Search found 82 matches

by MDave
Thu Mar 04, 2010 9:30 am
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 205594

So ... I hear Quake 3 has been ported to the PSP recently ... You've been quiet about this Be3f :P thought you would of brought the topic back as soon as it was ported. Works rather well! Better then I expected actually. Even runs mods, which makes me assume it has a native MIPS compiler for the qua...
by MDave
Sat Jan 10, 2009 5:59 am
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 205594

If anyone is interested in it, working (i've tested) iPhone/iPod Touch Quake 3 port with src: http://code.google.com/p/quake3-iphone/ Neat! Is there a way to try that out without access to a mac and the apple iphone sdk, on my iphone? :P He should put it up on Cydia. The code could be handy, but un...
by MDave
Fri Nov 28, 2008 12:17 pm
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 205594

Extremely promising project MDave! =) Any progress? Are you still working on Kurok? I gave up on it, unfortunately. I came to the conclusion that even if I got it somewhat working, it would never run fast enough to be enjoyable. And only on slim psp's. Just not worth the effort. Not even if you pai...
by MDave
Sat Sep 20, 2008 7:22 am
Forum: General Discussion
Topic: Nintendo 64 emu for PSP?
Replies: 39
Views: 129388

Just get the Pandora handheld when that comes out, it will be a lot easier for people to make an emulator without having to squeeze every little bit of juice they can out of a PSP, and cram everything into its limited RAM just to make a select few games playable. That is, if Pandora delivers on its ...
by MDave
Wed Sep 17, 2008 8:06 am
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7721

A pair of arms with fully modeled fingers and a decent looking gun for a first person view weapon model easily requires a lot more then 300 polys (triangles if we want to be precise), which is the limit I was talking about, not vertexes, although of course the limit is increased for them as well.
by MDave
Thu Sep 11, 2008 5:15 pm
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7721

JPG, PNG, GIF would not help at all. In fact it adds overhead, and it needs more ram to decompress the image before using it. I'll educate you on a little something. The format of the image dosn't matter. The bits per pixel the format uses to render it properly does. You can't load one of those form...
by MDave
Wed Sep 10, 2008 11:51 pm
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7721

@M.r Lemony Fresh: Well, jeez, sorry for helping. I won't bother next time. There's something called RAM which the psp dosn't happen to have a lot of. 22MB for phat psp's, with a maximum heap size of only 14MB for Quake due to using the rest of the memory for global variables as well as the actual g...
by MDave
Wed Sep 10, 2008 12:06 am
Forum: PSP Development
Topic: (porting request) an improved/built upon, quake engine
Replies: 15
Views: 7721

Kurok adds extra features to the Quake 1 engine, its not just a mod.

Skyboxes, Smooth interpolated animation (removing the need for md3 support), Colored dynamic lighting and lightmaps, takes advantage of the extra ram in slim psp's etc.
by MDave
Tue Sep 09, 2008 7:54 am
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 205594

http://code.google.com/p/q3ce/ After having a look at emvivre's Quake dedicated server port for the psp, I think it would be better to use that as a base because it already has the game code in static and hard linked form :) Edit: What in tarnations?! People are still making apps in 1.5 kernal mode?...
by MDave
Tue Sep 09, 2008 3:35 am
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 205594

Thanks for that J.F! Will be most helpful :) I managed to find the q3ce project on Google Code by the way :P but having it in arch form is easier for me. I'm not sure about what you mean about shared libs and static compiling. As far as I know, the Quake 3 engine dosn't have any external libraries. ...
by MDave
Mon Sep 08, 2008 9:44 am
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 205594

I have had a go at trying to port Quake 3 to the slim, which is based on the pspgl one that comes with the pspgl library. It's Makefile and initialization main code out of date, I've updated it so it now compiles with no errors. (Thanks J.F.!) In psplink, it gets as far as the "finished R_Init&...
by MDave
Fri Aug 22, 2008 8:41 am
Forum: PSP Development
Topic: Hardware bugs in phat psp?
Replies: 8
Views: 4238

Temporary solution for now is to flip the image vertically in an image editor instead of doing it in code.

I guess this is something that won't be easily solved, thanks sony :(
by MDave
Fri Aug 22, 2008 2:38 am
Forum: PSP Development
Topic: Hardware bugs in phat psp?
Replies: 8
Views: 4238

It seems it hasn't totally fixed my problems. The S and T coordintes are the prime suspect here, the phat dosn't like me flipping the T axis (so the skybox images are displayed correctly) while the slim has no problem about it. I get better results if I flip the T axis in these, and don't write back...
by MDave
Thu Aug 21, 2008 1:57 pm
Forum: PSP Development
Topic: Hardware bugs in phat psp?
Replies: 8
Views: 4238

I havn't unlocked the extra 2mb of vram for the slim (because I'm having problems using it after unlocking it). Can't be vram because I fallback on using system ram if there isn't any vram left to allocate. Thanks to some help on irc, it seems to be related to how the phat psp dosn't like uvmap coor...
by MDave
Thu Aug 21, 2008 11:45 am
Forum: PSP Development
Topic: Hardware bugs in phat psp?
Replies: 8
Views: 4238

Hardware bugs in phat psp?

