Search found 35 matches

by McZonk
Sun Oct 07, 2007 11:14 pm
Forum: PSP Development
Topic: GU_TRANSFORM_3D + GU_VERTEX_16BIT = nothing drawn?
Replies: 5
Views: 1951

I have written a sample that show the behavior of integer drawing in 3d mode.
http://svn.ps2dev.org/filedetails.php?r ... rev=0&sc=0
by McZonk
Sun Jan 29, 2006 12:19 am
Forum: PSP Development
Topic: Sony PSP OSK
Replies: 6
Views: 5330

Sony PSP OSK

After some testing I can init the internal osk.

I have not idea about the most fields but it works. You can improve it and add to the sdk.

Image

http://zcom.sytes.net/tee/tutorials/psposk/psposk.zip
by McZonk
Fri Dec 23, 2005 11:49 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

I finally made a tutorial for cel shading on the psp with full source included.
Have fun with it.

http://zcom.sytes.net/tee/celshading/ce ... torial.zip

Perhaps chp could add it to the samples.
by McZonk
Sat Dec 03, 2005 9:58 pm
Forum: PSP Development
Topic: PSP Flash Chip Facts: The Good, the Bad and the Ugly
Replies: 194
Views: 170596

PSP Flash Chip Facts: The Good, the Bad and the Ugly

http://www.teamemergencyexit.com/twoflash/flash-small.jpg With the help of some university lecturer I have removed the flash chip from a psp board. Neither the board nor the chip are damaged. My idea is to build a PSP with 2 flash roms. If I brick one, I can restore it with other one. Everybody how...
by McZonk
Fri Nov 25, 2005 5:34 pm
Forum: PSP Development
Topic: psphrpm.h Error - Change u32 with unsigned int
Replies: 5
Views: 2255

Sorry, I never saw this typedef in any header file. I added the psphprm.h as a test in my Quake 2 Port and get this little bug there. The only two headers in my input file are pspctrl and psphprm. There is no u32 defined.
by McZonk
Fri Nov 25, 2005 3:23 am
Forum: PSP Development
Topic: psphrpm.h Error - Change u32 with unsigned int
Replies: 5
Views: 2255

psphrpm.h Error - Change u32 with unsigned int

The typedef u32 doesn't exist on all platforms. Please change the declaration in psphrpm.h form u32 to unsigned int.
by McZonk
Thu Sep 29, 2005 7:40 pm
Forum: PSP Development
Topic: constant values for time() and clock()
Replies: 1
Views: 1144

constant values for time() and clock()

I'm not sure what I'm doing wrong, but I get constant values for clock() and time(); SetupCallbacks(); pspDebugScreenInit(); do { pspDebugScreenSetXY(0, 0); pspDebugScreenPrintf("T:%d C:%d", time(0&...
by McZonk
Wed Sep 07, 2005 8:58 pm
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 22215

Sorry, last days I had a lot of stress. Here is the first implementation of glReadPixels.c . I don't know about getting the pointer to the framebuffer, depthbuffer and stencilbuffer with OpenGL. So someone has to fix it. The version compiles but it is untestet. This version is only for quake 3. No d...
by McZonk
Thu Aug 25, 2005 6:00 pm
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 22215

Okey, I'll will code this to functions and send the code to you. How can I contact you? Write pm please.
by McZonk
Thu Aug 25, 2005 3:22 pm
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 22215

Okey, I looked again at pspgl and I like it. Perhaps it is really possible to write platform indepentend stuff. I'm at home this evening. So what can I do? Writing the missing pspgl functions? I think I can help with: glReadPixels (used for screenshots, I have written this my self in my quake versio...
by McZonk
Thu Aug 25, 2005 1:04 am
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 22215

I see there are just a few functions make problems on the psp. Sorry, I won't criticise your work. I think I was wrong. But what is with the libraries?
by McZonk
Wed Aug 24, 2005 4:54 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

Perhaps I'll send chp the source code at the weekend. Then he can make a tutorial out of it. I trust him and I would the him all my stuff if he is interested.
by McZonk
Wed Aug 24, 2005 4:09 pm
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 22215

Did you ever test to compile your version for the psp? I think there are a lot of issues. Perhaps I can help at this. My version has mapped all file stuff (FILE* and DIR*) to PSP functions. But there are two problems I haven't deal with yet. If I build Q3 for the PC I'll get 2libraries. One of them ...
by McZonk
Wed Aug 24, 2005 3:39 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

I don't release the source now, because the code uses a lot of stuff from my own library which I don't want to release, so I have to clean up the code first. And at the moment I'm working on Q3, so time for that.
by McZonk
Tue Aug 23, 2005 9:27 pm
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 22215

