Search found 20 matches

by asphodeli
Thu Mar 26, 2009 12:17 pm
Forum: PSP Development
Topic: [MinPSPW] realpath() not implemented?
Replies: 5
Views: 1907

[MinPSPW] realpath() not implemented?

Hi, Seems that realpath() has been implemented since rev 1121, but I am unable to use this, as compiling my program returns error&#58; 'realpath' was not declared in this scope Include files: #include "stdio.h" #include <unistd.h> #include <limits.h> #include <stdlib.h> Am I missing an...
by asphodeli
Fri Nov 21, 2008 10:53 am
Forum: PSP Development
Topic: pspgl test code not working
Replies: 7
Views: 2357

Well, the setPSP looks okay. You know, you don't need to do that for testing. If in doubt, you could just not call setupPSP to see what happens. All of my tests (and most apps) start with pspDebugScreenInit&#40;&#41;; pspDebugScreenSetBackColor&#40;0xFF000000&#41;; pspDebugScreenSet...
by asphodeli
Thu Nov 20, 2008 1:55 pm
Forum: PSP Development
Topic: pspgl test code not working
Replies: 7
Views: 2357

You're clearly not posting everything... there's no setupPSP() which is in your main file. You should also not be setting CC yourself. Just rely on the build.mak to handle all that. If you want a version of eglcube that works with the current toolchain and libs, get my update to pspgl for TV... tha...
by asphodeli
Wed Nov 19, 2008 12:14 pm
Forum: PSP Development
Topic: pspgl test code not working
Replies: 7
Views: 2357

First I don't think you can wrap entire includes like this: extern "C" &#123; //#include "glchk.h" #include <GLES/egl.h> #include <GLES/gl.h> &#125; Second, the gl/egl includes already have the extern "C" {} junk at the appropriate places, so they didn't need w...
by asphodeli
Tue Nov 18, 2008 10:53 pm
Forum: PSP Development
Topic: pspgl test code not working
Replies: 7
Views: 2357

pspgl test code not working

Hi, I've been trying to get a sample app from the pspgl library to compile to test if the library is working, but the PSP hangs and the screen displays an enlarged scanline psplink text and then turns off after a while #include <stdlib.h> #include <stdio.h> #include <math.h> #include <string.h> #inc...
by asphodeli
Fri Nov 14, 2008 11:03 am
Forum: PSP Development
Topic: Need help in toolchain
Replies: 10
Views: 8830

asphodeli: Can you elaborate on the specific problems you're having? With a working rev 2446, error is as follows: Using -Os: psp-g++ -I. -I/usr/local/pspdev/psp/sdk/include -Os -G0 -Wall -I. -I/usr/local/pspdev/psp/sdk/include -Os -G0 -Wall -D_PSP_FW_VERSION=390 -I../../include -Izlib -Ijpeglib -I...
by asphodeli
Thu Nov 13, 2008 12:58 am
Forum: PSP Development
Topic: Need help in toolchain
Replies: 10
Views: 8830

Insert_witty_name wrote:I've reverted back libcglue.c to how it was before the recent patch.

Should work fine now.
Tried installing rev 2445, still no go.
by asphodeli
Sun Nov 09, 2008 1:08 am
Forum: PSP Development
Topic: Need help in toolchain
Replies: 10
Views: 8830

Try commenting out the function in libcglue.c. On another note, latest svn broke compilation of my game engine (which previously was fine on psp-gcc 4.3.0), so I tried to go back to a previous revision, and still it failed, because the install script somehow will always download latest svn revision.
by asphodeli
Sat Nov 08, 2008 11:43 am
Forum: PSP Development
Topic: [Solved] SDL black/blank screen on testsprite.c
Replies: 3
Views: 1483

Possibly related to JF's post: http://forums.ps2dev.org/viewtopic.php?p=75692#75692 The bug talked about was in my TV version of SDL, not the repo version. Feel free to try the TV version if you want though, but I doubt that's the problem. More likely it's something with the colorkeying. I'm not su...
by asphodeli
Fri Nov 07, 2008 12:12 pm
Forum: PSP Development
Topic: [Solved] SDL black/blank screen on testsprite.c
Replies: 3
Views: 1483

by asphodeli
Fri Nov 07, 2008 11:57 am
Forum: PSP Development
Topic: [Solved] SDL black/blank screen on testsprite.c
Replies: 3
Views: 1483

