Search found 9 matches
- Tue Jan 20, 2009 8:17 pm
- Forum: PSP Development
- Topic: [Evaluation Release]Geometry Wars Portable
- Replies: 3
- Views: 3835
[Evaluation Release]Geometry Wars Portable
Finally, I got everything done... This is yet another Geometry Wars game duplication. Thanks to everyone here who had helped me out. And greetings to the guys who brought us the homebrew world on such a nice device: Good work! Let's keep moving. Download addr: http://jahmca.bay.livefilestore.com/y1p...
- Wed Jan 07, 2009 2:06 pm
- Forum: PSP Development
- Topic: Question about GE signal
- Replies: 5
- Views: 1897
So, all signals get a single exception that uses a single callback. You have two callbacks you can set, SIGNAL and FINISH. In the signal callback, the signal field is passed in so you can see which signal actually occured. This all makes sense now. Yeah agree with you. There is ONLY ONE signal call...
- Wed Jan 07, 2009 3:51 am
- Forum: PSP Development
- Topic: Question about GE signal
- Replies: 5
- Views: 1897
Well, I think the finish callback is working 'cause I saw animations, which was done in myFinishHandler(). And the call list for texture setup is working too, since there is a proper-looking texture. Okey...finally I got the sample run perfectly with signals! My equipment: CFW 3.71 M33-3 @ PSP Slim ...
- Tue Jan 06, 2009 1:01 pm
- Forum: PSP Development
- Topic: What's usage of the mem at 0xa0000000-0xa0010000?
- Replies: 4
- Views: 1834
0xa = (8 | 2)
So maybe it's some kind of uncached kernel address? Probably ME, I guess. Check this:
http://forums.ps2dev.org/viewtopic.php?t=7150
So maybe it's some kind of uncached kernel address? Probably ME, I guess. Check this:
http://forums.ps2dev.org/viewtopic.php?t=7150
- Mon Jan 05, 2009 7:21 pm
- Forum: PSP Development
- Topic: Question about GE signal
- Replies: 5
- Views: 1897
Question about GE signal
About just a fews days ago, I noticed that my vertex buffers are growing bigger and bigger. Seriously, I think my program is CPU-bound. Because I saw about 25%-50% FPS boost after I paused the game logic, but leaving only the render procedures. So I think I should get more parallelism between GE and...
- Wed Jun 11, 2008 1:44 pm
- Forum: PSP Development
- Topic: 64bytes vb alignment required when using lpspgum_vfpu?
- Replies: 12
- Views: 3495
Yes, I think you get the point, J.F. I've tried to use cached pointers then flush the cache explicitly before sceGumDrawArray() calls. And that works fine even with 16-bytes-aligned buffers. So...according to what you said in the previous post: If a region is cached, accessing that region through th...
- Wed Jun 11, 2008 4:22 am
- Forum: PSP Development
- Topic: 64bytes vb alignment required when using lpspgum_vfpu?
- Replies: 12
- Views: 3495
Okay, just getting the silly questions out of the way early. :) You never know what someone will forget. Next silly question - you do have PSP_THREAD_ATTR_VFPU in the module header, right? And any threads that also use the VFPU? Well, I think I will never forget to specify the PSP_THREAD_ATTR_VFPU ...
- Tue Jun 10, 2008 3:28 pm
- Forum: PSP Development
- Topic: 64bytes vb alignment required when using lpspgum_vfpu?
- Replies: 12
- Views: 3495
- Tue Jun 10, 2008 9:10 am
- Forum: PSP Development
- Topic: 64bytes vb alignment required when using lpspgum_vfpu?
- Replies: 12
- Views: 3495
64bytes vb alignment required when using lpspgum_vfpu?
Hi all, I'm using VFPU to help transforming my vertices. At the very beginning, I found my sprites blinking, and I think this is due to I didn't wait for Vblank? It starts to get worse when more and more sprites are transformed/rendered. They blinked more frenquently, sometimes they disappeared, or ...