Search found 9 matches

by blasty
Sun May 21, 2006 5:53 pm
Forum: PS3 Development
Topic: PS3 to support homebrew
Replies: 8
Views: 7514

What I'm guessing it means is that you can only run the games you create under Linux, you cannot create games that can run with the minimum Game OS active. But that is just a very, very wild guess though. I think it will work like that, too. So will Linux become the "defacto standard" for...
by blasty
Thu Dec 01, 2005 3:23 am
Forum: PSP Development
Topic: PatchNID function
Replies: 5
Views: 3217

I have compiled the example but I am having trouble getting it to work, could you post a slightly more detailed example? I'm not sure if I'm getting the loading of the module bit correct. When I run the program it never finds the NID. I got the NIDs from here Any help would be appreciated. Thanks in...
by blasty
Tue Oct 04, 2005 4:08 pm
Forum: PSP Development
Topic: PSP Flower 1.0
Replies: 37
Views: 23117

Wow, very cool effect! Good job for a weekend of coding on a new system! ;)
by blasty
Thu Sep 01, 2005 5:26 pm
Forum: PSP Development
Topic: PSPInside v0.9p
Replies: 9
Views: 5124

Great utility! Just had a little play with it :) This almost turns the PSP into a full hardware debugger.
by blasty
Thu Sep 01, 2005 6:41 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9671

Heh, I guess I was a little vague. This is just a quick cut and paste of the result. the texture itself is 512x512.
by blasty
Wed Aug 31, 2005 8:11 pm
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9671

boohoo, I'm still camping around with this problem. I tried Panajev's function also, but basically it does the same as chp's one. To clarify a little, I have redrawn the result of what I get when I swizzle my textures. It looks like [this] , but it's supposed to look like [this] . (yes, a white rect...
by blasty
Tue Aug 23, 2005 7:40 pm
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9671

NOBODY has an idea what I am doing wrong here? Furthermore, I have looked through the PSPWARE SVN directory to see if any of the projects used texture swizzling.. but NONE of them does. Why?? Am I the only person experiencing heavy frame tearing when copying a 480x272 texture a few times every secon...
by blasty
Mon Aug 22, 2005 2:37 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9671

Damn. that was quite obvious actually. just fixed that bug in the source.

But still my texture still doesn't come out correct.. It's divided in 4 vertical lines and seems to skip a row of pixels (so is black in end result) each time. veeery strange.
by blasty
Mon Aug 22, 2005 12:22 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 9671

Confusion about GU Texture swizzling

Hi, I need to get some things straight I guess. Today I have been busy porting my 2D GFX functions to use the GU instead of writing directly to VRAM (and use a doublebuffer technique). as example I took the "blit" demo from the PSPSDK samples directory. This one renders a flat 480x272 text...