I have cut open my 'original' Australian PSP battery which didn't have the required chip in it, so I think your out of luck.
I ended up borrowing a friends battery which he got from from thailand, this had the correct chip to mod.
Search found 12 matches
- Mon Sep 22, 2008 2:25 pm
- Forum: PSP Development
- Topic: Pandora battery fix for non-Sony pack ?
- Replies: 4
- Views: 2165
- Thu Sep 18, 2008 11:44 am
- Forum: PSP Development
- Topic: Trouble understanding sceGuTexImage()
- Replies: 4
- Views: 2396
- Thu Sep 18, 2008 3:31 am
- Forum: PSP Development
- Topic: Trouble understanding sceGuTexImage()
- Replies: 4
- Views: 2396
Trouble understanding sceGuTexImage()
void sceGuTexImage ( int mipmap, int width, int height, int tbw, const void * tbp ) Set current texturemap. Textures may reside in main RAM, but it has a huge speed-penalty. Swizzle textures to get maximum speed. Note: Data must be aligned to 1 quad word (16 bytes&am...
- Wed Sep 17, 2008 4:24 pm
- Forum: PSP Development
- Topic: help with my homebrew
- Replies: 24
- Views: 9406
- Wed Sep 17, 2008 3:14 pm
- Forum: PSP Development
- Topic: help with my homebrew
- Replies: 24
- Views: 9406
- Wed Sep 17, 2008 1:06 pm
- Forum: PSP Development
- Topic: help with my homebrew
- Replies: 24
- Views: 9406
Code: Select all
int current = 0;
return current;
- Fri Sep 12, 2008 5:52 pm
- Forum: PSP Development
- Topic: intraFont and openGL
- Replies: 3
- Views: 1844
After playing around with intraFont and openGL, it seems it may be possible, I gave up after getting useless artifacts on the screen for text. I then began to play around with intraFont and the cube GU sample, where I encountered the same artifacts. Long story short, intraFont is set up so it works ...
- Fri Sep 12, 2008 2:22 pm
- Forum: PSP Development
- Topic: intraFont and openGL
- Replies: 3
- Views: 1844
intraFont and openGL
Hi, is intraFont compatible with openGL?
For example, use openGL to init everything and use intrafont to draw text?
Or alternatively, can I mix openGL code with sceGu code, ie use sceGuDrawArray to draw my ploygons?
Thanks for your time
For example, use openGL to init everything and use intrafont to draw text?
Or alternatively, can I mix openGL code with sceGu code, ie use sceGuDrawArray to draw my ploygons?
Thanks for your time
- Thu Sep 11, 2008 4:22 pm
- Forum: PSP Development
- Topic: Just started - Please read
- Replies: 4
- Views: 2387
- Thu Sep 11, 2008 3:57 pm
- Forum: PSP Development
- Topic: Just started - Please read
- Replies: 4
- Views: 2387
- Thu Sep 11, 2008 11:52 am
- Forum: PSP Development
- Topic: Just started - Please read
- Replies: 4
- Views: 2387
Just started - Please read
Hi, I have finally managed to get a development environment set-up for the PSP. I found Heimdall's post on the windows native toolchain, so I set it up last night. I am quite impressed, using the eclipse IDE you can get a pretty decent environment going. I even managed to compile pspGL using eclipse...
- Thu Sep 11, 2008 11:38 am
- Forum: PSP Development
- Topic: Win32 native Toolchain for PSPSDK
- Replies: 261
- Views: 168757
WoW
Wow, this has made everything so much easier for me and anyone else getting into psp homebrew.
Thanks so much for putting the time into this project.
Thanks so much for putting the time into this project.