Search found 111 matches
- Sun Apr 06, 2008 1:50 pm
- Forum: PSP Development
- Topic: a sample to decode a psp mp4(avc) file
- Replies: 30
- Views: 72226
mp4
What about mpeg2? I am assuming there is no hardware acceleration of mpeg2 in the psp? Has anyone compiled vlc for the psp? I also forgot where the source is for reading inside .iso files (I assume it is inside the custom firmware). So the next step would be to be able to read .vob and once that is ...
- Sun Apr 06, 2008 1:12 pm
- Forum: PSP Development
- Topic: Little help with augmented reality
- Replies: 13
- Views: 6274
No no, that is not going to work. If you put a red dot on a piece of paper, then that means you are stuck with needing to hold a piece of paper in front of the camera. Also, your min and max values to check for the pixel is not right either. If you only want to check a red dot, you gotta check only ...
- Sun Apr 06, 2008 1:33 am
- Forum: PSP Development
- Topic: Little help with augmented reality
- Replies: 13
- Views: 6274
augmented reality
I presume that when you mention augmented reality you mean that you are trying to get input from the camera and use that data and augment to it to create a better reality. For example, how the eyecreate software allows capturing real time images and then do things with it. And also I presume that th...
- Sun Mar 30, 2008 4:56 am
- Forum: PSP Development
- Topic: can someone explain how some of this code works?
- Replies: 4
- Views: 2577
the second map is for internal parsing only
the second map is for internal parsing, and is not displayed.
in this case he probably used it for testing of collisions. you can use it for other purposes, like finding shortest path.
try this: http://www.edepot.com/va2007.zip
it lets you get the hang of how the tile system works.
in this case he probably used it for testing of collisions. you can use it for other purposes, like finding shortest path.
try this: http://www.edepot.com/va2007.zip
it lets you get the hang of how the tile system works.
- Sun Mar 30, 2008 4:52 am
- Forum: PSP Development
- Topic: Text colors using txt file ?
- Replies: 11
- Views: 3892
Well, there are many ways to approach this. Since I am doing something similar (but probably not immediately), you can use this method... (you may need to brainstorm a bit, but this is a method that just came up while reading your post) <colors> <001>5,6,7 <002>11,22,33 <003>55,66,77 <text> <t1>This...
- Sun Mar 30, 2008 3:55 am
- Forum: PSP Development
- Topic: POLL: Which are the main troubles that nd users have found ?
- Replies: 2
- Views: 1832
next gen mobile operating systems
Here is my take on mobile operating systems:
http://www.edepot.com/forums/viewforum.php?f=8
Think you can make nd do some of those?
http://www.edepot.com/forums/viewforum.php?f=8
Think you can make nd do some of those?
- Sat Mar 29, 2008 8:10 pm
- Forum: PSP Development
- Topic: PSP Slim can't output double-buffered 720x480
- Replies: 20
- Views: 13436
slim
well, if you move the cursor along the bottom edge of the screen from left to right or right to left, it seems to pop in and out of invisibility. I released a quick agenaworld 1.6 with output of 720x480x32x2 from vram. Download at http://www.edepot.com/game.html I also managed to add proportional fo...
- Tue Mar 25, 2008 1:33 pm
- Forum: PSP Development
- Topic: PSP Slim can't output double-buffered 720x480
- Replies: 20
- Views: 13436
works
Well, I just took the dvemgr.prx from cursortest, plopped it into Agenaworld, then changed some code (the FRAMESIZE, width and height) and confirmed that it works also. That is neat :) I have an old version of pspsdk, so I couldn't get your program to compile without stripping out gif stuff, but eve...
- Sun Mar 23, 2008 11:26 am
- Forum: PSP Development
- Topic: PSP Slim can't output double-buffered 720x480
- Replies: 20
- Views: 13436
- Sat Mar 22, 2008 6:36 pm
- Forum: PSP Development
- Topic: PSP Slim can't output double-buffered 720x480
- Replies: 20
- Views: 13436
display buffer can be outside of vram
Hmm... I didn't know that the display buffer can be pointed to someplace outside of vram. I know that if trying to do 720x480x4x2 leaves the second buffer with artifacts, I presume these artifacts would be actual data somewhere in system ram. (video ram is mapped to system ram address right?). In th...
