Search found 73 matches

by ReKleSS
Sun Nov 12, 2006 9:50 am
Forum: PSP Development
Topic: Lots of funny errors on cygwin...
Replies: 3
Views: 1937

You're doubling something up in both your main and decrypt files. Either declare them static or kill one of them.
by ReKleSS
Sun Oct 29, 2006 5:40 pm
Forum: PSP Development
Topic: Strings??
Replies: 8
Views: 2583

You might want to brush up on your basic C skills...
You're after a character array.

Code: Select all

char mystring[num];
Your formatting for the printf is correct. Note that your character array can also go in place of the formatting string.
by ReKleSS
Tue Oct 03, 2006 9:55 pm
Forum: PSP Development
Topic: Control audio output to headphone or speakers
Replies: 3
Views: 2146

As far as I know, in most devices the headphone/speaker connection is mechanical - if something is inserted into the headphone port, the speakers are physically disconnected. I've seen nothing to indicate that the PSP works otherwise.
by ReKleSS
Wed Sep 13, 2006 8:44 am
Forum: PSP Development
Topic: Wierd problem (well the way i see it...) with floats
Replies: 3
Views: 1443

Could you use psplink or something to check what the error is? I'm guessing bus error, but better not to waste time on the wrong problem...

Anyway, how is tmpObj declared?
by ReKleSS
Sat Sep 02, 2006 3:05 pm
Forum: PSP Development
Topic: Cross, Dot GUm functions
Replies: 6
Views: 2531

There's no definition of gumCrossProduct in pspgum_vfpu.c, so no, it's not accelerated. The time to load your figures onto the VFPU would probably negate any speed advantage, anyway.
by ReKleSS
Wed Aug 09, 2006 8:07 pm
Forum: PSP Development
Topic: Very wierd program behaviour - Compiler bugs?
Replies: 9
Views: 4985

1) USB version makes no difference. USB 1.1 is 12Mbps; USB2 is 480Mbps (yeah right...). psplink will work.

2) Your error sounds like memory getting trampled on. Take a careful look around. You're probably overrunning an array or something.
by ReKleSS
Sat Aug 05, 2006 9:45 am
Forum: PSP Development
Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
Replies: 25
Views: 15163

Well... the hardware specifications say the PSP can do a vector * 4x4 matrix multiply in 22 cycles... two 4x4 matrices should then be 88 cycles. Look at the vfpu_gum code in the sdk to see how to do it - you'll need to load both matrices into the vfpu, multiply them, then pull out the one you want. ...
by ReKleSS
Thu Jul 27, 2006 3:11 pm
Forum: General Discussion
Topic: PSP Open Game Sharing
Replies: 1
Views: 2852

PSP Open Game Sharing

Basically: it would be nice if projects on the pspdev sdk could employ something similar to Sony's game sharing, so that multiplayer games may be played even if not everyone has the game installed. We can't use Sony's game sharing, so a loader in the form of a homebrew app is needed. I'll probably t...
by ReKleSS
Sun Jul 23, 2006 9:54 pm
Forum: PSP Development
Topic: [Solved] Textures to VRAM
Replies: 11
Views: 5078

There's no memory management provided for the graphics memory. It's up to you how to handle that. I think somebody wrote a basic dynamic memory allocation thingo for vram, you might want to search for it. sceGuCopyImage just does the transfer faster than if you were to do it on cpu, and also means y...
by ReKleSS
Sun Jul 23, 2006 11:57 am
Forum: PSP Development
Topic: [Solved] Textures to VRAM
Replies: 11
Views: 5078

That last argument, the address of the framebuffer and then some, is where you're dropping the image into. Pass that address to sceGuCopyImage, and don't forget to sceGuTexSync() before you try to draw using it.
by ReKleSS
Sat Jul 22, 2006 4:49 pm
Forum: PSP Development
Topic: [Solved] Textures to VRAM
Replies: 11
Views: 5078

What exactly do you mean by "assign"? If you want to place a texture from system ram into vram, use sceGuCopyImage. If you want to set a texture to use from either vram or system ram, use sceGuTexImage.
by ReKleSS
Fri Jul 14, 2006 7:11 pm
Forum: PSP Development
Topic: PSP Cache issues
Replies: 7
Views: 2685

The reason you write back the cache stuff is so that when the GU tried to read out of system ram, what's in system ram is what you actually wrote there. You want to place your sceKernelDcacheWritebackAll just before where the GU should be reading out the data. Generally, put them before sceGumDrawAr...
by ReKleSS
Wed Jul 05, 2006 6:20 pm
Forum: PSP Development
Topic: audio system collapse? (was: problem with threads/gu)
Replies: 3
Views: 2778

There's one thing that comes to mind here, looking at your code - do you realize that the psp uses cooperative multithreading, and are you accounting for it? If yes, you can ignore the rest of what I have to say. The psp won't take control away from your threads - you have to give it up. There are a...
by ReKleSS
Thu May 25, 2006 6:44 pm
Forum: PSP Development
Topic: No ScePspSMatrixN?
Replies: 3
Views: 2195

Someone more knowledgeable should probably follow this up, but I don't think you're going to get much of a performance gain by going to 16 bit. Most of the PSP's internal hardware should be 32 bit - it's going to take the same time to process 16 or 32 bits. It makes a difference to the GU for textur...
by ReKleSS
Sun May 21, 2006 9:08 am
Forum: PSP Development
Topic: I little hint please...
Replies: 13
Views: 4297

It would help if you actually explained why it doesn't work, i.e. what happens and what goes wrong. After looking over it quickly, I don't see anything problematic in the code you've given.
-ReK
by ReKleSS
Sat Feb 18, 2006 9:43 am
Forum: PSP Development
Topic: why pspDebugScreenPrintf + gu = blinking text?
Replies: 5
Views: 3379

w.kosma: I don't know what your specific problem is, but pspDebugScreenPrintf is, as its name would suggest, meant for debugging. It's writing directly to what it thinks is the video ram (not the back buffer), and that probably conflicts with whatever the GU is doing. You probably want to find a cle...
by ReKleSS
Wed Feb 15, 2006 3:52 pm
Forum: PSP Development
Topic: ncurse for the PSP? [Question]
Replies: 7
Views: 2684

erm... why would you want to do that? Most likely, the answer is no because then you'd need a text terminal emulator or something... I'm fairly certain that nobody's even bothered to look into porting it.

