Search found 51 matches
- Sun Jun 08, 2008 8:00 am
- Forum: PSP Development
- Topic: why are u32/uint32_t/SceUInt32 defined as longs?
- Replies: 18
- Views: 5372
Now if you're talking about psp-gcc, you COULD alias int32_t to long since it's compiling for a 32 bit CPU, but the code won't be portable. Which was my original point. on 90% (pulled that number out of my ass) of the platforms out there typedefing int32 as int works. While typedefing it as long, o...
- Fri Jun 06, 2008 11:16 pm
- Forum: PSP Development
- Topic: why are u32/uint32_t/SceUInt32 defined as longs?
- Replies: 18
- Views: 5372
Getting o/t here, but I find streams a PITA to use, plus they tend to blow up mem usage on embedded systems. Printf is probably the only old school technique I continue to employ. I wish they would make modernized version of of it, something like C# version of formatted strings where the format oper...
- Fri Jun 06, 2008 12:36 pm
- Forum: PSP Development
- Topic: why are u32/uint32_t/SceUInt32 defined as longs?
- Replies: 18
- Views: 5372
why are u32/uint32_t/SceUInt32 defined as longs?
Why is u32 defined as an unsigned long int? I know on my 32 bit systems, a long and int are both 32. So it doesn't matter, which is used.... kind of... one really annoying side effect are the compiler warnings generated from printf. u32 mynum = 25L; printf( "my num %u\n", mynum &am...
- Sun May 04, 2008 8:38 am
- Forum: PSP Development
- Topic: porting from sceGu openGL: help drawing Vertex arrays.
- Replies: 9
- Views: 5153
- Sun May 04, 2008 2:56 am
- Forum: PSP Development
- Topic: porting from sceGu openGL: help drawing Vertex arrays.
- Replies: 9
- Views: 5153
- Thu May 01, 2008 5:21 am
- Forum: PSP Development
- Topic: what is libgu/libgum? Shoudl I use pspgl?
- Replies: 6
- Views: 3173
I am making it multi-platform and using OpenGL for the PC side. I use a 480x272 viewport on the PC version too. The PC version is strictly for Debugging purposes. I still haven't decided if I will port the PSP specific parts to OpenGL too. I must say that I do find the ge/gum a little nicer to use( ...
- Tue Apr 29, 2008 8:27 am
- Forum: PSP Development
- Topic: porting from sceGu openGL: help drawing Vertex arrays.
- Replies: 9
- Views: 5153
- Tue Apr 29, 2008 12:13 am
- Forum: PSP Development
- Topic: porting from sceGu openGL: help drawing Vertex arrays.
- Replies: 9
- Views: 5153
- Mon Apr 28, 2008 10:55 am
- Forum: PSP Development
- Topic: porting from sceGu openGL: help drawing Vertex arrays.
- Replies: 9
- Views: 5153
porting from sceGu openGL: help drawing Vertex arrays.
Trying to port my GU and GUM code to open GL. Most of the calls seem to map pretty well, but have a bit of trouble with my code for rendering a model. I had this: sceGumMatrixMode( GU_MODEL ); sceGumLoadIdentity(); sceGumTranslate( &pos ); //set te...
- Fri Apr 18, 2008 10:45 am
- Forum: PSP Development
- Topic: [unsolved] usbhostfs broken
- Replies: 13
- Views: 6783
Can someone send me 32bit binaries of pspsh, and usbhostfs_pc (statically linked would be best, but not mandatory). Then I could test them out on my MEPIS 64, and in 32bit Puppy. I can't seem to find a download link for any binaries, except for windows versions. PM me, and I'll shoot you my email. T...
- Mon Apr 14, 2008 3:19 am
- Forum: PSP Development
- Topic: psplinkusb pspsh no prompt
- Replies: 3
- Views: 2955
This happens to me, after the first reset of psplink. Are you in linux, and are you running 64bit? I am, and I know of atleast one other person having the problem who also happens to be on 64bit linux. If you don't know, just give me the output of uname -a. I don't know if the bug is in psplink pc t...
- Thu Apr 10, 2008 10:23 pm
- Forum: PSP Development
- Topic: [unsolved] usbhostfs broken
- Replies: 13
- Views: 6783
- Tue Apr 08, 2008 10:27 am
- Forum: PSP Development
- Topic: [unsolved] usbhostfs broken
- Replies: 13
- Views: 6783
- Mon Apr 07, 2008 8:06 am
- Forum: PSP Development
- Topic: [unsolved] usbhostfs broken
- Replies: 13
- Views: 6783
- Mon Apr 07, 2008 5:38 am
- Forum: PSP Development
- Topic: HOME -> Quit in prx on slim == flaming death.