[Solved] SDL black/blank screen on testsprite.c

Hi all, Am having trouble running SDL test code from psplibraries rev 2663. testsprite.c compiles and runs fine (I can see the printf statements in pspsh), but the display on the PSP Slim is black/blank. /* Simple program&#58; Move N sprites around on the screen as fast as possible */ #include <...
by asphodeli
Thu Nov 06, 2008 5:00 pm
Forum: PSP Development
Topic: Where is sysconf and pspIrKeyb*, located?
Replies: 5
Views: 2331

odd, his post isn't displayed :) Anyway won't be using IR keyboards, just need to link to it cause the code (not done by me) needs it somehow
by asphodeli
Mon Oct 27, 2008 10:21 am
Forum: PSP Development
Topic: Where is sysconf and pspIrKeyb*, located?
Replies: 5
Views: 2331

Where is sysconf and pspIrKeyb*, located?

Hi all, I'm having trouble compiling my app with a library, and I'm getting these errors: /usr/local/pspdev/lib/gcc/psp/4.3.1/../../../../psp/lib/libSDL.a&#40;SDL_pspevents.o&#41;&#58; In function `PSP_EventQuit'&#58; /root/psplibraries/build/SDL/src/video/psp/SDL_pspevents.c&#58...
by asphodeli
Sat Oct 25, 2008 10:17 am
Forum: PSP Development
Topic: Compiler error? Ambiguous types
Replies: 7
Views: 2776

Yes, and you are likely doing "using TestEngine;", therefore colliding your name space with global. Just qualify your declarations with TestEngine::u8 var; and you'll be fine. Whoa...thats alot of work...if its the only way then there isn't much choice, but the code compiles fine on the l...
by asphodeli
Sat Oct 25, 2008 9:57 am
Forum: PSP Development
Topic: Compiler error? Ambiguous types
Replies: 7
Views: 2776

psptypes.h defines a u8 typedef. If your library also defines one, you'll need to comment one or the other out (or wrap them in #ifdefs) so that you only have one definition. EDIT: Or of course, if it's defined in a class use Class::u8. same if you are "using Namespace;" Well, the strange...
by asphodeli
Fri Oct 24, 2008 7:47 pm
Forum: PSP Development
Topic: Compiler error? Ambiguous types
Replies: 7
Views: 2776

Everything else is in cpp (if you're talking about just the sample code with the compiled library) , and yes I am using a custom defined typedef that is provided by the game engine. My output from psp-g++ is listed on http://pastebin.com/m1c4fa721 for brevity's sake
by asphodeli
Fri Oct 24, 2008 12:55 am
Forum: PSP Development
Topic: Compiler error? Ambiguous types
Replies: 7
Views: 2776

Compiler error? Ambiguous types

Hi all, I'm trying to port over a game engine, and it compiles fine as a library, but when I try out the sample code, i get the error: psp-g++ -I-I -I../../include/ -I. -I/usr/local/pspdev/psp/sdk/include -G0 -O2 -I-I -I../../include/ -I. -I/usr/local/pspdev/psp/sdk/include -G0 -O2 -fno-exceptions -...
by asphodeli
Tue Sep 23, 2008 1:36 am
Forum: PSP Development
Topic: Does memory.h exist?
Replies: 0
Views: 891

Does memory.h exist?

hi all,

is there a memory.h file that exists for the pspsdk?

EDIT: Nvm, problem solved
by asphodeli
Tue Sep 09, 2008 2:40 am
Forum: PSP Development
Topic: PSPLink & GDB work fine, how do I figure out what went w
Replies: 3
Views: 1925

PSPLink & GDB work fine, how do I figure out what went w

Hi guys, I am doing some game programming on the PSP, and I have run into some problems. I am using GDB to debug the program over PSPLink. What I don't understand, however, is the stuff that GDB throws me: ms0&#58;/psp/game/azalende/> Exception - Bus error &#40;data&#41; Thread ID - 0x04...
by asphodeli
Sun Jun 29, 2008 3:06 pm
Forum: PSP Development
Topic: LTE::Just 2 quick questions
Replies: 5
Views: 2005

Hi, are you using a PSP-1000 series or PSP-2000 series? The only "cross-PSP" compatible LTE engine is in this post by JF (use the first link, as the second link's examples won't run on a PSP-1000 series) Also, are you running the examples or coded from scratch? If you're running examples, ...