Search found 15 matches
- Wed Sep 02, 2009 4:37 pm
- Forum: PSP Development
- Topic: SDL linking cannot find definition of Unlock Surface
- Replies: 7
- Views: 2902
- Fri Aug 28, 2009 7:03 pm
- Forum: PSP Development
- Topic: SDL linking cannot find definition of Unlock Surface
- Replies: 7
- Views: 2902
I see. I mistook the way he worded it to mean that his project compiled properly for OSX when using libraries and tools that are unrelated to the PSP, yet generated an unrelated compiling or linking error when being built for the PSP. An odd issue if the OSX build is still erroneously letting the bi...
- Fri Aug 28, 2009 4:42 am
- Forum: PSP Development
- Topic: SDL linking cannot find definition of Unlock Surface
- Replies: 7
- Views: 2902
- Wed Aug 26, 2009 5:42 am
- Forum: PSP Development
- Topic: Compiling on PSP
- Replies: 9
- Views: 3986
It seems natural to me ,that apps for PSP should be created on the PSP. I get a different vibe. It's unnatural. The cons outweigh the pros in a case like this: The PSP's processor is inherently slower than my PC's dual core x86 CPU. It also lacks a sizable cache. I would cringe if I had to compile ...
- Wed Aug 26, 2009 5:29 am
- Forum: PSP Development
- Topic: Using PSPGE for graphic engine
- Replies: 5
- Views: 3403
- Sun Aug 23, 2009 11:43 am
- Forum: PSP Development
- Topic: VFPU Rendering engine (for fragment processing)
- Replies: 10
- Views: 6321
- Tue Jul 28, 2009 5:33 am
- Forum: PSP Development
- Topic: "psp-gcc: Command not found" psplink
- Replies: 3
- Views: 2373
- Thu Jul 02, 2009 4:44 am
- Forum: PSP Development
- Topic: GU buffers autoswapping?
- Replies: 6
- Views: 3584
Hmm. Definitely wouldn't be that, then. Pointers to all three memory areas for the draw, display, and z buffers have always been to the correct places, although I recently started using valloc() from the libvram helper library to allocate them properly. The pointers are properly converted to VRAM-re...
- Wed Jul 01, 2009 4:03 am
- Forum: PSP Development
- Topic: [Solved] folder name as variable
- Replies: 8
- Views: 4447
- Wed Jul 01, 2009 3:53 am
- Forum: PSP Development
- Topic: GU buffers autoswapping?
- Replies: 6
- Views: 3584
I have a weird feeling that you're right Jim... I'm not sure why I would've been, but all the symptoms point that way. It's tough to tell since I removed the code in order to focus on something else. With a tremendous project like this, it's too easy to get sidetracked by the small things. What woul...
- Tue Jun 30, 2009 4:25 am
- Forum: PSP Development
- Topic: GU buffers autoswapping?
- Replies: 6
- Views: 3584
Still can't figure this out. The only things happening prior to this are: A thread is set up to handle the home button. The debug screen is initted to display the status of some operations: The contents of a few archives is indexed in a hash table. A few megabytes of models and images for textures a...
- Mon Jun 29, 2009 11:13 am
- Forum: PSP Development
- Topic: GU buffers autoswapping?
- Replies: 6
- Views: 3584
GU buffers autoswapping?
I had an interesting idea. I need to convert DXTn compressed images to RGBA8 pixel format. The GU can handle DXTn compressed images natively, so my idea was to use it to do the conversion so that I won't need to write an algorithm to do it in software. I planned on using the GU to render it to the d...
- Sat Jun 20, 2009 2:11 pm
- Forum: PSP Development
- Topic: working with colors
- Replies: 2
- Views: 2017
One eight-bit byte can store a value from 0 to 255. The PSP uses integers that are 4 bytes, 32 bits. The way you encode the colors depends on the pixel format you're using. Just realize that there are typically four channels in a color: red, green, blue, and alpha. But sometimes there're less. To pu...
- Sat Jun 20, 2009 6:10 am
- Forum: PSP Development
- Topic: Can't allocate 1 MB, but can alloc 2?
- Replies: 1
- Views: 1542
- Fri Jun 19, 2009 10:18 am
- Forum: PSP Development
- Topic: Can't allocate 1 MB, but can alloc 2?
- Replies: 1
- Views: 1542
Can't allocate 1 MB, but can alloc 2?
It's the weirdest problem. #define ALIGNED(nBytes) __attribute__((aligned(nBytes))) // types: typedef unsigned char byte_t; // uint32_t, etc, are from <stdint.h> (this is c99 code) struct dim2d { uint32_...