Well that number is 80010002 in hex (use Windows calculator in Programmer mode to work it out), you can search for that with psp to find out your problem.
Jim
Search found 476 matches
- Thu Feb 11, 2010 11:09 pm
- Forum: PSP Development
- Topic: sceIoOpen failed to read my file...
- Replies: 12
- Views: 14826
- Thu Feb 11, 2010 11:03 pm
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19679
z-values of the faces of two close objects are different on the 8th or tenth diget after the dot (0.000000001)... does GU can't handle this Of course not, that's 1 part in a billion, the zbuffer is only 16bits, less than one part in 100,000. You need to spread your minz to maxz range across the 16 ...
- Thu Feb 11, 2010 10:51 pm
- Forum: PS3 Development
- Topic: PS3 : 3D Dynamic Theme
- Replies: 9
- Views: 11185
- Thu Feb 11, 2010 6:38 am
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19679
- Wed Feb 10, 2010 8:46 pm
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19679
I think you want to set the depth range to be smaller so that the precision of the zbuffer is spread over the range of zs that you actually use. I'm not sure how that gu call affects the rendering, but if setting the range much smaller doesn't help, then you can always fix the view matrices to scale...
- Wed Feb 10, 2010 6:21 am
- Forum: PSP Development
- Topic: threads
- Replies: 7
- Views: 6051
- Tue Feb 09, 2010 6:59 am
- Forum: PSP Development
- Topic: threads
- Replies: 7
- Views: 6051
That's pretty much what sceCtrlReadBuffer() does. It reads the keys and then reschedules your thread to run at the next vblank.
so just
does what you want.
Jim
so just
Code: Select all
do{
sceCtrlReadBuffer(...);
//i get here once per vblank
...
} while (!exit_program);
Jim
- Sun Feb 07, 2010 11:01 am
- Forum: PSP Development
- Topic: [Help/Suggestions needed] MultiTasKing v101
- Replies: 20
- Views: 19752
- Sun Feb 07, 2010 8:36 am
- Forum: PSP Development
- Topic: [Help/Suggestions needed] MultiTasKing v101
- Replies: 20
- Views: 19752
You probably want to split your code up better. Sounds right now like the drawing and updating and input are all mixed together. It would be better if you had a data structure for your windows - for simplicity's sake let's say it was just a linked list of id,x,y,width,height of each window. Then you...
- Fri Feb 05, 2010 8:44 pm
- Forum: PSP Development
- Topic: Strange GU crash
- Replies: 4
- Views: 4462
- Wed Feb 03, 2010 6:55 pm
- Forum: PSP Development
- Topic: Disable Buttons
- Replies: 5
- Views: 4598
- Sun Jan 31, 2010 9:04 pm
- Forum: PSP Development
- Topic: Calling SDK functions from within uCLinux
- Replies: 4
- Views: 4286
My question is, how can I link the PSPSDK libraries against programs compiled to run in Linux? In general, you can't. Most Linux source code/programs are not immediately suitable for compilation/execution on PSP. Usually there's at least a little bit, and often quite a lot of work needs to be done....
- Sun Jan 24, 2010 8:40 am
- Forum: PSP Development
- Topic: Multi-thread in PSP failed . Need help
- Replies: 9
- Views: 5817
Look up Cooperative Multitasking. When a thread is running, nothing else[1] can run When a thread sleeps, it's put on a queue for its priority level with a restart time of now+sleep time, and the next queued highest priority thread that is ready to run is restarted. Every thread must play this game ...
- Sun Jan 17, 2010 7:31 pm
- Forum: PSP Development
- Topic: simple gu question
- Replies: 14
- Views: 10240
- Sun Jan 17, 2010 7:50 am
- Forum: PSP Development
- Topic: simple gu question
- Replies: 14
- Views: 10240
- Wed Jan 13, 2010 8:06 pm
- Forum: PSP Development
- Topic: shadows...
- Replies: 12
- Views: 25836
- Thu Dec 31, 2009 12:22 pm
- Forum: PSP Development
- Topic: Double Pointer Allocation, and Validity Testing Errors?
- Replies: 10
- Views: 14779
- Thu Dec 31, 2009 9:03 am
- Forum: PS3 Development
- Topic: RSX supposed to be available since YDL6.1?
- Replies: 4
- Views: 9304
- Wed Dec 30, 2009 6:51 am
- Forum: PSP Development
- Topic: Help Please...lost all cpp files...how to decompile from .o?
- Replies: 4
- Views: 3861
- Mon Dec 21, 2009 6:40 am
- Forum: PSP Development
- Topic: Execute a function with user privilege when kernel mode
- Replies: 15
- Views: 14970
- Mon Dec 14, 2009 11:06 pm
- Forum: PS2 Development
- Topic: PSX software emulator on PS2
- Replies: 9
- Views: 12435
- Fri Nov 27, 2009 8:58 pm
- Forum: PSP Development
- Topic: change threads stack pointer
- Replies: 3
- Views: 3888
- Sat Oct 31, 2009 6:52 am
- Forum: PSP Development
- Topic: sceGuCopyImage problem
- Replies: 18
- Views: 30291
- Sun Oct 25, 2009 8:44 pm
- Forum: PSP Development
- Topic: Flicker problem driving me crazy!
- Replies: 7
- Views: 8861
- Fri Oct 02, 2009 9:55 pm
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 13281
Code: Select all
struct rayDelta {
long rayDeltaX, rayDeltaY;
} ;
...
rayDelta preDelta[480];
Jim
- Fri Oct 02, 2009 7:32 am
- Forum: PSP Development
- Topic: Why sceGuFrontFace(GU_CW)?
- Replies: 4
- Views: 3445
- Tue Sep 29, 2009 7:13 am
- Forum: PSP Development
- Topic: vshmain replacement
- Replies: 9
- Views: 5337
- Wed Sep 23, 2009 8:08 pm
- Forum: PSP Development
- Topic: Routine works on PC, crashes on PSP.. Why?
- Replies: 10
- Views: 17892
- Wed Sep 09, 2009 7:03 am
- Forum: PSP Development
- Topic: Convert analogue nub X,Y to angle?
- Replies: 10
- Views: 10239
Code: Select all
jyyy= pad.Ly - 130;
if (jyyy<0) {jyyy = fabs(jyyy);} else {jyyy = 0 - jyyy;}
Code: Select all
jyyy = 130-pad.Ly;
- Mon Sep 07, 2009 6:37 pm
- Forum: PSP Development
- Topic: Convert analogue nub X,Y to angle?
- Replies: 10
- Views: 10239