Search found 60 matches
- Tue Oct 16, 2007 7:01 pm
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78074
And it is. I done figgered it out! They were even more lazy than you can imagine. The interlaced modes ARE NTSC. The screen buffer in those modes is laid out this way: 240 lines of even field 22 lines of nothing 240 lines of odd field 1 line of nothing I was playing around with the printf some more...
- Mon Apr 30, 2007 9:54 pm
- Forum: PSP Development
- Topic: uClinux on the PSP
- Replies: 151
- Views: 150390
Right, I'm moving jobs (after just getting the house move finished (with lots of DIY still left to do)) so I'm back for a short while, no doubt before I dissapear again for a few months as has become my habit. I was looking for my uLinux thread and saw this on the front page so had a look. Well done...
- Thu Feb 08, 2007 7:33 pm
- Forum: PSP Development
- Topic: Problems with PRX exports using C++
- Replies: 9
- Views: 6548
Well for a start once you have the mangled names dont stick it in a cpp file , Else you are going to get potentially menagled names for mangled names ;) Of course your real issue is you are trying no doubt to make a kernel module or at least disabled the use of newlib. I really wouldn't use c++ in ...
- Thu Feb 08, 2007 4:32 am
- Forum: PSP Development
- Topic: Problems with PRX exports using C++
- Replies: 9
- Views: 6548
- Wed Jan 17, 2007 11:36 pm
- Forum: PSP Development
- Topic: long time, no speak...
- Replies: 6
- Views: 3002
Well the mangled names are auto generated, you dont have to worry about them if you have a h file normally, it is only when you need to link things together and the sdk provides no means of flagging an exported function or class inside the code so you have to pull the mangled names from the gcc out...
- Wed Jan 17, 2007 6:19 am
- Forum: PSP Development
- Topic: long time, no speak...
- Replies: 6
- Views: 3002
1. Up to you, amazingly I now run 3.03oe for my development purposes (although I still have my 1.0 tucked away). As you can use psplink even in 3.03 mode it is quite convinient :) 2. Get SVN working :P It hasn't changed massively but it has changed. Maybe ill do a new source release soon. 3. Export...
- Wed Jan 17, 2007 5:44 am
- Forum: PSP Development
- Topic: long time, no speak...
- Replies: 6
- Views: 3002
long time, no speak...
Hi guys, I've finally moved house and got most of the inital work on it out of the way, so I want to start PSP dev again now 2007 has rolled around and to make up for me pretty much just gaving up in 2006 :( I'm coming back to my code, and as always happens, I keep thinking "why the hell did I ...
- Wed Jun 14, 2006 7:29 pm
- Forum: PSP Development
- Topic: Odd memory / render problem
- Replies: 1
- Views: 1444
Hmmm, I think I've got it - I call sceGuTexMode() when I call any texture. It seems fine to call it once, but no more... that right? Also, I'm having a bit of a multi-texture issue. I want to use 2 texture images, one for each sceGumDrawArray(), but only the last one called in sceGuTexImage() seems ...
- Wed Jun 14, 2006 7:10 pm
- Forum: PSP Development
- Topic: Gimp plugin
- Replies: 37
- Views: 26306
- Tue Jun 13, 2006 11:09 pm
- Forum: PSP Development
- Topic: Odd memory / render problem
- Replies: 1
- Views: 1444
Odd memory / render problem
I have a mesh class, and if I have just one, it's fine. If I have two, then the memory looks fine (thanks to TyRaNiD for PSPLink!), but nothing gets rendered. I thought I was out of RAM - odd as I have almost nothing else alloc'ed, but hey... But on checking, the memory is fine, and contains all val...
- Tue Jun 13, 2006 10:53 pm
- Forum: PSP Development
- Topic: Gimp plugin
- Replies: 37
- Views: 26306
- Sat Jun 10, 2006 4:44 am
- Forum: PSP Development
- Topic: Am I mad? - linux on PSP...
- Replies: 36
- Views: 17915
:bump: Right, I've found out this is pretty hard and I don't have enough motivation to do it now I've managed to get a new laptop out of work. Also, there's very little help out there - the source forge project is pretty quite (dead?) and there's nothing of any substance out there to help out with d...
- Sat Jun 10, 2006 4:36 am
- Forum: PSP Development
- Topic: scaling meshes - keeping aspect ratio
- Replies: 6
- Views: 3430
- Fri Jun 09, 2006 6:24 pm
- Forum: PSP Development
- Topic: color to ABGR
- Replies: 8
- Views: 4750
- Wed Jun 07, 2006 8:43 pm
- Forum: PSP Development
- Topic: color to ABGR
- Replies: 8
- Views: 4750
You may want to change the: fA = abs(iA / 255); to fA = abs(iA / 255 .0 ); otherwise you'll get integer rounding, which means 120/255 = 0 0/255 = 0 to 254/255 = 0 255/255 = 1 to 509/255 = 1 etc etc I think that's your problem... edit - to your PS, abs just uses doubles (unless you use fabs (I hink i...
