Search found 2908 matches
- Tue Dec 01, 2009 3:51 am
- Forum: PSP Development
- Topic: [SOLVED] Best OpenType fonts library?
- Replies: 6
- Views: 7832
- Tue Nov 10, 2009 3:14 am
- Forum: General Discussion
- Topic: Registration shenanigans
- Replies: 11
- Views: 60265
I'd probably try something like this: setup a gmail account for appeals from people with blocked email sites; set the sign-up page so that when it tells them the email site is blocked, it uses Captcha to direct them to a page that tells them the appeal account url. Then PM old-time members (like moi...
- Sat Nov 07, 2009 10:52 am
- Forum: PS1 Development
- Topic: Dev links that still exist
- Replies: 5
- Views: 28399
Note - some pages from James Home Page are still up.
http://jum.pdroms.de/PSX/psxdevstart.html
http://jum.pdroms.de/PSX/psxprog.html
http://jum.pdroms.de/PSX/psxdevstart.html
http://jum.pdroms.de/PSX/psxprog.html
- Sat Nov 07, 2009 2:48 am
- Forum: General Discussion
- Topic: Registration shenanigans
- Replies: 11
- Views: 60265
- Fri Nov 06, 2009 3:14 am
- Forum: PS1 Development
- Topic: Dev links that still exist
- Replies: 5
- Views: 28399
Dev links that still exist
Let's start the new forum off with a thread on PSX development pages that are still around. Padua Playstation Resource - the quintessential development page for the PSX Home of the Hitmen - PSX Page - yet another quintessential development page for the PSX James Home Page - home for one of the best ...
- Wed Nov 04, 2009 6:19 am
- Forum: PSP Development
- Topic: Global Exception handler plugin
- Replies: 6
- Views: 7894
- Mon Nov 02, 2009 2:47 am
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 29816
The compiler doesn't clear uninitialized variables... ever. It's not up to the compiler. Uninitialized variables merely go into the BSS. It's up to the start code linked to the head of the program to clear the BSS segment. Look in crt0 or crt1 files for that code. I've seen some that rely on the me...
- Sun Nov 01, 2009 4:05 am
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 29816
The compiler doesn't clear uninitialized variables... ever. It's not up to the compiler. Uninitialized variables merely go into the BSS. It's up to the start code linked to the head of the program to clear the BSS segment. Look in crt0 or crt1 files for that code. I've seen some that rely on the mem...
- Fri Oct 30, 2009 5:48 am
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 29816
- Mon Oct 26, 2009 10:32 am
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 29816
- Sat Oct 24, 2009 2:38 am
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 29816
- Thu Oct 22, 2009 12:46 pm
- Forum: PSP Development
- Topic: psp-ar buffer overflow fixed
- Replies: 1
- Views: 4888
- Thu Oct 22, 2009 12:44 pm
- Forum: PSP Development
- Topic: Flicker problem driving me crazy!
- Replies: 7
- Views: 8748
Well, you could edit the post and put it in code tags. :)
Try flipping these two lines around
Try flipping these two lines around
Code: Select all
sceDisplayWaitVblankStart();
sceGuSwapBuffers();
- Thu Oct 22, 2009 12:39 pm
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 29816
- Tue Oct 20, 2009 2:45 am
- Forum: PSP Development
- Topic: Ubuntu 9.10 and PSPLIBRARIES
- Replies: 2
- Views: 7155
- Thu Oct 15, 2009 2:19 am
- Forum: PSP Development
- Topic: VFPU diggins
- Replies: 81
- Views: 71140
What I've found out so far is that the PSP do have it's own dialect of assembler. It seem not to be comparable with ix86 assembler where you accessing registers like AX, BX, ESI and all this stuff The PSP uses a MIPS 32bit processor. So in assembler program you can use all MIPS commands and more: F...
- Tue Oct 13, 2009 9:22 am
- Forum: PSP Development
- Topic: Text-To-Speech open sources also for Sony PSP?
- Replies: 45
- Views: 38371
- Mon Oct 12, 2009 3:10 pm
- Forum: PSP Development
- Topic: Text-To-Speech open sources also for Sony PSP?
- Replies: 45
- Views: 38371
Frankly, I got busy on other things and forgot all about it. :D
By the way, flite's new address is: http://www.speech.cs.cmu.edu/flite/
By the way, flite's new address is: http://www.speech.cs.cmu.edu/flite/
- Sun Oct 11, 2009 12:25 pm
- Forum: PSP Development
- Topic: Porting android OS to PSP?
- Replies: 6
- Views: 11398
Re: 64M IS ENOUGH
Of course NOT minimal 64M. I run Android on my HP mobile phone(originally running on Windows mobile) with 64M memory without problem. That's because the linux kernel provides virtual memory... which requires an MMU which doesn't exist on the PSP as mentioned earlier. Uclinux was made specifically f...
- Sat Oct 10, 2009 4:05 am
- Forum: PSP Development
- Topic: Porting android OS to PSP?
- Replies: 6
- Views: 11398
- Fri Oct 09, 2009 12:27 pm
- Forum: PSP Development
- Topic: Porting android OS to PSP?
- Replies: 6
- Views: 11398
Wrong. From the Android About page: Android relies on Linux version 2.6 for core system services such as security, memory management, process management, network stack, and driver model. The kernel also acts as an abstraction layer between the hardware and the rest of the software stack. The PSP's C...
- Thu Oct 08, 2009 6:21 am
- Forum: PSP Development
- Topic: Flickering with backbuffer usage[SOLVED]
- Replies: 2
- Views: 4837
- Wed Oct 07, 2009 2:45 am
- Forum: PSP Development
- Topic: Difference between sceIoLseek32 and sceIoLseek
- Replies: 2
- Views: 5331
32 bit seeking only allows for +/- 2GB seeking. With sticks out that are greater than 4GB, it's quite likely 32 bit seeking won't hack it for some things (videos, databases, etc). That's when you go to 64 bit seeking. However, for most apps, +/- 2GB is WAAAAAAAY more than they need, so 32 bit seekin...
- Sat Oct 03, 2009 2:29 am
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 13124
- Sat Oct 03, 2009 2:22 am
- Forum: PSP Development
- Topic: Using compressed textures
- Replies: 20
- Views: 20818
That's where it get's complicated as it not like just loading a png due to the different endian they hove to be loaded convert then pushed to the texel memory. Not sure where they are loaded, but they are converted in ImageConvert.cpp (Trying to find the issue with CI4 textures leaving spots right ...
- Fri Oct 02, 2009 2:28 am
- Forum: PSP Development
- Topic: Using compressed textures
- Replies: 20
- Views: 20818
- Fri Oct 02, 2009 2:22 am
- Forum: PSP Development
- Topic: PSPlink + OSLib Mod + Tinyxml
- Replies: 8
- Views: 9294
- Fri Oct 02, 2009 2:16 am
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 13124
- Thu Oct 01, 2009 3:02 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 167136
- Thu Oct 01, 2009 3:00 am
- Forum: PSP Development
- Topic: Using compressed textures
- Replies: 20
- Views: 20818