you have started just...
by flatmush
Wed Sep 05, 2007 8:31 am
Forum: PSP Development
Topic: verry newbie question
Replies: 6
Views: 3432

OK I know what you're getting at and you're a tool. You can't create a .h file and .c file, we're not in the point and click realms now, you have to write that .h file your self, I would suggest learning C.
by flatmush
Sat Sep 01, 2007 11:58 pm
Forum: PSP Development
Topic: PSP needs a keyboard or touch screen
Replies: 37
Views: 18294

Not being funny but why are you telling us all how easy everything is, if it's so easy then do it. I would be all for a touchscreen for the psp, but it seems unlikely that the average homebrew user will buy an external touchscreen and wire it up themselves for the few homebrews that would actually u...
by flatmush
Sat Sep 01, 2007 9:53 pm
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19209

The gu get memory only allocates memory on the display list for this frame I believe, instead of using it in the constructor, use it at the top of the drawing code so that it gets the memory each time it draws.
sceGuGetMemory is not like a malloc routine.
by flatmush
Thu Aug 30, 2007 7:33 pm
Forum: PSP Development
Topic: GU questions about cachewriteback and other things...
Replies: 3
Views: 2496

One thing that I always wondered is, is it faster to use cached memory for a texture that you swizzle and leave and just do a writeback on it, or is it faster to use uncached memory.
by flatmush
Thu Aug 30, 2007 8:40 am
Forum: PSP Development
Topic: pspimpose_driver.h
Replies: 15
Views: 7669

I assume these functions require kernel mode to work, is there any way to use the user mode incarnations of these functions?
Or is it just some of them that need kernel mode?
by flatmush
Thu Aug 30, 2007 6:53 am
Forum: PSP Development
Topic: pspimpose_driver.h
Replies: 15
Views: 7669

Thanks, I deleted the whole toolchain and redid the lot, I guess that way would have been a lot quicker, anyhoo I got the files I wanted now so all is good.
by flatmush
Thu Aug 30, 2007 12:25 am
Forum: PSP Development
Topic: pspimpose_driver.h
Replies: 15
Views: 7669

I just did an "svn update && ./toolchain.sh" but there doesn't seem to be a copy of pspimpose_driver.h anywhere.

Am I going about updating my toolchain the wrong way or is this a problem?
by flatmush
Wed Aug 29, 2007 10:24 am
Forum: PSP Development
Topic: How to use GU in the XMB?
Replies: 5
Views: 3084

by flatmush
Wed Aug 29, 2007 4:20 am
Forum: PSP Development
Topic: Function help !
Replies: 4
Views: 1849

He's already asked here http://www.psp-programming.com/forums/index.php?topic=2728.0

He's just being lazy and making requests which iirc is against the forum rules.
by flatmush
Wed Aug 29, 2007 1:44 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19209

GU_SPRITES is only 2d if you specify GU_TRANSFORM_2D, just like triangles and lines it can also be 3d, but it just always faces the camera.
by flatmush
Wed Aug 29, 2007 12:39 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19209

I think that the easiest way is to use GU_SPRITES as they require only 2 verts and are always facing the camera so no maths is involved.
by flatmush
Tue Aug 28, 2007 2:15 am
Forum: PSP Development
Topic: Possible 3.52 Exploit
Replies: 9
Views: 6223

It has been tested on a display psp that was on display at some event. I highly doubt they would add the vulnerability back in before release.
by flatmush
Mon Aug 27, 2007 11:25 am
Forum: PSP Development
Topic: header pspsystimer.h
Replies: 16
Views: 6320

lol I envy you Test30, if ignorance is bliss then you're in heaven.
by flatmush
Sun Aug 26, 2007 6:20 am
Forum: PSP Development
Topic: Free memory available functions
Replies: 19
Views: 10972

Well I made quite a large post on psp-programming that is quite relevant to this topic, I hate to link to another forum but there seems little point in replicating the post here as it's quite large. You will find a better free space function and lots of other memory related info here: http://www.psp...
by flatmush
Fri Aug 24, 2007 10:11 pm
Forum: PSP Development
Topic: sceIo problems
Replies: 5
Views: 3495

