Search found 21 matches

by gotmilk065
Sat Jan 02, 2010 4:16 am
Forum: PSP Development
Topic: Will PSPLink be updated for 5.50-gen?
Replies: 6
Views: 4806

What's PSPLink? Does it help you develop faster by letting you run eboots off an external source through USB, or does it allow USB mode to be active all the time?

Either would be a big help o_o
by gotmilk065
Tue Dec 29, 2009 11:26 am
Forum: PSP Development
Topic: Downloading a Text File
Replies: 7
Views: 5076

Use libcurl if you want it easy :D
by gotmilk065
Sun Dec 27, 2009 5:53 am
Forum: PSP Development
Topic: Eboot launch help
Replies: 25
Views: 38146

S4LVAT10N wrote:if you need more details then you obviously cant answer my question
Assholery will get you nowhere ;)
by gotmilk065
Sun Dec 27, 2009 2:41 am
Forum: PSP Development
Topic: Rotating images with the GU?
Replies: 9
Views: 16691

:( I even did so much as disabling backfacing; they still don't appear.

Just to let you know, the old function did work, the buffered one, but without rotation, and I had something before that worked withou the buffer or the rotation.
by gotmilk065
Sat Dec 26, 2009 9:00 am
Forum: PSP Development
Topic: Rotating images with the GU?
Replies: 9
Views: 16691

I'll try that when I get home.

Until then; Merry Christmas!
by gotmilk065
Sat Dec 26, 2009 7:30 am
Forum: PSP Development
Topic: Rotating images with the GU?
Replies: 9
Views: 16691

I'm simply not getting this o_o Your first solution seems simplest, rotate the texture instead of the poly itself, but the whole repeating texture deal if it exceeds the bounds kind of ruins it. I'm totally lost. Here's my new function, but it's not even displaying the particles at all o.o sceGumPus...
by gotmilk065
Sat Dec 26, 2009 5:30 am
Forum: PSP Development
Topic: Rotating images with the GU?
Replies: 9
Views: 16691

Well here's what's going on in the function, doesn't work :( int D_DrawParticleBuffered (psp_particle* vertices, particle_t *pparticle, vec3_t up, vec3_t right, float scale, float alpha, float rot) { sceGumMatrixMode(GU_MODEL); // EDIT sceGumPushMatrix&#4...
by gotmilk065
Sat Dec 26, 2009 12:06 am
Forum: PSP Development
Topic: Rotating images with the GU?
Replies: 9
Views: 16691

I tried that but it flips the entire screen.. And at high speeds, is it radians or degrees?
by gotmilk065
Fri Dec 25, 2009 4:15 pm
Forum: PSP Development
Topic: Rotating images with the GU?
Replies: 9
Views: 16691

Rotating images with the GU?

I wanted to enhance my particle engine a bit, and the next step is to rotate the smoke particles for a better effect. Problem is, everything I see on rotating images is done on the CPU and involves essentially resampling the image! Isn't there a simple command to change the rotation of vertices and ...
by gotmilk065
Sun Dec 20, 2009 9:05 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 17659

Sweet, got it working!

Thanks again Raph, you're a lifesaver :D
by gotmilk065
Sun Dec 20, 2009 8:27 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 17659

There you go. Not really. sceGuClutMode Parameter 2 is a mask parameter for the palette index read from the texture. As long as palette_size is exactly 256 this will work out perfectly well, for anything else it will fail. It doesn't really make sense to depend the index mask on the size, unless yo...
by gotmilk065
Sun Dec 20, 2009 6:47 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 17659

Do you have them in sys ram or vram? System RAM. Do you have all palettes in their own location and upload from there Yes. or do you copy to your global palette each texture swap? Every time I bind the texture, I swap by doing this: void VID_SetPaletteHL(unsigned char* palette) &...
by gotmilk065
Sun Dec 20, 2009 5:33 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 17659

Okay; here's the issue. The palette switches, sometimes, but it fails half the time, the correct palette will flash on and off every frame or so, it's really annoying. This is Quake, attempting to get Half-Life maps loading. The previous implementation I had would upsample the 8-bit textures to 32-b...
by gotmilk065
Mon Dec 14, 2009 10:40 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 17659

Alright, well I've come to a bit of a problem.

What's the format that sceGuClutLoad asks for?

Right now, my palette is stored as a pointer to a series of bytes that go as RGBRGBRGB.. etc. How would it be converted into the proper format?
by gotmilk065
Mon Dec 14, 2009 12:57 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 17659

Raphael wrote:pspsdk/samples/gu/clut/
Thanks, I'll take a look later today :D
by gotmilk065
Mon Dec 14, 2009 12:38 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 17659

Swapping palettes for each texture

I've come to the conclusion that 32-bit textures take up way too much RAM, so I wanted to try a different approach. Let's say I had an 8-bit PCX file, which, being a PCX file, would be a completely 8-bit image. Now, with my old implementation, I would upsample the texture to a 32-bit image, then use...
by gotmilk065
Tue Dec 08, 2009 8:59 am
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 6779

To add up on a_noobs reply (hi there btw :): the swizzle function doesn't know, nor care about pixelformats. It only works on raw bytes and "swizzles" them around, hence it needs a byte-width as parameter, rather than pixel-width... everything else is cared for by the GU when unswizzling ...
by gotmilk065
Wed Dec 02, 2009 11:43 am
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 6779

From what I gather, I should swizzle it with the width parameter multiplied by four, since it's a 32-bit image..?

Please correct me if I'm wrong; I'm trying to understand this to my fullest.
by gotmilk065
Tue Dec 01, 2009 12:47 pm
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 6779

Sorry for any bump, but I'd really like to understand why swizzling works and how to do it with a 32-bit image being rendered with GU_PSM_8888..
by gotmilk065
Sun Nov 29, 2009 3:28 pm
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 6779

The psp's gpu does not support 24 bit images. You will need to upsample it to to 32bit or down sample it to 16 or palletted. And yes you can swizzle 32 and 16bit unpalletted. Right, 32-bit images. Do I use the same function I use for an 8-bit paletted image (GU_PSM_T8) for swizzling it? It doesn't ...
by gotmilk065
Sat Nov 28, 2009 11:01 am
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 6779

24-bit texture swizzling?

Is it even possible to swizzle a 24-bit image?

I think I'm misunderstanding the concept entirely.. In all the examples I see, it's only being done to paletted images.

If you can, does it yield a performance increase?