-Rek
by ReKleSS
Thu Feb 09, 2006 5:01 pm
Forum: PSP Development
Topic: KXploit on Linux
Replies: 10
Views: 3216

This is kind of a hack, but if you really can't get it working, do psp-strip test.elf -o EBOOT.PBP The resulting EBOOT goes in the TEST directory (as opposed to TEST%) on the psp... it's doing the same thing as make kxploit, just without the directories. Still weird that it doesn't work properly, th...
by ReKleSS
Tue Jan 24, 2006 7:20 am
Forum: PSP Development
Topic: All in one PSPSDK
Replies: 17
Views: 7497

Could you elaborate on why you can't install it? I haven't heard of a single installer like that, and there's really no way it could be considered small (depending on your definition of small). By the way, your English is better than many so-called native speakers, you don't need to worry about that...
by ReKleSS
Mon Jan 23, 2006 3:15 pm
Forum: PSP Development
Topic: gxemul
Replies: 2
Views: 2120

It looks like it's trying to connect to an X11 display, which isn't going to work under windows. Don't bother with emulators, you're not going to get anywhere. Use a real psp.
-ReK
by ReKleSS
Mon Jan 23, 2006 8:35 am
Forum: PSP Development
Topic: warnning main is normally a non-static function cant comply?
Replies: 22
Views: 5473

Get an editor with auto indenting or something - or use indent. For some reason your main function is inside the repeat() function (which should have been obvious from all the }'s down the bottom)... I'm guessing you were seeing errors about unclosed brackets, and just stuck them down the bottom. By...
by ReKleSS
Tue Nov 29, 2005 1:00 pm
Forum: PSP Development
Topic: Virtual memory on psp need help !!!!
Replies: 17
Views: 10827

Somehow, I don't think this is going to work. The psp has no MMU. I can't think of any feasible way to fake one...
-ReK
by ReKleSS
Tue Nov 15, 2005 8:42 am
Forum: PSP Development
Topic: [help!] main argv[0] doesn't include the % in path of eboot?
Replies: 3
Views: 1580

Yes, relative paths work fine. Everything goes into the directory *without* the %. The directory with the % is just to make the psp think that the data is valid, then it loads from the other directory.
-ReK
by ReKleSS
Tue Nov 15, 2005 8:39 am
Forum: PSP Development
Topic: few questions (synchro, textures)
Replies: 4
Views: 2084

I think your math is messed up. 2mb of vram = 0x200000, 512 * 280 * 4 * 3 = 0x1a4000, 0x200000 - 0x1a4000 = 0x5c000 = around 380kb. You're probably out of vram.
-ReK
by ReKleSS
Tue Nov 15, 2005 8:36 am
Forum: PSP Development
Topic: DLL Files
Replies: 3
Views: 1933

It's not going to work unless you emulate the x86 architecture. x86 code will not run on MIPS.
-ReK
by ReKleSS
Mon Nov 14, 2005 9:17 pm
Forum: PSP Development
Topic: In-Game Music Playing
Replies: 7
Views: 4124

Tremor was set to low accuracy because it was being used to port noiz2sa to psp - otherwise it was even slower and more unusable. As it is, it's still not that good. One solution will be to move audio decoding to the second cpu, but I don't think any progress has been made on that just yet. For now,...
by ReKleSS
Sun Nov 13, 2005 7:59 am
Forum: PSP Development
Topic: Gu Functions Help
Replies: 14
Views: 7311

Heh, I didn't spot that in your code before... ints are 32 bits, not 16. That's why the hardware didn't like your vertices... Also, regarding your issue with the colours - why are you shifting right then left? If you want to clear unneeded bits then just AND them with whatever mask you need, otherwi...
by ReKleSS
Sat Nov 12, 2005 1:44 pm
Forum: PSP Development
Topic: Some stupid newbish questions :D
Replies: 7
Views: 3842

This is all over the forums already, but flickering is usually due to cache issues. Either write to uncached memory (see the wiki for the address to OR your addresses against) or flush the cache before you flip buffers (sceKernelDcacheWriteBackAll). Regarding the what MikeDX said, the sceGu function...
by ReKleSS
Sat Nov 12, 2005 7:55 am
Forum: PSP Development
Topic: do triangle lists optimize to strips?
Replies: 1
Views: 1953

If you mean, "does the hardware optimise them for you," the answer is no. It's a fairly expensive operation. You'll have to do it beforehand if you want that... two libraries to do it are actc and stripe. Process your models beforehand, then only use the psp to draw them.
-ReK
by ReKleSS
Fri Nov 11, 2005 8:04 am
Forum: General Discussion
Topic: Bricked your PSP? Help me fix mine ;)
Replies: 5
Views: 5743

The prices are extortionate, but if you're desperate you can get one from here. Could you tell me if you manage to get your part from somewhere else? I still need my new dpad.
-ReK