- Fri May 26, 2006 6:19 pm
- Forum: PSP Development
- Topic: No ScePspSMatrixN?
- Replies: 3
- Views: 2156
- Wed May 24, 2006 11:14 pm
- Forum: PSP Development
- Topic: No ScePspSMatrixN?
- Replies: 3
- Views: 2156
No ScePspSMatrixN?
I am playing around with some optimisation and was going to go fully 16 bit. That seems ok for colours and for vertex positioning, but there's no 16 bit matrix types in psptypes.h Is this because it just doesn't make any sense, is not technically useful or just plan dumb? Or could I make my own and ...
- Mon May 22, 2006 5:54 pm
- Forum: PSP Development
- Topic: getting character out of integer
- Replies: 10
- Views: 3281
- Mon May 22, 2006 5:49 pm
- Forum: PSP Development
- Topic: getting character out of integer
- Replies: 10
- Views: 3281
- Fri Apr 28, 2006 7:26 pm
- Forum: PSP Development
- Topic: Am I mad? - linux on PSP...
- Replies: 36
- Views: 17915
Can't find the pics anywhere :( I guess I lost them when my desktop was rebuilt last year. I'm a bit miffed about that. I only threw out my design book a couple of weeks ago too, otherwise I could have scanned some of that in - I had a great design for the screen to spin out. Not got anywhere with u...
- Wed Apr 19, 2006 6:07 pm
- Forum: PSP Development
- Topic: Am I mad? - linux on PSP...
- Replies: 36
- Views: 17915
p.s. white rabbit, do you have any pictures of your homemade ATX laptop? Sounds interesting. My first computer was a 286 motherboard in a wooden box. Hmmm, I can't find them at home, but I'll carry on looking in all the random places I keep stuff. I want to warn you though - it's a real mess, and b...
- Wed Apr 19, 2006 5:04 am
- Forum: General Discussion
- Topic: PSP retailer with <= 2.0 firmware
- Replies: 3
- Views: 3637
- Tue Apr 18, 2006 9:06 pm
- Forum: PSP Development
- Topic: Minimum Vertex size
- Replies: 11
- Views: 5613
Wowzers! That's a big increase! I've genreally err'ed away from using the 16 bit buffers (except for z which I found is ok) for the quality I thought they would give. Looks like I will have to re-think that if it makes that amount of difference. What pixel-packing format do you use? I always find I ...
- Tue Apr 18, 2006 8:51 pm
- Forum: PSP Development
- Topic: Am I mad? - linux on PSP...
- Replies: 36
- Views: 17915
With no MMU, there's no swap file. With uClinux when physical RAM runs out malloc/kalloc returns NULL and it's all over. Jim That's pretty much what I was thinking would happen. but a tiny kernel and shell with vi should easily run in 20meg. Granted the compiler may cause some issues, but I'd have ...
- Mon Apr 17, 2006 2:08 am
- Forum: PSP Development
- Topic: Am I mad? - linux on PSP...
- Replies: 36
- Views: 17915
Lost the eBay keyboard, but found it was a blessing, as another company makes the same sort of thing (with the same protocol) but has a more flexible craddle for the PSP to sit in. Now have a working text editor, and it's not very good, but at least I can now type on the train - once I'm back to wor...
- Mon Apr 17, 2006 2:03 am
- Forum: PSP Development
- Topic: PsP Soldier - Betatesters wanted!
- Replies: 18
- Views: 11060
- Mon Apr 17, 2006 2:01 am
- Forum: PSP Development
- Topic: Minimum Vertex size
- Replies: 11
- Views: 5613
This is around 15k triangles and 20+ textures, plus a skin animated character that is around 2000 triangles. I export my geometry from 3DStudioMax as pre-formated vertex arrays so all I do is point to the list in memory and call drawArray(). I am using triangles, not triangle strips and I am starti...
- Thu Apr 13, 2006 11:29 pm
- Forum: PSP Development
- Topic: Minimum Vertex size
- Replies: 11
- Views: 5613
- Thu Apr 13, 2006 5:58 pm
- Forum: PSP Development
- Topic: PsP Soldier - Betatesters wanted!
- Replies: 18
- Views: 11060
- Wed Apr 12, 2006 6:42 pm
- Forum: PSP Development
- Topic: 3d graphic books recommendations
- Replies: 11
- Views: 4694
I remeber some early discussion about clipping close to the camera not being good. Not sure what the outcome was (it was about 6 months ago), other than to use small triangles in the mesh. As for the maths, the David Eberly book has a lot of proofs and maths. I'm not sure where in the world you're a...