Search found 37 matches
- Sun Oct 16, 2005 11:36 am
- Forum: PSP Development
- Topic: sceHprmIsMicrophoneExist
- Replies: 3
- Views: 1641
- Sat Oct 15, 2005 2:30 pm
- Forum: PSP Development
- Topic: sceHprmIsMicrophoneExist
- Replies: 3
- Views: 1641
sceHprmIsMicrophoneExist
Has anybody succeeded in having this function returning a 1 ? :)
- Tue Oct 04, 2005 4:18 am
- Forum: PSP Development
- Topic: Getting Audio In
- Replies: 1
- Views: 1378
Getting Audio In
refering to : http://forums.ps2dev.org/viewtopic.php?p=25739&highlight=&sid=a1c98221f766c7788f74e8d7c08cba47#25739 The headphone jack is a standard 3.5mm stereo, but there is also a small 6 pin connector next to it for the "remote control" that is included in the Value Pack. If we ...
- Tue Oct 04, 2005 3:31 am
- Forum: PSP Development
- Topic: PSP remote control pinout?
- Replies: 78
- Views: 103944
- Thu Sep 29, 2005 4:25 pm
- Forum: PSP Development
- Topic: Strange issue with triangle drawing
- Replies: 1
- Views: 1084
Strange issue with triangle drawing
I am drawing a simple triangle using the vertex : struct Vertex2D { unsigned int color; short x,y,z; short _pad; // for padding, 32bits }; rendering with : sceGuDrawArray(GU_TRIANGLES, GU_COLOR_8888 | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 3,0,vertices); If i am not explicitely initializing _pad with 0 ...
- Tue Sep 27, 2005 1:51 am
- Forum: PSP Development
- Topic: Receiving UDP data thru socket in its own thread
- Replies: 7
- Views: 2761
- Tue Sep 27, 2005 1:42 am
- Forum: PSP Development
- Topic: Receiving UDP data thru socket in its own thread
- Replies: 7
- Views: 2761
Opps sorry for last post. int sceKernelStartThread (SceUID thid, SceSize args, void* argp) Aaah so the thread actually contains a buffer of size args and do an actually copy of argp into that internal buffer and pass it to the thread function ? That's very unusual ! :-P Well, so i guess i was receiv...
- Tue Sep 27, 2005 1:38 am
- Forum: PSP Development
- Topic: Receiving UDP data thru socket in its own thread
- Replies: 7
- Views: 2761
- Tue Sep 27, 2005 12:20 am
- Forum: PSP Development
- Topic: Receiving UDP data thru socket in its own thread
- Replies: 7
- Views: 2761
C++ : Passing "this" pointer to sceKernelStartThre
It seems my problem is about passing "this" to sceKernelStartThread. So inside the function ListenInOwnThread() i don't have access to the real data member of that instance of my object. in StartListening() i do if(tmp >= 0) { printf("this = %x\n",(unsigned int)this); sceKernelSt...
- Mon Sep 26, 2005 6:23 pm
- Forum: PSP Development
- Topic: Receiving UDP data thru socket in its own thread
- Replies: 7
- Views: 2761
Receiving UDP data thru socket in its own thread
Hello, I'm trying to receive some data sent by my PC UDP client over WiFi. I would like to receive them in a separate thread : bool PspUDPrx::StartListening() { sceNetInetBind( _socketRX, (struct sockaddr* )&_addr, sizeof(_addr)); int tmp = sceKernelCreateThread("PspUDPrx",PspUDPrx::Ud...
- Sun Sep 25, 2005 5:35 pm
- Forum: PSP Development
- Topic: VFPU instruction set
- Replies: 14
- Views: 5387
- Sun Sep 25, 2005 5:26 pm
- Forum: PSP Development
- Topic: VFPU instruction set
- Replies: 14
- Views: 5387
- Sun Sep 25, 2005 5:02 pm
- Forum: PSP Development
- Topic: Rotation Math Question
- Replies: 4
- Views: 1942
- Sun Sep 25, 2005 4:39 pm
- Forum: PSP Development
- Topic: Rotation Math Question
- Replies: 4
- Views: 1942
I am not good a 3D maths too but i can try : Your first formula rotates the point [X Y] around [0 0] Your second formula does the same but then translates the rotated point by [OriginX OriginY]. What you want to do is to rotate around [OriginX OriginY], so you have to translate each point by [-Origi...
