Search found 82 matches
- Sat Apr 18, 2009 9:34 am
- Forum: PSP Development
- Topic: Hook Execution Problem
- Replies: 6
- Views: 3193
- Sat Apr 18, 2009 9:02 am
- Forum: PSP Development
- Topic: 800200D9
- Replies: 6
- Views: 4827
- Sat Apr 18, 2009 8:45 am
- Forum: PSP Development
- Topic: How do games draw 3D data to screen?
- Replies: 4
- Views: 3314
- Sat Apr 18, 2009 8:28 am
- Forum: PSP Development
- Topic: Easy Hooking Example - User & Kernel
- Replies: 8
- Views: 8530
- Sun Mar 29, 2009 5:10 am
- Forum: PSP Development
- Topic: sceGumRotateX problem
- Replies: 7
- Views: 3623
- Sat Mar 28, 2009 8:19 am
- Forum: PSP Development
- Topic: [SOLVED] psp-fixup-imports problem...
- Replies: 5
- Views: 2541
- Sat Mar 28, 2009 7:43 am
- Forum: PSP Development
- Topic: [SOLVED] psp-fixup-imports problem...
- Replies: 5
- Views: 2541
- Sat Mar 28, 2009 7:42 am
- Forum: PSP Development
- Topic: sceGumRotateX problem
- Replies: 7
- Views: 3623
- Fri Mar 27, 2009 7:51 am
- Forum: PSP Development
- Topic: A proper way to draw
- Replies: 1
- Views: 2030
Here are some ideas: - Take sceKernelDcacheWritebackAll(); out of the mainloop - Don't call sceGuTexImage if the texture didn't change since the last draw call - Remove the color component from the vertex data, use sceGuColor or similar instead - Cut the textures to 32x32 or use swizzling on 64x64 -...
- Fri Mar 27, 2009 7:38 am
- Forum: PSP Development
- Topic: sceGumRotateX problem
- Replies: 7
- Views: 3623
- Tue Jan 06, 2009 10:26 am
- Forum: PSP Development
- Topic: [RESOLVED] Threads and Modules
- Replies: 11
- Views: 4741
I think sceCtrlReadBufferPositive does allow other threads to run. While sceCtrlPeekBufferPositive does not. Nah, I use peekbuffer and it lets the other threads run fine. In that case I may have to double check it. I double checked by calling sceCtrlPeekBufferPositive 1mil times while a 2nd thread ...
- Mon Jan 05, 2009 5:50 pm
- Forum: PSP Development
- Topic: [RESOLVED] Threads and Modules
- Replies: 11
- Views: 4741
- Mon Jan 05, 2009 6:41 am
- Forum: PSP Development
- Topic: [RESOLVED] Threads and Modules
- Replies: 11
- Views: 4741
- Mon Dec 15, 2008 4:25 am
- Forum: PSP Development
- Topic: sceDisplayGetCurrentHcount, Something interesting... :O
- Replies: 2
- Views: 2430
- Mon Dec 15, 2008 4:10 am
- Forum: PSP Development
- Topic: how the gpu works
- Replies: 4
- Views: 2439
For the emulator you need to do two things: - Handle 156/157 GE instruction to set the current offscreen draw buffer. This is will GE will render to. - Handle sceDisplaySetFrameBuf to set the current display buffer. This is used in sceGuSwapBuffers. Apps using both pspDebugScreen and GU will be usin...
- Tue Nov 18, 2008 7:43 am
- Forum: PSP Development
- Topic: PSPlink printf problem
- Replies: 3
- Views: 2200
- Sun Aug 17, 2008 6:50 am
- Forum: PSP Development
- Topic: Is there any x86 cross assembler out there?
- Replies: 1
- Views: 1325
- Tue Aug 05, 2008 10:35 pm
- Forum: PSP Development
- Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
- Replies: 32
- Views: 14254
- Sun Aug 03, 2008 10:33 pm
- Forum: PSP Development
- Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
- Replies: 32
- Views: 14254
- Sun Aug 03, 2008 12:09 am
- Forum: PSP Development
- Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
- Replies: 32
- Views: 14254
- Sat Aug 02, 2008 11:01 pm
- Forum: PSP Development
- Topic: TCP Sockt OLD DATA in recv buf nevr clears [SLVD?]
- Replies: 32
- Views: 14254
- Fri Aug 01, 2008 9:46 pm
- Forum: PSP Development
- Topic: Documentation for GU ?
- Replies: 2
- Views: 1750
API docs: http://psp.jim.sh/pspsdk-doc/group__GU.html http://psp.jim.sh/pspsdk-doc/pspgum_8h.html Nehe's tutorials 1-11: http://www.psp-programming.com/code/doku.php?id=c:tutorials http://www.skistovel.com/index.php?page=tutorials-psp Links were from this thread: http://forums.ps2dev.org/viewtopic.p...
- Fri Jul 25, 2008 1:25 am
- Forum: PSP Development
- Topic: How do you write the color in drawLineScreen()?
- Replies: 3
- Views: 1916
- Thu Jul 24, 2008 9:13 am
- Forum: PSP Development
- Topic: [QUESTION] What is the max heap size of a user prx?
- Replies: 27
- Views: 19761
- Thu Jul 24, 2008 8:30 am
- Forum: PSP Development
- Topic: [QUESTION] What is the max heap size of a user prx?
- Replies: 27
- Views: 19761
- Wed Jul 23, 2008 11:26 pm
- Forum: PSP Development
- Topic: [QUESTION] What is the max heap size of a user prx?
- Replies: 27
- Views: 19761
- Sun Jul 20, 2008 2:53 am
- Forum: General Discussion
- Topic: I want to work in Linux
- Replies: 14
- Views: 66036
Can you add http://psp.jim.sh/pspsdk-doc/ to it too?LBGSHI wrote:tasumisra: I've found that the search function on these forums isn't quite as good as we could hope, so I made a Google search specifically for PS2Dev.org, here: http://www.google.com/coop/cse?cx=00382 ... -k31ipwaaa
- Sat Jul 19, 2008 10:23 pm
- Forum: PSP Development
- Topic: Load Go!Cam Modules from an EBOOT?
- Replies: 10
- Views: 7040
- Sat Jul 19, 2008 9:37 pm
- Forum: PSP Development
- Topic: psp crash when I try to resize image with SDL
- Replies: 7
- Views: 9204
- Sat Jul 19, 2008 9:20 pm
- Forum: PSP Development
- Topic: MD2Lib troubles
- Replies: 2
- Views: 5883
Re: MD2Lib troubles
You didn't say where you were going wrong. This also doesn't look like a PSP specific question. I noticed this part has strange commenting: /* typedef struct MD2_ int Load_MD2(char *target){ MD2_Header *header; if(Load_MD2(char *target) { pri...