Search found 53 matches
- Sun Aug 21, 2005 10:29 pm
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22209
I just had a poke around the DC map pack and it looks like they have nicely provided just about all the reduced data set. All textures, all models, and all sounds, and importantly the BSP files are tiny (~2mb on average). Most likely the only thing they left out are the ambient acoustics and the stu...
- Sun Aug 21, 2005 8:23 pm
- Forum: PSP Development
- Topic: Q3 symbol list, call for participation
- Replies: 50
- Views: 22209
It will be interesting to see how far you guys manage to get, but after you manage to get the engine to run you are going to hit the problem of limited RAM. The PSP only has 32Mb of it, 24Mb of which is only really useable, Quake3 needs a lot more than that. The DC port relied on heavily modified ma...
- Mon Aug 15, 2005 2:16 am
- Forum: PSP Development
- Topic: pspgl (no texture support yet?)
- Replies: 5
- Views: 4304
- Mon Jul 18, 2005 6:18 am
- Forum: PSP Development
- Topic: Magnetised headphones...
- Replies: 2
- Views: 2400
- Thu Jul 14, 2005 6:30 pm
- Forum: PSP Development
- Topic: psp-gcc: Command Not Found
- Replies: 3
- Views: 2406
- Thu Jul 14, 2005 8:57 am
- Forum: PSP Development
- Topic: timing... what to use.
- Replies: 3
- Views: 2056
- Tue Jul 12, 2005 8:27 am
- Forum: PSP Development
- Topic: New to PSP programming!
- Replies: 7
- Views: 3048
- Tue Jul 12, 2005 6:14 am
- Forum: PSP Development
- Topic: New to PSP programming!
- Replies: 7
- Views: 3048
- Mon Jul 11, 2005 11:00 pm
- Forum: PSP Development
- Topic: HELP!! I cut my headphones in 2! Hard 2 fix, wired weird!
- Replies: 15
- Views: 6421
- Sun Jul 10, 2005 11:25 pm
- Forum: PSP Development
- Topic: GU blit for snes9x
- Replies: 28
- Views: 17793
Re: Thanks for the patch
I'm working on including it in uo_Snes9x 0.02y11J3a6 right now. Why not just get SVN commit access and work on it in there? That way everyone can contribute in the long run. While the choice is of course yours I just think this will save a lot of duplication (there is already quite a bit between th...
- Sun Jul 10, 2005 7:37 am
- Forum: PSP Development
- Topic: GU blit for snes9x
- Replies: 28
- Views: 17793
- Fri Jul 08, 2005 10:22 pm
- Forum: PSP Development
- Topic: Info on sce functions and params?
- Replies: 6
- Views: 3128
- Fri Jul 08, 2005 4:57 pm
- Forum: PSP Development
- Topic: GU blit for snes9x
- Replies: 28
- Views: 17793
Any chance of an EBOOT.PBP? I can't seem to get it to pack. Edit: In fact I can pack it but it crashes my V1.0 psp. I also can't seem to apply the patch to the y11 source. Edit2: Looks like I'm not the only V1.0 owner having problems with it, but it does apparently work on V1.5. ector had some code ...
- Thu Jul 07, 2005 11:37 pm
- Forum: PSP Development
- Topic: Searching snes9x src!
- Replies: 6
- Views: 5017
- Tue Jul 05, 2005 1:01 am
- Forum: PSP Development
- Topic: Bloodshed Dev-C++ as a PSP homebrew IDE
- Replies: 17
- Views: 7543
- Sat Jul 02, 2005 11:26 pm
- Forum: PSP Development
- Topic: need help installing cygwin!
- Replies: 3
- Views: 2350
On what 99% is it getting stuck on? The Cygwin installer? If so I would suggest that you try figuring this out with the Cygwin guys, we can't really support it. I have no idea what release folder you are refering to, additionaly as far as I am aware there are no rars anywhere. The site you pick to i...
- Sat Jul 02, 2005 6:39 pm
- Forum: PSP Development
- Topic: Quake porting issues
- Replies: 67
- Views: 34972
This was ported from a highly optimised PocketPC port that uses quite a lot of tricks to run well on pretty poor hardware. The jittery polygons that you see and the very heavy mu-mapping of textures are a product of that(it also looks to me like the light blending is a bit off). Porting the GL versi...