Sorry, I cannot merge my data before Thursday or Friday when I'm back home. I'll work in another city during the week. What's the state of your version and where I can help? Still crashing at shader loading? I'll check out your version. I'm workingon mac too. So it should not produce problems with c...
by McZonk
Tue Aug 23, 2005 8:54 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

Produkt wrote:you had to use the slower engine :P
Which slower engine?
by McZonk
Tue Aug 23, 2005 4:46 pm
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 22215

PSP GU calls vs GL calls

I think the pspgu and opengl are to different for an effective wrapper. Even if both architectures are based on a state machine. The calls sceGuEnable vs glEnable are not critcal. But drawing polygons is. I looked at the pspgl port and I don't like it, even if I like OpenGL very much. But I also thi...
by McZonk
Tue Aug 23, 2005 4:21 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

I like the rotation via R/L, I'll not change that. Everything else can be part of discussion. The celshading is pure gu based. I don't use software rendering. It would be to slow. The first demo with the teapot was over 1000 triangles. Could not make this in software. Here is a list of feature the n...
by McZonk
Mon Aug 22, 2005 11:22 pm
Forum: PSP Development
Topic: Q3 symbol list, call for participation
Replies: 50
Views: 22215

I'm working on a Quake 3 Port too. But I think it should be playable. Even it will be a lot of extra work.
But you're right. The memory will be the critical part not the speed. I think it is a better idea to port the opengl calls to pspgu calls manually.
by McZonk
Mon Aug 22, 2005 6:27 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

I don't know if Normal Mapping is possible. But I also wrote, that celshading is not possible two weeks before. Even if normal mapping is possible, it would be very very costly. I like Zelda, but the games live from the story. And I think my game won't have a story. But multiplayer. If we want have ...
by McZonk
Mon Aug 22, 2005 3:19 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

RPG

I was thinking about making an RPG Role Playing Game. Nothing really special. Diablo 1 style with randomgenerated 3D Maps and some cool effects. Later Multiplayer support. With the help of some modellers I think we could make real fantastic game. But the next two weeks I'll work on other top secret ...
by McZonk
Mon Aug 22, 2005 6:40 am
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

I will release the source code in the next time. But I want do 2 things first. Finish the effect with textures and then make a cool demo out of it. After that I will send the sources the chp. If he likes it he will make a sample out of it. Then everybody can use this.
by McZonk
Mon Aug 22, 2005 3:43 am
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

Sorry, big mistake. The programm tryed to load /PSP/GAME/modelviewer/female.md2
But this file exists only on my psp. Unfortunatly one the psps of the 2 people that should test the programm too.

Here is the new link:
http://www.psp-arena.de/mczonk/celshading.zip
by McZonk
Mon Aug 22, 2005 3:19 am
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

It took a while to load (4 - 6 seconds) the model and the keyframes. And it has to be in /PSP/GAME/celshading/ to run.
by McZonk
Mon Aug 22, 2005 2:35 am
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

http://www.psp-arena.de/mczonk/celshading5.png So public beta is finished. I'm still having problems with textures. But I got animations from md2 models. Last time I only released screenshots and a video. This time I release a psp version. It's not perfect, but some people told me, that it was a fa...
by McZonk
Sat Aug 20, 2005 2:45 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

Model-Viewer

I'm working on a Modelviewer but I'm not sure which formats I should support (3ds and md2) are supported at the moment. What else?

I would be very happy to get support of some 3d artists, because I have some nice ideas for demos :)
by McZonk
Thu Aug 18, 2005 7:32 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

I added textures and md2 model (the teapot is 3ds) support. With textures it looks really spectecular now.
Here is a link to a video http://zcom.sytes.net/psp/celshading.mov
by McZonk
Wed Aug 17, 2005 9:54 pm
Forum: PSP Development
Topic: Cel Shading
Replies: 35
Views: 35427

Cel Shading

Image
I'm working on a Cel Shading Demo. Here is a Preview. Do you like it? I'll release it on the weekend.
If you want, I will release source code for a sample too. f the pspdev mods want have it.
by McZonk
Sun Aug 14, 2005 11:02 pm
Forum: PSP Development
Topic: Shadow Volumes with Stencil Buffer
Replies: 0
Views: 2135

Shadow Volumes with Stencil Buffer

Finally I got it. I have realtime shadow volumes using the stencil buffer. http://www.psp-arena.de/mczonk/shadowvolumes.png It's not finished yet. But it works. I saw, that chp added the missing / corrected constants, i have figured out. So everybody could use this effect now. I will release the sou...
by McZonk
Sat Aug 06, 2005 5:44 pm
Forum: PSP Development
Topic: Another issue with sinf cosf and sqrtf (External Lib)
Replies: 2
Views: 1592

Solved. thx chp!
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