- Sat Mar 22, 2008 2:21 pm
- Forum: PSP Development
- Topic: PSP Slim can't output double-buffered 720x480
- Replies: 20
- Views: 13436
double buffering in 720x480x4
I kinda understand what you are saying but how does that solve the double buffering problem in 720x480x4? The thousands mode you mention I knew about already (is 16bit called thousands mode?). I had 16bits per pixel before and moved to 24bits per pixel to get rid of the washed out pictures. So going...
- Fri Mar 21, 2008 12:31 pm
- Forum: PSP Development
- Topic: PSP Slim can't output double-buffered 720x480
- Replies: 20
- Views: 13436
2MB VRAM limit
Actually I don't know how to switch to thousands mode. Do you have sample code? Also, if blitting from system memory, how does that affect VRAM? Do you mean leave the LCD buffer location to point to beginning of 720x480x4, and have 720x480x4x2 outside of VRAM in system ram, and then use PSP's hardwa...
- Fri Mar 21, 2008 6:56 am
- Forum: PSP Development
- Topic: PSP Slim can't output double-buffered 720x480
- Replies: 20
- Views: 13436
PSP Slim can't output double-buffered 720x480
AgenaWorld 1.5 was released for the neoflash competition today. You can download it at http://www.edepot.com/game.html One interesting thing about this version of the game is that it allows you to output to the TV (when running off of the PSP Slim). The game is double-buffered, but it can't do 720x4...
- Sat Feb 02, 2008 10:55 pm
- Forum: PS3 Development
- Topic: PS3SDK release date
- Replies: 15
- Views: 18848
PS3SDK release date
Is the PS3SDK going to be on top of Linux? Or is it going to rewrite everything and provide a basic OS? I am thinking that on the one hand Linux has had a lot of work done already, but on the other hand, because you only need to worry about just a few peripherals, all those bloat to make linux work ...
- Sun Nov 18, 2007 11:04 pm
- Forum: PS3 Development
- Topic: Playstation 3 model numbers
- Replies: 2
- Views: 5157
typo
Oh, I didn't notice the typo. It has been corrected. I wonder now that the 3D stuff is possible on the nVidia GPU on the PS3, and SIXAXIS input is also possible via the bluetooth driver, it should be possible to make a matrix like operating system using SIXAXIS to navigate to info on any future cust...
- Mon Nov 12, 2007 7:15 am
- Forum: PS3 Development
- Topic: Playstation 3 model numbers
- Replies: 2
- Views: 5157
Playstation 3 model numbers
Here is a fabulous site containing information on the PS3.
Look at the section on the PS3 model numbers and the audio section.
It should be the most detailed on the internet...
http://www.edepot.com/playstation3.html
Look at the section on the PS3 model numbers and the audio section.
It should be the most detailed on the internet...
http://www.edepot.com/playstation3.html
- Wed Oct 17, 2007 5:09 am
- Forum: PSP Development
- Topic: google earth on psp possible?
- Replies: 11
- Views: 5930
[quote]Remove the analogue stick and connect the touchscreen to the two analogue inputs you just freed up[/quote] Can you make a youtube video of it working? (simple doodling across the touchscreen and a cursor or line in software following it). As for harshness, I think you may be pointing out that...
- Wed Oct 17, 2007 1:43 am
- Forum: PSP Development
- Topic: google earth on psp possible?
- Replies: 11
- Views: 5930
[quote]In case you don't remember I'm in the club that thinks it's easy, and also ugly.[/quote] Then where is the code and instructions on installing it? I would like to get it working. I think the Jim on this forum is offended by my posts. Do you think I am off topic talking about the touch screen?...
- Tue Oct 16, 2007 4:06 pm
- Forum: PSP Development
- Topic: google earth on psp possible?
- Replies: 11
- Views: 5930
starcraft2 on psp
Well, when you have finished hooking the touchscreen to the psp slim, and have installed the homebrew software to go with it, multitasking would allow you to use the touch program with games or applications that can be a sink to the output of the touch screen program without forcing programmers to i...
- Tue Oct 16, 2007 10:11 am
- Forum: PSP Development
- Topic: google earth on psp possible?
- Replies: 11
- Views: 5930
google earth on psp possible?
Have you noticed that one of the missing features of most portable devices in the past was the inclusion of hardware accelerated 3D chips. In the past the CPU was too slow so that 3D was not practical without a method to add an graphics card for mobile devices (like in regular computers). As the CPU...
- Sat Sep 29, 2007 9:16 pm
- Forum: PSP Development
- Topic: Tyranid = J.F. ?