- Sat Jul 02, 2005 8:58 am
- Forum: PSP Development
- Topic: need help installing cygwin!
- Replies: 3
- Views: 2350
http://wiki.ps2dev.org/psp:programming_faq
Hope it helps. It really should take you less than 3 days to get it to work :P
Hope it helps. It really should take you less than 3 days to get it to work :P
- Fri Jul 01, 2005 1:18 am
- Forum: PSP Development
- Topic: Quake porting issues
- Replies: 67
- Views: 34972
- Fri Jul 01, 2005 12:44 am
- Forum: PSP Development
- Topic: Quake porting issues
- Replies: 67
- Views: 34972
In a shooting game strafe button sould always be mapped to L and R trigger ... like all fps on console, plz take a not of my advice :p Umm, Having played quite a lot of games on consoles I can't really remember tha last one where the strafe buttons were on the L and R triggers, possilby Doom on the...
- Thu Jun 30, 2005 8:53 pm
- Forum: PSP Development
- Topic: Quake porting issues
- Replies: 67
- Views: 34972
- Wed Jun 29, 2005 9:04 am
- Forum: PSP Development
- Topic: HOWTO: Windows, Cygwin & PSPSDK
- Replies: 3
- Views: 5869
- Tue Jun 28, 2005 8:42 am
- Forum: PSP Development
- Topic: Call for "standard" emulation rom/save directory s
- Replies: 9
- Views: 5676
- Tue Jun 28, 2005 3:22 am
- Forum: PSP Development
- Topic: PSP Toolchain win32 package
- Replies: 34
- Views: 25891
The demos from alonetrio don't run under PSPE I wouldn't worry about it. The PSPE is a load of crap that only supports some very basic functions, the new versions of PSP Toolchain build with opcodes that are fully PSP valid but are not supported with the emu. I would suggest using the hardware as t...
- Mon Jun 27, 2005 6:24 pm
- Forum: PSP Development
- Topic: Pixel format for pgBitBlt call's byte array parameter
- Replies: 4
- Views: 2426
Re: Pixel format for pgBitBlt call's byte array parameter
Is is 32bpp rgb or 16bpp rgb or something else? For a start it's BGR (Blue, Green, Red) rather than the standard sequence of RGB. Secondly the mode is changeable, nem's defauls to 16 bits, there is also appear to be other modes which might well be 32 bit, but I am not sure if anyone has posted the ...
- Mon Jun 27, 2005 2:07 am
- Forum: PSP Development
- Topic: C/C++ clashes using lastest PSP toolchain
- Replies: 2
- Views: 2099
Re: C/C++ clashes using lastest PSP toolchain
They are implemented in libc for specific architectures. Afaik the libc malloc does not work on the PSP, you will either have to write your own or wait for the PSP SDK to be released if you don't want to do that.TommyBear wrote: Malloc and friends are implemented in libc, so what gives..... anyone? :(
- Sun Jun 26, 2005 9:34 am
- Forum: General Discussion
- Topic: Looking for people interested in helping with a N64 PSP emu
- Replies: 18
- Views: 8941
- Sat Jun 25, 2005 1:27 am
- Forum: PSP Development
- Topic: Help with pbp not running compiling with psptoolchain-200506
- Replies: 6
- Views: 4657
I know that it is planned for realease soon as there have been quite a number of mentions of it here and on the irc channel. It should compile on any platform that has a working gcc implementation as all it will be is a modified copy of gcc with some tools and some header files, at least that's how ...
- Fri Jun 24, 2005 11:30 pm
- Forum: PSP Development
- Topic: Help with pbp not running compiling with psptoolchain-200506
- Replies: 6
- Views: 4657
Start with either updating to the latest version (just in case), or wait for the PSP SDK to be released in the next couple of days. The script that nem produces is now old and has some options which were only needed for ps2sdk, have a search on these forums to find the updated commands required. Fin...
- Thu Jun 23, 2005 7:06 pm
- Forum: PSP Development
- Topic: PSP Media Center and decoder library ports
- Replies: 45
- Views: 47360
MPEG is easily doable but is it worth the bloat? Will anyone actually use it? Yes, the porn monkeys will ;) AVI is tricky, the AVI container will most likely be supported but there are a jillion codecs that can live inside it. As long as it supports generic Xvid/DivX with MP3 audio I will be quite ...