Search found 29 matches
- Fri Nov 02, 2007 11:44 pm
- Forum: PSP Development
- Topic: Any quickies .. porting to Slim for app that only uses sce?
- Replies: 3
- Views: 2168
Interesting. Any 'hello world' type short samples? (Time is tight for me now, so any pointers are appreciated :) Just looking randomly around, I nabbed the source for Doom/PSP recently released: psp_main.c:main() .. first few lines pretty much: pspDebugScreenInit(); pspDebugScreenSetBackColor(0x0000...
- Fri Nov 02, 2007 1:55 am
- Forum: PSP Development
- Topic: Any quickies .. porting to Slim for app that only uses sce?
- Replies: 3
- Views: 2168
Oh wait, maybe I have that backwards; the sce's are the problem, not the psp user functions I bet. Hmm. Are there user mode equivilents for most functions people use these days, to avoid wrapping up all their sce's in something? I think I'll have a few minutes today (breath breath), so will start se...
- Fri Nov 02, 2007 1:30 am
- Forum: PSP Development
- Topic: Any quickies .. porting to Slim for app that only uses sce?
- Replies: 3
- Views: 2168
Any quickies .. porting to Slim for app that only uses sce?
Have a newborn in the house, so the last few months have been a total writeoff and just now getting back into the swing of things; so I've missed the Slim discussions :( I'm hoping someone can point me to a quick summary: If you're only using "sce" functions (kernel prx's I presume), then ...
- Wed Nov 09, 2005 2:22 am
- Forum: PSP Development
- Topic: [game - WIP] toobin
- Replies: 11
- Views: 8054
- Fri Oct 28, 2005 6:59 am
- Forum: PSP Development
- Topic: Requirements to work with boot loader for rom 2.0?
- Replies: 0
- Views: 932
Requirements to work with boot loader for rom 2.0?
I'm not sure if homebrew apps work in the 2,0 eboot loader, so I've asked a few people to try them out and see. (such as CaSTaway, among others) If they do not work, then what would be the cause? ie: kernel calls apparently are the problem, but .. which are they? ie: You can call the GU functions fr...
- Wed Oct 26, 2005 5:16 am
- Forum: PSP Development
- Topic: 16-bit graphics mode.. I'm blowing it somewhere :)
- Replies: 1
- Views: 1565
16-bit graphics mode.. I'm blowing it somewhere :)
hey all, I generally write most of my code to be cross platform, and my latest little puzzler game is no exception; runs fine on Palm OS, Pocket PC, Windows and others; my PSP port is showing up with nasty colours though, so something is funked up for me :) For my CaSTaway project I'm using 4444 mod...
- Tue Sep 27, 2005 5:10 am
- Forum: PSP Development
- Topic: SDL Install / Usage Trouble
- Replies: 13
- Views: 4843
Check the logfile it mentions, and scan up to the actual 'error' lines in question. You'll be able to see the tiny 'C' program it wrote to do the test, and the error messages. Chances are it just can't find the libs needed to produce the executable.. ie: For PSP, it needs to have the pspkernel and o...
- Tue Sep 06, 2005 12:40 pm
- Forum: PSP Development
- Topic: Problem showing images (UPDATED, please check it)
- Replies: 4
- Views: 2250
I didn't look at your code.. The image is showing up correctly, just the wrong colours? Are you loading and parsing the palette correctly? Are you using the same palette depth as you're showing? ie: If you're in a 444-4 type display mode (4bits for each component), then you just can't get the same c...
- Mon Sep 05, 2005 11:51 pm
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
I know the C lib like the back of my hand, thanks ;) Up a bit I mentioned the problem was that in swpping between platforms, one lib I was using had the args to memset backwards and so after the malloc it wasn't clearing anything . (Note that on Palm OS, memset has its arguments backwards for some r...
- Mon Sep 05, 2005 8:13 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
- Mon Sep 05, 2005 8:01 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
aha! memset. Some of the platforms I work on use a backwards memset.. MemSet ( buf, size, ptr ) versus memset ( buf, ptr, size ) Damn thing was using 'memset' instead of 'MemSet', so the size was 0 ('\0') and thus the alpha layer wasn't zero, it was random. I'll check the other memsets to be safe. S...
- Mon Sep 05, 2005 7:56 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
Hmm.. alright, I think I may have narrowed it down to some endian conversion issue in a TGA (targe) decoder, thats improperly detecting the presence of an alpha layer when there isn't one.. so its over-writing some goodies and botching up the menu rendering somewhere. (If I force it to no alpha laye...
- Mon Sep 05, 2005 7:25 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
Alright.. narrowing in some more. After adjusting a few things around due to some of this discussion (order of operations), I can get much of the project to work .. excepting the menu code, which depends on malloc (but I nolonger think its a problem with malloc.) I'll trace the size of the GU list n...