- Replies: 9
- Views: 4691
Tyranid = J.F. ?
I was looking through some of the samples people have posted here regarding the 3.xx prx loading and kernel modes. Most of them were coded by the same few people. But one thing that kind of caught my attention was that most of the (correct) responses were by either J.F. or Tyranid (on the more techn...
- Wed Sep 26, 2007 1:54 am
- Forum: PSP Development
- Topic: Is there an introduction on how ELF, PRX, Kernel etc. works?
- Replies: 12
- Views: 5818
[quote]I did a bit of searching, but using common terms like PRX, PBP etc. yields a whole lot of threads that really doesn't shed any light on what I was looking for. Ofcourse I'm a bit lazy, and asking if all this info is collected in one place seemed like the better solution! :D[/quote] The best p...
- Tue Sep 25, 2007 1:06 pm
- Forum: PSP Development
- Topic: DGEN 1.7 and webserver and 1seg tuner
- Replies: 3
- Views: 2349
DGEN 1.7 and webserver and 1seg tuner
There are few homebrew software that take advantage of all the major features of the hardware and I think DGEN (the emulator) is one of a few exceptions. It seems to do everything that is possible with the hardware. Not only that, it is one of the first homebrew applications that has its own eboot.p...
- Mon Sep 24, 2007 12:36 am
- Forum: PSP Development
- Topic: psp slim outputting 1080p
- Replies: 22
- Views: 11485
That is great, that means the experimentations will yield new possibilities. I made a math error above. I forgot to multiply by 60 for 60fps. To compensate maybe you can take the lowest graphic mode of PSP 16bits per pixel and a low interlace mode (30fps interlaced)... 2 (2 bytes for 16 bits per pix...
- Sun Sep 23, 2007 11:54 pm
- Forum: PSP Development
- Topic: psp slim outputting 1080p
- Replies: 22
- Views: 11485
I am not familiar with the bandwidth constraints, but how does 1080p = 200MB/s? If you take RGB (3 bytes per pixel) * 1920 * 1080 = 6MB/s = 48Mb/s. 48Mb/s is WAY smaller than 1.6Gb/s. If you must byte align on 4 bytes (RGBA) per pixel... 1920 * 1080 * 4 = 8MB/s (which I originally stated in the firs...
- Sun Sep 23, 2007 7:43 pm
- Forum: PSP Development
- Topic: psp slim outputting 1080p
- Replies: 22
- Views: 11485
Ok I can confirm that 720x480 works for homebrew. The 720x480 is set when you plug your video cable to the psp slim and go to the display menu option. (and choose the external display) Note that it only supports ntsc interlaced and non interlaced. once that is set if you start a game the standard so...
- Sat Sep 22, 2007 2:44 am
- Forum: PSP Development
- Topic: psp slim outputting 1080p
- Replies: 22
- Views: 11485
Lets not all get too excited and rush things. I think this should be a step by step approach. Since Tyranid has done similar stuff with the remotejoy, he can probably whip up something really quick. The first step is to get the 720x480p display mode up because that is the easiest to do. The psp slim...
- Thu Sep 20, 2007 1:00 pm
- Forum: PSP Development
- Topic: psp slim outputting 1080p
- Replies: 22
- Views: 11485
I think the A2040 monitor is only 2 bits greyscale per pixel, and the software feeds 4 screens of these low bandwidth screens at one time. This might not work for psp color displays. Well, for all its worth, if everything comes down to being hardwired, then there is a possibility of putting the psp ...
- Thu Sep 20, 2007 3:47 am
- Forum: PSP Development
- Topic: psp slim outputting 1080p
- Replies: 22
- Views: 11485
Actually, the psp slim can output dvd quality display at 720x480 progressive. (That is the output for umd video and xmb by the way). Even the psp games output at this resolution (but only 480x272 is the game screen with a surrounding static filler border) As for the math, I was waiting for someone t...
- Wed Sep 19, 2007 1:04 pm
- Forum: PSP Development
- Topic: psp slim outputting 1080p
- Replies: 22
- Views: 11485
psp slim outputting 1080p
Is it possible? 1920x1080x4(rgba) = 8MB Just take 8MB from the 32MB extra memory of the slim. Manually take over the outputing to the component lines in assembly if possible. Or trick the processor (if it uses one) by filling the video ram from the 8MB of memory and remove the "end of the horiz...