Search found 34 matches

by tacoSunday
Sun Jan 27, 2008 12:23 am
Forum: PSP Development
Topic: GPGPU on PSP
Replies: 23
Views: 9308

Oops, sorry jbit. that wasn't very constructive. Ill shut up now...
by tacoSunday
Sun Jan 27, 2008 12:14 am
Forum: PSP Development
Topic: GPGPU on PSP
Replies: 23
Views: 9308

Look poeple!! Mr macho-man is back!! If it can make you feel better i can post 1193 bullshits on this forum...after that will you treat me with a little respect?? This is surely maturity!! How can you claim that J.F.'s 1193 posts are bullshit? Have you read any of them? I can tell you that I have. ...
by tacoSunday
Sun Nov 25, 2007 11:21 pm
Forum: PSP Development
Topic: How flexible is sceGumDrawArray?
Replies: 1
Views: 1841

Straight from the pspgu.h: /** * Draw array of vertices forming primitives * * Available primitive-types are: * - GU_POINTS - Single pixel points (1 vertex per primitive) * - GU_LINES - Single pixel lines (2 vertices per primitive) * - GU_LINE_STRIP - Single p...
by tacoSunday
Sun Nov 25, 2007 11:08 pm
Forum: PSP Development
Topic: access on protected ram & software-mmu
Replies: 16
Views: 5064

An app stores somethin to a absolute address (someone built a assembler routine that wants that), say 0x09000000 a secound app uses exact the same address to store somethin else. Can the kernel handle that with its allocation/reallocation mechanism?? Can it? My understanding of the issue is that it...
by tacoSunday
Wed Nov 14, 2007 4:58 am
Forum: PSP Development
Topic: ttf algorithem
Replies: 10
Views: 3118

but maybe i can try to cache several pages first and then if there are more characters in need i will cache again..... That there is the answer! Once the cache is filled it gets far better. You can do this ahead of time by studying the frequency of Chinese ideograms and prepopulating the cache with...
by tacoSunday
Tue Nov 13, 2007 7:17 pm
Forum: PSP Development
Topic: what is the differences between user mode and kernel mode?
Replies: 2
Views: 1414

This is definitely the sort of thing where if you need to ask that question you should be in user mode.
by tacoSunday
Tue Nov 13, 2007 7:10 pm
Forum: PSP Development
Topic: ttf algorithem
Replies: 10
Views: 3118

I realize that memory may not be enough. That is why I suggested caching recently used characters instead of the entire character set. This was based on the assumption that only a relatively small subset of them would be in use at any given time. You have a cache of a fixed size (which you tweak to ...
by tacoSunday
Mon Nov 12, 2007 10:46 pm
Forum: PSP Development
Topic: ttf algorithem
Replies: 10
Views: 3118

If you are looking for speed, I would think rendering the ttf once to a bitmap font and then indexing into it with uv coords would be the way to go. Hmm, just realized you are trying to use Chinese fonts wich would make for a huge bitmap font. I suppose you could use some caching scheme for the rend...
by tacoSunday
Sat Oct 13, 2007 2:49 am
Forum: PSP Development
Topic: can somone help me with the X O button line?
Replies: 2
Views: 1457

1: Download and install toolchain
2: Look in samples directory
3: ???
4: Profit
by tacoSunday
Fri Oct 12, 2007 7:53 am
Forum: PSP Development
Topic: LIBCURL implementation example
Replies: 5
Views: 2631

Glad to hear it. On the other hand, setting the primary and secondary dns servers in the psp's manual ip config doesn't work? I'm going to check that one out when I get home.

EDIT: Hehe, butterfingers!
by tacoSunday
Fri Oct 12, 2007 7:00 am
Forum: PSP Development
Topic: LIBCURL implementation example
Replies: 5
Views: 2631

Um, I dont think he needs to resolve the hostname first. libcurl does that itself(I know this to be true as I use libcurl on the psp without resolving the hostname). This is the most of the point of libcurl, to parse and resolve the URL(as well as handle the underlying protocols). You probably just ...
by tacoSunday
Sat Oct 06, 2007 4:29 pm
Forum: PSP Development
Topic: Resolver under 3.xx
Replies: 13
Views: 4451

Huh, I haven't come across that one before!

Its a tricky one too, only applies if the array was declared on the stack. I would guess that is because an array only pretends to be a pointer when allocated on the stack. It's really just a hard coded index into the stack frame.
by tacoSunday
Thu Oct 04, 2007 6:04 pm
Forum: PSP Development
Topic: A web address Resolver under 3.xx
Replies: 5
Views: 2153

Looks like the version you found on the svn is more recent than what I linked to (Duh). Definitely use it instead. As for compilation, if your toolchain is set up correctly TyRaNiD's commands should go off without a hitch. It's not the hinky crap I had to go through :) Best of luck on your endeavors.
by tacoSunday
Thu Oct 04, 2007 5:11 pm
Forum: PSP Development
Topic: A web address Resolver under 3.xx
Replies: 5
Views: 2153