- Mon Sep 05, 2005 6:45 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
Alrighty, okay, so sceGuGetMemory allocates out of the pointer you passed into GuStart - gotcha. (I should've caught that from the source to sceGuGetMemory.) So I'm definately blowing way past the end of that, which could explain much. Theres two main problems (as above), that I can summarize.. (1) ...
- Mon Sep 05, 2005 5:57 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
- Mon Sep 05, 2005 12:41 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
- Mon Sep 05, 2005 12:20 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
Edit: removing the post for now. Will the compiler and linkage properly support large globals? Changing the alloc's over to this: unsigned char msabuff[1050L*1024L]; unsigned char disc[2][1050L*1024L]; Device still hung, but I promptly ran out of power so I'll have to wait a bit to look into that fu...
- Mon Sep 05, 2005 12:11 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
So if you're using sceGuGetMemory, you do not need to free the returned buffer? At what point does it become free'd on its own? ie: If you perform a GuFinish(), does it kill everything allocated with sceGuGetMemory? (that would explain much) It is curious why malloc and sceGuGetMemory 'work' at diff...
- Sun Sep 04, 2005 9:24 am
- Forum: PSP Development
- Topic: Mysterious problems..
- Replies: 16
- Views: 5461
Mysterious problems..
You know, despite having done a lot of embedded systems hacking, working on the bizarre ARM/pseudo-68k Palm OS 5 systems and other strage environments, the PSP is most mystifying sometimes :) Most of the time its very easy going, but a few times I've just lost hours or days screwing with weird stuff...
- Sat Sep 03, 2005 4:23 am
- Forum: PSP Development
- Topic: Flickering / missing single-pixel lines/dots?
- Replies: 5
- Views: 2244
- Fri Sep 02, 2005 9:56 pm
- Forum: PSP Development
- Topic: Flickering / missing single-pixel lines/dots?
- Replies: 5
- Views: 2244
Oh baby.. some success! (after a couple of days this is a big thing :) Where is the proper place to do this? I had dropped a couple of calls in there before but it didn't help.. so the trick is to drop the,m right after each call to the GuDrawArray()? Which one.. the cache or cache-and-invalidate on...
- Fri Sep 02, 2005 1:04 pm
- Forum: PSP Development
- Topic: Flickering / missing single-pixel lines/dots?
- Replies: 5
- Views: 2244
Flickering / missing single-pixel lines/dots?
The emu is running along well so I expect my blitting code is working as expected (and its essentially derived from the blit sample in the SDK.) For a couple of days I've been trying to bring over some UI code I've been using in a couple other platforms, but it always renders as a total mess.. the c...
- Fri Sep 02, 2005 6:21 am
- Forum: PSP Development
- Topic: dosbox
- Replies: 698
- Views: 659295
- Wed Aug 31, 2005 11:59 am
- Forum: PSP Development
- Topic: "Best" recommendations for fastest runtime..
- Replies: 0
- Views: 937
"Best" recommendations for fastest runtime..
I realize this is top of the flamebait, but its also something that needs to be nailed down good for everyone.. I did some searches and found numerous recommendations but not a concrete 'this is likely your best bet'. Please let me know if this is noted somewhere so I don't waste your time ;) For in...
- Wed Aug 31, 2005 11:43 am
- Forum: PSP Development
- Topic: sceIoOpen .. screwy?
- Replies: 6
- Views: 2828
- Wed Aug 31, 2005 5:16 am
- Forum: PSP Development
- Topic: sceIoOpen .. screwy?
- Replies: 6
- Views: 2828
It really generally depends on the platform; most unix boxes return -1 on error and set errno; some platforms return 0. >0 or >=0 is usually success. Getting -0xFFF0000 and such seems pretty weird :) Still, nomatter.. just had to find it out. It helped when it wasn't returnign random values.. when u...
- Tue Aug 30, 2005 11:23 am
- Forum: PSP Development
- Topic: sceIoOpen .. screwy?
- Replies: 6
- Views: 2828
- Tue Aug 30, 2005 11:19 am
- Forum: PSP Development
- Topic: sceIoOpen .. screwy?
- Replies: 6
- Views: 2828
sceIoOpen .. screwy?
Edit: Please ignore the whole posting. Looks like a library problem, fiddling with library order solves it.. so must be sucking in some incorrect lib :( -- After getting some weird results while mucking with some basic code using the defaults in PSPSDK I put together a dumb test case.. #if 1 int fd ...
- Tue Aug 30, 2005 10:51 am
- Forum: PSP Development
- Topic: -lpsplibc -lc or "Do not cross the streams Venkman"
- Replies: 13
- Views: 5586
I suspect I had a related problem.. Simple code in one or more .o files was working with a more-or-less typical PSPSDK Makeflie; -l pspgu was added to the defaults, and otherwise the same.. and she worked. I added in 10 or 15 source files from one of the projects I'm porting over.. compiled out of t...