I tried a search to see if there was anything on hardware bugs sony left behind for phat psp's, but no such luck. Reason I ask, is because I'm rendering a skybox which works perfectly fine on my slim psp, but on the phat psp it looks like the uv coordinates are screwing up in strange ways when I sta...
by MDave
Thu Aug 21, 2008 10:53 am
Forum: PSP Development
Topic: Cracking the PSP OFW without pandora
Replies: 91
Views: 48827

I'd keep any findings on irc or something, not on a public forum where sony can easily read up. Who knows, you might be a mole for sony just trying to find out our methods, jube :P

j/k

Does ps2dev have an irc channel, btw?
by MDave
Sat Jul 05, 2008 1:46 am
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

It'll be easier for me to explain if shown you this:

main.cpp
by MDave
Fri Jul 04, 2008 11:39 pm
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

hmm, no difference, except it freezes during loading if I set the heap too high. (the quake heap, not the psp app heap).
by MDave
Fri Jul 04, 2008 11:12 pm
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

I think I might be wrong about the 1835008, it looks to be higher then that now if I set it manually. It seems to be more about 2622152 before I get a black screen. What I would ideally need is 4194304 to display all the lightmaps in a map. Something perculier happens if I start using more then 1835...
by MDave
Fri Jul 04, 2008 10:05 pm
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

It's what happens when you try to get cygwin working on multiple drives on multiple window OS's :P I'm having problems figuring out why the psp crashes if I have a byte over 1.75MB, yet the same code works fine on the PC version. It's probably a very easy fix, since I think I'm getting blind from lo...
by MDave
Fri Jul 04, 2008 6:28 am
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

Ok, discovered the problem! It happens to be related to my windows enivornment settings, there was a path looking at an old version of a pspdev folder on one of my other drives. Removing the path from the environement variables and removing the old pspdev folder solved the problem. This is handy inf...
by MDave
Fri Jul 04, 2008 5:16 am
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

Thanks for the help so far. But Heimdall's pre-built Windows toolchain produces the same result. :( Yeah I'm positive I have installed the latest toolchain, using that command my revision checks out at 2399. But I've noticed something about the toolchain. It downloads and installs newlib 1.15.0 inst...
by MDave
Fri Jul 04, 2008 12:25 am
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

I havn't touched the main.c and makefile for the ramtest. I'm at a loss as to why it dosn't work. I know cygwin isn't the most stable when it comes to building the toolchain. It failed up to running the psplinkusb.sh script, but I don't need to worry about that for the moment. Isn't installing the r...
by MDave
Thu Jul 03, 2008 9:10 am
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

Ok, just did a full clean re-install of the latest cygwin and toolchain. Still the same results. It compiles fine without errors or warnings, and the ramtest does say it has about 50MB free and max free, yet it still fails on all the tests. I do notice my eboot is half the size of the one that comes...
by MDave
Thu Jul 03, 2008 2:12 am
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

Ahh thanks sakya. However, I'm having trouble with the sample I compile for my slim psp, it fails all the memory tests, but the sample eboot thats there already has no problem. What is the correct way to install the sdk supplied with the 3.71 M33 - 3 update? Placing them in my \pspdev\psp\sdk folder...
by MDave
Wed Jul 02, 2008 11:35 pm
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

@sakya

Using that in my makefile seems to make no difference :(
by MDave
Wed Jul 02, 2008 9:43 pm
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

Thanks for the help. I have a few more problems. Even though I set the heap size to something like 40MB, it still seems like my application is limited to using a smaller set of memory. In other words, I'm still running out of texture space to store in RAM as if I was on a normal PSP. Do I need to un...
by MDave
Wed Jul 02, 2008 1:59 am
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

Yeah or better still, deadalus :P I'm running into another issue, I want to use: PSP_HEAP_SIZE_MAX(); instead of defining how much memory I want to use. But I get this warning during compile: module.cpp ../psp/module.cpp(29) : warning: converting negative value '-0x00...
by MDave
Tue Jul 01, 2008 8:48 am
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

Ahh I figured it out after some trial and error. Have to start a kernal mode prx which will then start sceGeEdramSetSize(4*1024*1024); I was setting it in usermode, oops!. Wish there was more documentation on things like this :) EDIT: Doh! Seems like I still don't have enough vram to do want I wante...
by MDave
Tue Jul 01, 2008 7:32 am
Forum: PSP Development
Topic: Library needed for sceGeEdramSetSize?
Replies: 36
Views: 17476

Library needed for sceGeEdramSetSize?

Hi there, I'm trying to use this in my application to access the extra 2MB of vram for the slim psp's: sceGeEdramSetSize(4*1024*1024); However, it says 'undefined reference to sceGeEdramSetSize(int)' so it seems like theres a lib or something I'm missing thats not in the normal pspsdk. I've tried se...