OK, that isn't my area of expertise, tyranid would be better suited to answer this question, but the usb driver is only programmed to act as an external storage device and the interface is on/off style I think. So basically you would have to write your own usb driver, and possibly write a driver for...
by flatmush
Fri Aug 24, 2007 9:08 pm
Forum: PSP Development
Topic: >>>Dev Question<<<
Replies: 2
Views: 1704

Well make it then, I don't see how this is a question. Unless you are asking somebody to do your job for you, in which case you should just give up now.
by flatmush
Fri Aug 24, 2007 8:24 am
Forum: PSP Development
Topic: sceIo problems
Replies: 5
Views: 3495

OK, that is the most fudged code I can imagine. Why are you reading from a file you opened for writing, then appending it to another file. You are then attempting to read the data into an uninitialized array. Then you proceed to copy data for no reason using string functions which makes no sense. Al...
by flatmush
Fri Aug 24, 2007 7:04 am
Forum: PSP Development
Topic: Heap corruption
Replies: 6
Views: 3156

OK, I thought it would be rude not to reply after all the help you guys have given me, so thanks. The system I have now allocates n bytes at the beginning and end of the data where n is the byte alignment, in the 16 bytes closest to the data it contains the blocks size, alignment and then the 8 byte...
by flatmush
Wed Aug 22, 2007 8:43 am
Forum: PSP Development
Topic: Copy entire folder
Replies: 3
Views: 2241

basically you will need most of the sceIo functions, refer to your sdk or the doxygen to find their definitions.
Basically you will need Make Dir, Dread, Stat and you will have to write your own streamed copy function using fopen/fread/fwrite/fclose or the sceio alternatives.
by flatmush
Wed Aug 22, 2007 6:47 am
Forum: PSP Development
Topic: Copy entire folder
Replies: 3
Views: 2241

There is no function I know of that will do what you are imagining. What you want to do is google recursive folder/file copying algorithms and write your own.
by flatmush
Wed Aug 22, 2007 3:36 am
Forum: PSP Development
Topic: pspsdk on psp
Replies: 17
Views: 7644

A_Nub you really should read what people say before attempting to flame them. He means 32Mb ram. (all on a large memory stick to hold all the libraries and binary executables). Also I got bored one day and typed up a few KB's of code in FlatEdit so typing on an osk is fine as long as the osk allows ...
by flatmush
Tue Aug 21, 2007 10:26 am
Forum: PSP Development
Topic: Heap corruption
Replies: 6
Views: 3156

OK, thanks for all the replies. I implemented an error checker and a linked list containing allocation information (only used when compiled with debugging). I have tested it on lots of situations and it seems pretty tight, so my problem now is that the main original problem I have may not have been ...
by flatmush
Thu Aug 16, 2007 12:40 pm
Forum: PSP Development
Topic: Heap corruption
Replies: 6
Views: 3156

Heap corruption

I know heap corruption is one of the ultimate evils of psp homebrew as we don't have the same dev tools as the official sony devs do. I assume the extra 32mb of memory they get is partially for memory error checking. Anyway to the point, I am pretty sure my program has a heap corruption problem some...
by flatmush
Sat Aug 11, 2007 12:00 pm
Forum: PSP Development
Topic: empty
Replies: 2
Views: 2119

Why have you pasted the contents of wikipedia and a few other sources here?
by flatmush
Wed Aug 08, 2007 8:23 am
Forum: PSP Development
Topic: [Release][C99] PBPCat - flatmush
Replies: 6
Views: 4760

Updated, read the first post.
by flatmush
Tue Aug 07, 2007 11:02 pm
Forum: PSP Development
Topic: [Release][C99] PBPCat - flatmush
Replies: 6
Views: 4760

lol, enough of this madness, I changed it to MB :P

Anyways on a more sensible note, yeah I should really have made it a bit clearer, but I made it for myself really and released it incase anyone else would find it useful.

If anyone here has any questions about it I'll be happy to answer them.
by flatmush
Tue Aug 07, 2007 9:58 am
Forum: PSP Development
Topic: [Release][C99] PBPCat - flatmush
Replies: 6
Views: 4760

[Release][C99] PBPCat - flatmush

Here is my update to pbpcat, it includes more instructions with the download as well as a much improved pbpcat and improved functions for dealing with pbpPlus files. Among the improvements are that pbpcat can now add files in seperate passes, extract files, do a listing of all files contained within...