Search found 23 matches

by yoyofr
Sun Feb 19, 2006 8:31 am
Forum: PSP Development
Topic: media engine and sleep/resume psp
Replies: 5
Views: 2835

yeah, I thought it was related to reseting it too, so I tried to backup the overwritten ram area and then restoring it before going to sleep, but it doesn't work... I eventually was able to go to sleep mode but only after having trigerred a bus error (after restoring me overwritten ram and resetting...
by yoyofr
Thu Feb 16, 2006 10:10 pm
Forum: PSP Development
Topic: media engine and sleep/resume psp
Replies: 5
Views: 2835

still nobody ?
by yoyofr
Tue Feb 14, 2006 6:17 am
Forum: PSP Development
Topic: media engine and sleep/resume psp
Replies: 5
Views: 2835

media engine and sleep/resume psp

Hi all, I've been using a lot the me lately and it's really a wonderful thing to play with! My issue is it seems I cannot make the psp go to sleep mode when using it. I've done batches of testings and it seems once you called (whatever you call after...) sceSysregMeResetEnable() you cannot have slee...
by yoyofr
Sun Jul 31, 2005 7:45 pm
Forum: PSP Development
Topic: found how to use color function (filtering)
Replies: 8
Views: 3855

hehe, you're smart ector, really :-)
by yoyofr
Fri Jul 29, 2005 5:16 am
Forum: PSP Development
Topic: issue in svn 792
Replies: 8
Views: 4347

tried some previous version of svn, and I found that before, errno was defined in libcglue.c, perhaps the issue is related. here's what I found in an older version in libcglue, /* newlib's errno.h wants a function that returns a pointer to errno. */ #ifdef F_glue___errno #undef errno int errno; /* T...
by yoyofr
Fri Jul 29, 2005 4:09 am
Forum: PSP Development
Topic: issue in svn 792
Replies: 8
Views: 4347

ok, I'm now back at home, here's what I get if I compile with svn 792 : zlib/gzio.o: In function `destroy': zlib/gzio.c:349: undefined reference to `__errno' zlib/gzio.o: In function `check_header': zlib/gzio.c:252: undefined reference to `__errno' zlib/gzio.c:252: undefined reference to `__errno' z...
by yoyofr
Fri Jul 29, 2005 1:58 am
Forum: PSP Development
Topic: issue in svn 792
Replies: 8
Views: 4347

It would be helpful if either, or both, of you would post the actual errors you're having instead of just waving your arms around in some nebulous fashion and sitting around for an update. woua, you're quite nervous today ? ;-) I was thinking my description was enough : if you compile code which re...
by yoyofr
Thu Jul 28, 2005 10:35 pm
Forum: PSP Development
Topic: issue in svn 792
Replies: 8
Views: 4347

right now I'm using a previous version, it seems to work better.
I guess we'll have to have wait for an update.
by yoyofr
Thu Jul 28, 2005 6:09 pm
Forum: PSP Development
Topic: issue in svn 792
Replies: 8
Views: 4347

issue in svn 792

It seems in latest svn there is an issue with __errno which is not defined.
I've to put it in my sourcecode in order to compile.
by yoyofr
Thu Jul 28, 2005 10:12 am
Forum: PSP Development
Topic: audio playback frequency
Replies: 1
Views: 1282

audio playback frequency

correct me if I'm wrong but right now, only 44Khz is supported
as playback frequency for psp (I mean on hardware side).
Does anyone know if psp can handle other frequencies (11025,22050,32000,...) ?
Or does it rely on software mixing ?
by yoyofr
Wed Jul 27, 2005 6:35 pm
Forum: PSP Development
Topic: clutmode, clutload & sync
Replies: 4
Views: 2385

thx for the help, but I fixed the bug in the meantime. the issue was in the way I proceeded : 1/ load new palette (fast) 2/ init my vertices (slow) & update texture 3/ load texture & render and then 1/ 2/ 3/ again I changed it to 1/ init vertices & update texture 2/ load texture 3/ load ...
by yoyofr
Wed Jul 27, 2005 1:46 am
Forum: PSP Development
Topic: clutmode, clutload & sync
Replies: 4
Views: 2385