- Sat Sep 24, 2005 1:30 am
- Forum: PSP Development
- Topic: VFPU instruction set
- Replies: 14
- Views: 5387
- Fri Sep 23, 2005 10:06 am
- Forum: PSP Development
- Topic: VFPU instruction set
- Replies: 14
- Views: 5387
- Fri Sep 23, 2005 8:37 am
- Forum: PSP Development
- Topic: VFPU instruction set
- Replies: 14
- Views: 5387
- Fri Sep 23, 2005 6:28 am
- Forum: PSP Development
- Topic: VFPU instruction set
- Replies: 14
- Views: 5387
- Thu Sep 22, 2005 2:26 am
- Forum: PSP Development
- Topic: A CPU-cheap SID Emulation Library on PSP
- Replies: 4
- Views: 4533
The SID tune i gave you as an example is part of my NanoSID Library. This library does not play .sid but .zsid, which is a completely different format that i created to make the synthesis faster. The problem is, you need to convert the .sid tune you want to play, and this conversion is very slow and...
- Thu Sep 22, 2005 1:57 am
- Forum: PSP Development
- Topic: Problem to make a stable Wifi client on the PSP
- Replies: 9
- Views: 5407
- Wed Sep 21, 2005 2:35 am
- Forum: PSP Development
- Topic: Problem to make a stable Wifi client on the PSP
- Replies: 9
- Views: 5407
- Wed Sep 21, 2005 2:05 am
- Forum: PSP Development
- Topic: Problem to make a stable Wifi client on the PSP
- Replies: 9
- Views: 5407
In my settings, the WiFi Power Save is on. I am not sure this is really the problem (?) Yesterday i tried to use a non-blocking socket to send data to my server. There is a point where the sceNetInetSend function returns -1... i can retry and retry .... it always returns -1 ( i send 100 bytes per ca...
- Tue Sep 20, 2005 4:00 am
- Forum: PSP Development
- Topic: Problem to make a stable Wifi client on the PSP
- Replies: 9
- Views: 5407
Yes i've seen that one, and i would prefer not taking my PSP apart :-P My biggest problem is the fact that it stops in the middle of the transfert, randomly. The interesting thing is, if i brutally stop my server when the PSP seems to be freezed, sceNetInetSend(sock,ss,1024,0); unblocks and returns ...
- Mon Sep 19, 2005 12:41 pm
- Forum: PSP Development
- Topic: Problem to make a stable Wifi client on the PSP
- Replies: 9
- Views: 5407
Problem to make a stable Wifi client on the PSP
I am using the pspnet lib from pspkrazy's ftpd client to make a small wifi client which connects to a small tcp server running on my PC, the server prints out everything it receives. I am trying to transfer 256k of text as a test. Sometimes, it works completely, sometimes, the PSP hangs in the middl...
- Sun Sep 18, 2005 7:59 pm
- Forum: PSP Development
- Topic: STUBs Map
- Replies: 13
- Views: 4135
- Sun Sep 18, 2005 5:40 pm
- Forum: PSP Development
- Topic: Returning to the caller of sceKernelLoadExec ?
- Replies: 5
- Views: 2004
- Sun Sep 18, 2005 5:28 pm
- Forum: PSP Development
- Topic: Returning to the caller of sceKernelLoadExec ?
- Replies: 5
- Views: 2004
- Sun Sep 18, 2005 12:48 pm
- Forum: PSP Development
- Topic: Returning to the caller of sceKernelLoadExec ?
- Replies: 5
- Views: 2004
Returning to the caller of sceKernelLoadExec ?
Is there a way to do so ?
- Sat Sep 17, 2005 3:57 pm
- Forum: PSP Development
- Topic: STUBs Map
- Replies: 13
- Views: 4135
I am still confused about the STUBs and have a few other questions. > The STUBs are the short (8 byte) entries that are linked to the end of your program. They are used to bind to system entries (usually though a system trap to go from user to kernel mode) So what kind of information do those 8 byt...
- Fri Sep 16, 2005 7:52 pm
- Forum: PSP Development
- Topic: A CPU-cheap SID Emulation Library on PSP
- Replies: 4
- Views: 4533
A CPU-cheap SID Emulation Library on PSP
Although it is not my very goal on PSP, i am planning to port my latest libNanoSID library on PSP and make the library available to you so you can play SID tunes in your games/demos without it to take all your CPU ( SID Emulation can be very expensive ! ). I've already ported an older version tonigh...