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
Search found 21 matches
- Sat Jan 02, 2010 4:16 am
- Forum: PSP Development
- Topic: Will PSPLink be updated for 5.50-gen?
- Replies: 6
- Views: 4806
- Tue Dec 29, 2009 11:26 am
- Forum: PSP Development
- Topic: Downloading a Text File
- Replies: 7
- Views: 5076
- Sun Dec 27, 2009 5:53 am
- Forum: PSP Development
- Topic: Eboot launch help
- Replies: 25
- Views: 38146
- Sun Dec 27, 2009 2:41 am
- Forum: PSP Development
- Topic: Rotating images with the GU?
- Replies: 9
- Views: 16691
- Sat Dec 26, 2009 9:00 am
- Forum: PSP Development
- Topic: Rotating images with the GU?
- Replies: 9
- Views: 16691
- 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...
- Sat Dec 26, 2009 5:30 am
- Forum: PSP Development
- Topic: Rotating images with the GU?
- Replies: 9
- Views: 16691
- Sat Dec 26, 2009 12:06 am
- Forum: PSP Development
- Topic: Rotating images with the GU?
- Replies: 9
- Views: 16691
- 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 ...
- Sun Dec 20, 2009 9:05 am
- Forum: PSP Development
- Topic: Swapping palettes for each texture
- Replies: 10
- Views: 17659
- 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...
- Sun Dec 20, 2009 6:47 am
- Forum: PSP Development
- Topic: Swapping palettes for each texture
- Replies: 10
- Views: 17659
- 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...
- Mon Dec 14, 2009 10:40 am
- Forum: PSP Development
- Topic: Swapping palettes for each texture
- Replies: 10
- Views: 17659
- Mon Dec 14, 2009 12:57 am
- Forum: PSP Development
- Topic: Swapping palettes for each texture
- Replies: 10
- Views: 17659
- 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...
- Tue Dec 08, 2009 8:59 am
- Forum: PSP Development
- Topic: 24-bit texture swizzling?
- Replies: 11
- Views: 6779
- Wed Dec 02, 2009 11:43 am
- Forum: PSP Development
- Topic: 24-bit texture swizzling?
- Replies: 11
- Views: 6779
- Tue Dec 01, 2009 12:47 pm
- Forum: PSP Development
- Topic: 24-bit texture swizzling?
- Replies: 11
- Views: 6779
- 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 ...
- 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?
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?