Search found 31 matches
- Fri Feb 01, 2008 12:42 am
- Forum: PSP Development
- Topic: Reading the depthbuffer - Problem with format?
- Replies: 6
- Views: 4875
- Thu Jan 31, 2008 12:04 pm
- Forum: PSP Development
- Topic: Reading the depthbuffer - Problem with format?
- Replies: 6
- Views: 4875
- Tue Jan 29, 2008 1:59 pm
- Forum: PSP Development
- Topic: Popstation questions
- Replies: 4
- Views: 2106
I've been wondering recently how they managed to produce a full speed PSOne emulator for the PSP. I found an early thread on this forum discussing the many pitfalls and issues to create such a thing (and PacMan's PSOne emulator). There was talk of running the native PSOne code directly against the A...
- Sun Jan 27, 2008 12:58 am
- Forum: PSP Development
- Topic: 2D image failing to display
- Replies: 1
- Views: 1626
2D image failing to display
I've been toying around with the snes emulator and this is simply me attempting to display a rendered frame. I've borrowed the rendering code from snes9xtyl. The native resolution of the snes is 256x224 (normally). I tried just writing to the VRAM directly which ended up at least showing me pixels b...
- Fri Jan 25, 2008 1:33 pm
- Forum: PSP Development
- Topic: Grid Layout
- Replies: 5
- Views: 1902
I just took a trip to Borders today and they have truckloads of game programming books. Look for something that's easy for beginners and isn't 2 meters thick. I picked up a programming primer on OpenGL myself so I could get some insight into how the PSP GU functions (due to their stark similarities ...
- Thu Jan 24, 2008 3:28 am
- Forum: PSP Development
- Topic: Welcome to the PSP development forum!
- Replies: 14
- Views: 116314
- Wed Jan 23, 2008 7:03 am
- Forum: PSP Development
- Topic: new psp profiling tutorial
- Replies: 5
- Views: 3436
- Mon Jan 21, 2008 6:37 am
- Forum: PSP Development
- Topic: Any gotchas with developing on a 64 bit OS?
- Replies: 12
- Views: 5958
Sorry, been gone for a week on vacation and I had started this thread to deal with an issue before I went away (and lacked internet access). The error had nothing to do with having a 64 bit OS. I had copied the following line from snes9xTYL into the snes9x 1.51 source that I'm trying upgrade to: uns...
- Mon Jan 14, 2008 1:30 pm
- Forum: PSP Development
- Topic: Any gotchas with developing on a 64 bit OS?
- Replies: 12
- Views: 5958
I haven't had a lot of time to tool around with it but I'll see if I can't jam something out. I'm still trying to figure out why some malloc calls succeed while others fail. Also this is a port of snes9x so I'm still learning the ins and outs. Once I can isolate and repeat this issue I'll post back....
- Mon Jan 14, 2008 12:31 pm
- Forum: PSP Development
- Topic: Any gotchas with developing on a 64 bit OS?
- Replies: 12
- Views: 5958
J.F., Good point. Having a 64 bit architecture is having a 64 bit address space. Pointers being an address in memory and all it just follows that it would need to be wider than the 32 bit I've been on for a decade or more. cheriff, Yeah, that's what the case is. I'm compiling a 32 bit PSP app on 64 ...
- Mon Jan 14, 2008 3:52 am
- Forum: PSP Development
- Topic: Any gotchas with developing on a 64 bit OS?
- Replies: 12
- Views: 5958
- Sun Jan 13, 2008 6:13 pm
- Forum: PSP Development
- Topic: Any gotchas with developing on a 64 bit OS?
- Replies: 12
- Views: 5958
Any gotchas with developing on a 64 bit OS?
My laptop died the other day and I replaced it with a new dual core AMD Turion laptop which is 64 bit. I rebuilt my psp development environment and managed to compile my snes9x port project fine. When debugging I'm getting errors in memory allocation where I had none before. I'll be digging into it ...
- Sun Jan 13, 2008 4:24 pm
- Forum: General Discussion
- Topic: Tips from Captain Obvious
- Replies: 3
- Views: 3861
- Sat Jan 12, 2008 1:22 pm
- Forum: General Discussion
- Topic: Tips from Captain Obvious
- Replies: 3
- Views: 3861
Tips from Captain Obvious
Always back up your work.
My laptop just committed suicide and brought my PSP dev work with it.
That is all.
My laptop just committed suicide and brought my PSP dev work with it.
That is all.