(using non cacheable addresses with |=0x40000000) yes, it is..... I guess it could help to know if psp support multiple palette (it seems to be the case) and how much... Nobody's ever heard of a multiple clut mode ? from my point of view, after looking again & again at the rendering, using vsyn...
by yoyofr
Wed Jul 27, 2005 12:20 am
Forum: PSP Development
Topic: found how to use color function (filtering)
Replies: 8
Views: 3855

Hm, just to understand that correctly... that call would reject any pixel that does not keep the blue channel to 0, right? exactly. Also, it seems as the function masks the function by 0x03, GU_LESS and above are not available when color testing. good to know ! In fact I was trying to be able to fi...
by yoyofr
Tue Jul 26, 2005 6:49 pm
Forum: PSP Development
Topic: clutmode, clutload & sync
Replies: 4
Views: 2385

clutmode, clutload & sync

I'm having some color palette update issues.... I'm working in 5551 color mode, with 8bits texture, using replace mode & alpha. I'm rendering sprites & have to switch the palette multiple times. Moreover some entries in my palette are transparent (|=0x8000). Sometimes it seems the alpha isn'...
by yoyofr
Tue Jul 26, 2005 6:41 pm
Forum: PSP Development
Topic: found how to use color function (filtering)
Replies: 8
Views: 3855

found how to use color function (filtering)

Hi, I'm still playing a lot with GU & found how to use sceGuColorFunc(int a0, unsigned int color, int a2); It's a color filtering function. a0 is function (GU_EQUAL,GU_LESS,....) a2 is the color mask you'll have to acticate color testing & then specify the function in the sam...
by yoyofr
Thu Jul 21, 2005 2:35 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 167263

good.
right now I'm quite busy with psp gu... I'll have a look at me when
it will be in pspsdk then
by yoyofr
Thu Jul 21, 2005 2:31 am
Forum: PSP Development
Topic: blending mode
Replies: 1
Views: 1303

blending mode

Hi,

I've just discovered that blending operation 2 is the opposite of 1.
Can be usefull sometimes... So I guess a little #define GU_SUBTRACT_REVERSE 2 or something with a better name ;-) will help.
by yoyofr
Wed Jul 20, 2005 2:14 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 167263

ok, thx.
I'll play with it a bit now...

did you try to access main cpu memory from me ?
by yoyofr
Tue Jul 19, 2005 7:51 pm
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 167263

am I the only one testing this ? ;-) it seems it cannot compile with latest svn (update a few hours ago). the debugfindmodule,... functions cannot be found. same for kprintf sample .... anyway, if we can get this to work it will be a major boost for lots of homebrew here (codec, emulator core like s...
by yoyofr
Fri Jul 08, 2005 1:04 am
Forum: PSP Development
Topic: at3/mp3 playback
Replies: 0
Views: 1313

at3/mp3 playback

the current progress with pspnet stuff shows it possible to load & use .prx file. So is someone working on a hardware accelerated at3/mp3 player ? I guess mp3 will be harder since it doesn't seems we have function names yet, but at3 functions seem to be available. I'm interested in this since ev...
by yoyofr
Thu Jul 07, 2005 4:17 pm
Forum: PSP Development
Topic: memmove issue
Replies: 4
Views: 2342

in fact it's a bit strange. I had my sources compiling and working well without pspsdk (using my own malloc, stdio functions, ...). the sources are snes9x ones, more specifically, my own version of it (I'm the author of ljp, a palmos multi system emulators). I've ported it to pspsdk, compiling is fi...
by yoyofr
Thu Jul 07, 2005 9:49 am
Forum: PSP Development
Topic: memmove issue
Replies: 4
Views: 2342

memmove issue

hi, just wanted to point the small issue with pspsdk & memmove.
it doesn't seem to be well implemented whereas memcpy is ok.
by yoyofr
Thu Jul 07, 2005 9:43 am
Forum: PSP Development
Topic: NeoCDPSP v0.1
Replies: 7
Views: 4463

NeoCDPSP v0.1

Hi,

here's my little contribution, a new Neogeo CD emulator!

check it by downloading on my website, http://yoyofr.fr.st

currently : fullsound & music (using mp3) support with fullspeed at
333Mhz.

thx a lot to the great guys here for pspsdk!