The package I linked to is just a patch for the official 7.15.1 curl sources. the build process for the psp libs is hinky at best. There are pre-compiled binaries floating around out there somewhere in the aether.
by tacoSunday
Thu Oct 04, 2007 3:01 pm
Forum: PSP Development
Topic: A web address Resolver under 3.xx
Replies: 5
Views: 2153

If you want to save yourself many headaches, there is a psp port of libcurl floating around this forum. Libcurl is very powerful and easy to use. It takes care of resolving names and handling different protocols for you. All it really needs is wifi connected, url and a FILE pointer or custom IO func...
by tacoSunday
Sat Sep 29, 2007 4:53 am
Forum: PSP Development
Topic: [Idea] Depth Sounder (For Fishing)
Replies: 1
Views: 1093

Um, as far as I know, depth sounders don't use cameras. They use echo sounding . Get yourself a hydrophone (not an insignificant chunk of change), some sort of waterproofed speaker, and a psp headset to hack up and you may be in business. The PSP should have plenty of power to do the calculations, (...
by tacoSunday
Wed Sep 19, 2007 12:09 pm
Forum: PSP Development
Topic: Nanodesktop: Text to speech Demo
Replies: 10
Views: 5112

Gave it a shot on DAX 3.40 and am pleased to say that it works. Only issues I see are the already mentioned needing 2 clicks after first go, and it seems to make my psp's little speakers bottom out or rattle on certain words. Other than that, kudos to you!
by tacoSunday
Thu Sep 13, 2007 9:57 pm
Forum: PSP Development
Topic: PSP Slim RAM partitions
Replies: 38
Views: 27853

I think that the most transparent solution would be to add another flag to PSP_MAIN_THREAD_ATTR. A custom fw should be able to recognize this flag and remap the partition to userspace upon launching the app. I see no reason why the end user should have to bother with this.
by tacoSunday
Thu Sep 13, 2007 2:28 pm
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

Best of luck.
by tacoSunday
Sun Sep 09, 2007 11:15 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

Lol, yer fubared transforms strike again! I can see that they will be a source of endless fun for you throughout this project! Kidding aside, fixing your sprite orientation shouldn't be too bad. I would use one of your off by 90 combinations, then start mucking with your up and right vector extracti...
by tacoSunday
Sat Sep 08, 2007 3:17 pm
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

Vincent is absolutely right. But it's better than just saving 2 points per quad. You can consolidate all your sprites into just one call to sceGuDrawArray(as long as they all have the same texture and blending mode) instead of once per quad like in the GU_STRIPS case. This not only saves the overhea...
by tacoSunday
Sat Sep 08, 2007 10:35 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

Glad to hear it. What finally did it?
by tacoSunday
Fri Sep 07, 2007 1:21 pm
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

Looks like Vincent_m has the right idea. I really think you need to go back to the drawing board and work out your transform matrices correctly. But just out of curiosity, what happens if you use the up and right vectors from your model matrix? If you are using your model matrix for both view and mo...
by tacoSunday
Fri Sep 07, 2007 6:14 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

The procedure is the same, you just have more points to define now. Adding the right and up vectors during extraction was an optimization for creating square centered GU_SPRITE's. A more generalized tristrip version follows. void getUpVec(float *up) { ScePspFMatrix4 m; sceGu...
by tacoSunday
Tue Sep 04, 2007 8:42 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

It might be helpful if you tried to isolate your particle system from the rest of your code to make testing it easier. Assuming that you are using good programming practice, you should be able to take your particle system class and wire it up to a test stub. Have the stub try to build and render the...
by tacoSunday
Tue Sep 04, 2007 4:24 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

What I meant was that it doesn't matter what order you define your MATRICES in, weather it be projection then model then view, or view then projection then model or whatever. The order of individual rotations and translations applied to these matrices certainly does matter as you say. If your code i...
by tacoSunday
Mon Sep 03, 2007 11:53 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

Hey there, I just took a quick glance at your code. Your transformation code definitely looks a bit wonky. Instead of building your matrices by hand and then multiplying them in, I suggest making use if the sceGum stacked matrix functions. They are much more straight forward. The procedure is genera...
by tacoSunday
Sun Sep 02, 2007 10:02 pm
Forum: PSP Development
Topic: pspsdk on psp
Replies: 17
Views: 7606

If you want to compile c programs on a resource starved system like the psp. GCC is not going to be of much use. You will need to implement your own compiler. You will have to resort to the tried and true staged methodology. That means many passes over the code to compile it. The less memory you hav...
by tacoSunday
Sun Sep 02, 2007 9:04 pm
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

Just throwing this out there but you may want to build all of your particle sprites at one time and then just call sceGuDrawArray once. Also each call to sceGuGetMemory incurs overhead in the display list. Allocate all the memory you need for the particle systems sprites with one call to sceGuGetMem...
by tacoSunday
Sun Sep 02, 2007 8:34 pm
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 19082

Unless you are working in 2D you will need to set the depth( z ). As it is now you will never see the sprites because they on the same plane as your camera. This means in front of your near clipping plane. void Particle::Render() { vertexParticle* DisplayVert...