Search found 82 matches
- 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...
- 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...
- 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...
- 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 ...
- Wed Sep 17, 2008 8:06 am
- Forum: PSP Development
- Topic: (porting request) an improved/built upon, quake engine
- Replies: 15
- Views: 7721
- 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...
- 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...
- Wed Sep 10, 2008 12:06 am
- Forum: PSP Development
- Topic: (porting request) an improved/built upon, quake engine
- Replies: 15
- Views: 7721
- 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?...
- 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. ...
- 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
- Fri Aug 22, 2008 8:41 am
- Forum: PSP Development
- Topic: Hardware bugs in phat psp?
- Replies: 8
- Views: 4238
- 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...
- 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...
- 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...
- Thu Aug 21, 2008 10:53 am
- Forum: PSP Development
- Topic: Cracking the PSP OFW without pandora
- Replies: 91
- Views: 48827
- Sat Jul 05, 2008 1:46 am
- Forum: PSP Development
- Topic: Library needed for sceGeEdramSetSize?
- Replies: 36
- Views: 17476
- Fri Jul 04, 2008 11:39 pm
- Forum: PSP Development
- Topic: Library needed for sceGeEdramSetSize?
- Replies: 36
- Views: 17476
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- Wed Jul 02, 2008 11:35 pm
- Forum: PSP Development
- Topic: Library needed for sceGeEdramSetSize?
- Replies: 36
- Views: 17476
- 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...
- Wed Jul 02, 2008 1:59 am
- Forum: PSP Development
- Topic: Library needed for sceGeEdramSetSize?
- Replies: 36
- Views: 17476
- 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...
- 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...