- Replies: 2
- Views: 1392
- Mon Apr 07, 2008 5:20 am
- Forum: PSP Development
- Topic: PSPLINK on slim and lite
- Replies: 5
- Views: 2534
- Mon Apr 07, 2008 5:19 am
- Forum: PSP Development
- Topic: Win32 native Toolchain for PSPSDK
- Replies: 261
- Views: 167868
- Mon Apr 07, 2008 3:10 am
- Forum: PSP Development
- Topic: Win32 native Toolchain for PSPSDK
- Replies: 261
- Views: 167868
- Mon Apr 07, 2008 3:01 am
- Forum: PSP Development
- Topic: HOME -> Quit in prx on slim == flaming death.
- Replies: 2
- Views: 1392
HOME -> Quit in prx on slim == flaming death.
If I export my game to the memstick, as eboot. when I home-quit, it says waiting and then the whole psp shuts off. I am guessing something is wrong with my exit callbacks. int CALLBACKS_exit( int arg1, int arg2, void *common ) { (void)arg1; (void&...
- Sun Apr 06, 2008 1:02 pm
- Forum: PSP Development
- Topic: VFPU math lib
- Replies: 29
- Views: 20415
Extended Asm. I get it now. Thanks.hlide wrote:have a look upon http://www.ibiblio.org/gferg/ldp/GCC-In ... HOWTO.html .
~S
- Sun Apr 06, 2008 3:14 am
- Forum: PSP Development
- Topic: VFPU math lib
- Replies: 29
- Views: 20415
- Sun Apr 06, 2008 1:50 am
- Forum: PSP Development
- Topic: VFPU math lib
- Replies: 29
- Views: 20415
- Sun Apr 06, 2008 12:27 am
- Forum: PSP Development
- Topic: VFPU math lib
- Replies: 29
- Views: 20415
- Sun Apr 06, 2008 12:11 am
- Forum: PSP Development
- Topic: vector functions
- Replies: 3
- Views: 1886
- Sun Apr 06, 2008 12:09 am
- Forum: PSP Development
- Topic: what is libgu/libgum? Shoudl I use pspgl?
- Replies: 6
- Views: 3173
- Sat Apr 05, 2008 1:39 pm
- Forum: PSP Development
- Topic: what is libgu/libgum? Shoudl I use pspgl?
- Replies: 6
- Views: 3173
what is libgu/libgum? Shoudl I use pspgl?
I have been doing a few tutorials, and have a small project on the go. The tutorials I have been doing used gu/gum. But I notice that it seems more people here are using pspgl. I have never really used opengl, so syntactically, I have no preference. I am still early in my (learning) project, so I wo...
- Sat Apr 05, 2008 1:01 pm
- Forum: PSP Development
- Topic: vector functions
- Replies: 3
- Views: 1886
vector functions
Are there any functions for vector math which take advantage of the psp hardware? i.e, add two vectors, scale a vector, etc. I want c/c++, not assember too.
I looked in pspvfpu, but it doesn't seem to have any.
Thanks,
~S
I looked in pspvfpu, but it doesn't seem to have any.
Thanks,
~S
- Fri Apr 04, 2008 10:44 pm
- Forum: PSP Development
- Topic: [unsolved] usbhostfs broken
- Replies: 13
- Views: 6783
My job requires I have vista. I have linux at home. It is slow at work right now, so I was fooling around with this stuff. A little disappointing that it works fine in windows, but not in linux, especially considering that the toolset is native to linux. It is really a matter of productivity. Having...
- Fri Apr 04, 2008 4:44 am
- Forum: PSP Development
- Topic: [unsolved] usbhostfs broken
- Replies: 13
- Views: 6783
- Thu Apr 03, 2008 11:50 am
- Forum: PSP Development
- Topic: [unsolved] usbhostfs broken
- Replies: 13
- Views: 6783
I tried running using -vv -t 100. It seems poll for command continually, until I issue one with pspsh, then it does it, writes back the output, and starts polling again. But when I issue a reset, it loosk like it never does another write, and does not start polling again. Here is the output, you can...