Search found 16 matches

by MadButch
Mon Sep 19, 2005 12:46 am
Forum: PSP Development
Topic: make kxploit
Replies: 4
Views: 1832

Ah thanks.. now I see it.
I was expecting it to pop up in a subdir, just like the kxploit ones do.

thanks.
by MadButch
Sun Sep 18, 2005 9:22 pm
Forum: PSP Development
Topic: make kxploit
Replies: 4
Views: 1832

make kxploit

Hello,

I know make kxploit makes and builds the v1.5 EBOOT.PBPs.
But I was wondering if there is a similar command that automatically builds the v1.0 EBOOT.PBP?

Regards,
Michael
by MadButch
Sat Sep 17, 2005 9:06 pm
Forum: PSP Development
Topic: Framerate
Replies: 13
Views: 4408

And here is a link to my game: HaCKaH_PSP.zip
And here is the source, for whomever wants to take a peek: HaCKaH_PSP_Source.zip
by MadButch
Sat Sep 17, 2005 4:44 pm
Forum: PSP Development
Topic: Framerate
Replies: 13
Views: 4408

So the big win was using 16BPP and making sure the surfaces all have the same format (doh!). Here is some code for those wondering what I mean: pScreenSurface = SDL_SetVideoMode( 480, 272, 16, SDL_SWSURFACE|SDL_DOUBLEBUF ); pImgSurface = SDL_LoadBMP( "InsertFilename.BMP&...
by MadButch
Sat Sep 17, 2005 2:24 am
Forum: PSP Development
Topic: Framerate
Replies: 13
Views: 4408

I'll submit it if you want, but I bet everyone is gonna had it. Last time the comments were: "112 files for a Tetris game? it should be 112 lines!" Still... I'll put everything available for download for you guys first this weekend, since I just finishing up things now (cleaning up some gr...
by MadButch
Fri Sep 16, 2005 5:19 pm
Forum: PSP Development
Topic: Framerate
Replies: 13
Views: 4408

I did some tests yesterday, and I have the same results as Gar. SW or HW surface doesn't seem to have any impact at all. I do a full background image blit. and then a lot of blits of 8x8 tiles (the blocks in the tetris level), the next and next next block (8 blits), plus the scores etc, also around ...
by MadButch
Mon Sep 12, 2005 4:49 am
Forum: PSP Development
Topic: Framerate
Replies: 13
Views: 4408

Framerate

Does anyone have experience on how much FPS you get for C++ code using the SDL layer on the PSP? I've ported my C++ (not C) game to the PSP using the SDL layer for graphics. When I turn on the FPS counter, it shows I only get 20 frames per second, which seems very low for a simple 2D game. (Libs: -l...
by MadButch
Sun Sep 11, 2005 4:56 am
Forum: PSP Development
Topic: PSP Save/Load game screen
Replies: 0
Views: 906

PSP Save/Load game screen

I notice that a lot of games (Untold Legends, Metal Gear acid, and prolly lots more) use a saving screen that seems identical, for some back ground image differences. I would like to use the same screen for saving/loading in my game. Has this been discovered yet? EDIT: I found Shine's SavedataTool, ...
by MadButch
Sun Sep 11, 2005 4:54 am
Forum: PSP Development
Topic: PSP going idle event
Replies: 1
Views: 1074

PSP going idle event

Is there an event we can catch for when the PSP goes idle? I had it lying on for a bit while checking something out, and when I looked at it, the screen was black. Is there a way to make the screen go darker instead, or was this just something weird I witnessed? I'll test it out some more tomorow to...
by MadButch
Sun Sep 04, 2005 2:03 am
Forum: PSP Development
Topic: Home control question (closing app functionality).
Replies: 1
Views: 1226

Home control question (closing app functionality).

When the user exits the application using the HOME control, is there an event I can catch before my application closes? Normally it wouldn't hinder, but if I don't close my log file, 0 bytes get written to the mem.card. And if I can't catch the HOME control, is there a way to flush a file opened wit...
by MadButch
Mon Aug 29, 2005 7:30 am
Forum: PSP Development
Topic: SDL input question
Replies: 2
Views: 1738

Thanks a ton... hehe... It's always the dummy things you overlook :)
I examined the vectoroids example some more, and noticed I was also missing initialisations and the JoystickOpen command.

Everything works like a charm now.

Next step: sound and music.
And then I'm ready to start coding...
by MadButch
Mon Aug 29, 2005 4:37 am
Forum: PSP Development
Topic: SDL input question
Replies: 2
Views: 1738

SDL input question

Hello, I have a little problem getting the input working. I made defines in my code, which use the numbers provided by the readme.psp file. In my main loop, I have the following code to check for Up (6), Down (8) and X (2): while( SDL_PollEvent(&theSDLEvent) ) &am...
by MadButch
Sun Aug 21, 2005 4:17 am
Forum: PSP Development
Topic: Compile rror (SDL): cannot find -lSDLmain
Replies: 4
Views: 1970

I've searched thru these forums, but I can't find any info on how to use that SVN site. I managed to find the SDL files in there, but I can't believe that I have to right click and Save As every single file in there.... There must be an easier way... I already used the toolchain -p command to downlo...
by MadButch
Sun Aug 21, 2005 1:00 am
Forum: PSP Development
Topic: Compile rror (SDL): cannot find -lSDLmain
Replies: 4
Views: 1970

I don't have a sdl-config in that dir. I had to manually install SDL (128), because I can't seem to get it from the pspsdk. Do I have to move the config file into that dir, or was I supposed to extract the SDL files from the pspsdk (toolchain) somehow? EDIT: I see the sdl-config file is in my bin di...
by MadButch
Sat Aug 20, 2005 8:23 pm
Forum: PSP Development
Topic: Compile rror (SDL): cannot find -lSDLmain
Replies: 4
Views: 1970

Compile rror (SDL): cannot find -lSDLmain

Code I wrote for the PSP without SDL runs fine... All the SDL samples build and run fine... But when I try to compile my program with SDL, I get the following error: $ make psp-g++ -I. -I/usr/local/pspdev/psp/sdk/include -O2 -G0 -Wall -I/usr/include/SDL -Dmain=SDL_main -I. -I/usr/local/pspdev/psp/sd...
by MadButch
Sat Aug 20, 2005 7:12 pm
Forum: PSP Development
Topic: Sony PSP Application appwizard (visual studio 6.0) (update)
Replies: 53
Views: 54134

What's the status of the VC++ 7 template?