- Sun Jan 06, 2008 4:10 pm
- Forum: PSP Development
- Topic: questions about debug with psplink[solved]
- Replies: 11
- Views: 5904
- Sun Jan 06, 2008 3:57 pm
- Forum: PSP Development
- Topic: questions about debug with psplink[solved]
- Replies: 11
- Views: 5904
- Tue Jan 01, 2008 10:42 am
- Forum: PSP Development
- Topic: Debugging with Eclipse
- Replies: 3
- Views: 2208
- Tue Jan 01, 2008 7:22 am
- Forum: PSP Development
- Topic: Assembly Language
- Replies: 15
- Views: 5290
You can read all about the MIPS32 ISA here:
http://www.csl.cornell.edu/courses/ece3 ... S_Vol2.pdf
The PSP main processor, Allegrex, is a custom MIPS R4000 32 bit. There's lots of good stuff on the wiki of this website:
http://wiki.ps2dev.org/
http://www.csl.cornell.edu/courses/ece3 ... S_Vol2.pdf
The PSP main processor, Allegrex, is a custom MIPS R4000 32 bit. There's lots of good stuff on the wiki of this website:
http://wiki.ps2dev.org/
- Tue Jan 01, 2008 1:06 am
- Forum: PSP Development
- Topic: Debugging with Eclipse
- Replies: 3
- Views: 2208
- Mon Dec 31, 2007 3:29 pm
- Forum: PSP Development
- Topic: Debugging with Eclipse
- Replies: 3
- Views: 2208
Debugging with Eclipse
Useful info: PSPLINK 3.0 via USB (latest) Eclipse 3.3 (Europa) using CDT plugin PSP Slim 3.71 M33-2 PSPSDK (latest as of a few days ago) So a debugging session begins in Eclipse and I can begin to step through the code (code listed at the bottom of this post). I step into the InitSnes9x() function a...
- Thu Dec 27, 2007 6:32 am
- Forum: PSP Development
- Topic: Begin with PSP development.
- Replies: 7
- Views: 3596
Give us some insight as to what you'd like to do so we don't wax on about libraries you have no need for. I think the source code is pretty well documented and the examples provided with the SDK give you a good start in all areas. If you narrow down the scope of your question I think we could give y...
- Thu Dec 27, 2007 6:18 am
- Forum: PSP Development
- Topic: compile DaX Mac Spoofer - psppacker error
- Replies: 7
- Views: 2641
- Tue Dec 25, 2007 4:14 pm
- Forum: PSP Development
- Topic: PSP Quake 3 server
- Replies: 5
- Views: 4444
- Tue Dec 25, 2007 4:09 pm
- Forum: PSP Development
- Topic: Directory navigation?
- Replies: 2
- Views: 1897
- Tue Dec 25, 2007 12:27 pm
- Forum: PSP Development
- Topic: Directory navigation?
- Replies: 2
- Views: 1897
Directory navigation?
I've seen the functions and samples of opening/closing, reading/writing but I wanted to know what libraries are available to navigate directories, query files, etc.
- Tue Dec 25, 2007 10:38 am
- Forum: PSP Development
- Topic: Some starting point on PSP Development...
- Replies: 6
- Views: 3148
- Tue Dec 18, 2007 5:01 am
- Forum: PSP Development
- Topic: Profiling, optimizing and general education
- Replies: 11
- Views: 5095
I haven't dug into the internals yet but I think it's a static binary. I've put dynarec on the table as an option but I'm going to try to avoid redesigning any of the core as my understanding of the SNES and its many sub processors is nothing beyond 40-50 white papers and technical specs. In another...
- Sun Dec 16, 2007 4:21 pm
- Forum: PSP Development
- Topic: Profiling, optimizing and general education
- Replies: 11
- Views: 5095
Nice. Looking at the latest code highlights the fact that the snes9x PSP port is working off of a 5 year old build (1.39 as opposed to 1.51). I'm wondering if I should bring it up to the latest build. Probably would do a lot with my education. Definitely won't be easy given that diffs show these fil...
- Sun Dec 16, 2007 11:47 am
- Forum: PSP Development
- Topic: Profiling, optimizing and general education
- Replies: 11
- Views: 5095
Ah, my apologies. That's exactly what I wrote and it's not what I had meant. Didn't mean to crush anyone's hopes. That would be impressive if I was only modifying one of my many PSP emulators ;-P I got so wound up in framing my question to elicit the best response that I did the exact opposite. I'm ...
- Sun Dec 16, 2007 6:10 am
- Forum: PSP Development
- Topic: Profiling, optimizing and general education
- Replies: 11
- Views: 5095
I have written a videogame in x86 before but the MIPS32 ISA (while similar to other assembly languages) is a different creature. I think MMX and SSE are extensions available on x86 but not necessarily MIPS although I appreciate the suggestions. I haven't had a chance to poke around with gprof but th...