Search found 11 matches

by Bits
Mon Sep 26, 2005 6:48 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

Thanks, but I'm not sure if I want to use code you've written :-)
Ohhhh... that's low.
by Bits
Mon Sep 26, 2005 6:06 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

You guys are the best!!! Thanks for all your help. It's working now. To pay back my due's I noticed that there is some code on this forum to capture a PNG file. I fixed it up a bit and also wrote a procedure to open a PNG file (which I couldn't find anywhere). I'll put it up once I've sorted out my ...
by Bits
Mon Sep 26, 2005 5:42 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

Seasoned programmer, but not in C. :)

Brushing up as I go.

So, must I declare it in my main.c file and then "extern" it in my other files?

Could you help with what I must do please?
by Bits
Mon Sep 26, 2005 5:05 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

Oooops... :) I've done exactly that.

(errr... where can I put this zip file?)
It's exactly the "copy" example with my additions mentioned above.

Oh man... I'm really wishing I'm an idiot in this case so I can sort out a quick and stupid problem and carry on.
by Bits
Mon Sep 26, 2005 4:19 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

That looks like a good tip. I tried it but unfortionately it didn't make a difference. :( Here is some more info that will help get to the bottom of this. I took the "copy" GU example in the pspsdk and removed the sceGuCopyImage from the main file and put it in a new unit. So the new unit ...
by Bits
Mon Sep 26, 2005 3:08 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

I'm not too sure though what you mean by "command buffer array".

Could you explain please?
by Bits
Mon Sep 26, 2005 2:26 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

hehehehe <- (laugh of a man going crazy) Ok, details... I'm running in 32bit graphics mode. The "list" is in fact... static u32 __attribute__((aligned(16))) VideoBuf[512*272]; When I call sceGuStart I use... sceGuStart(GU_DIRECT, VideoBuf); Then I have 2 vars... void* FrameBuffer = 0; u32 ...
by Bits
Mon Sep 26, 2005 2:01 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

How did you allocate ActivePage? If it is static, try "__attribute__((aligned(16))) ". If you are using malloc, try memalign with 16 instead.
I am using __attribute__((aligned(16))).
by Bits
Mon Sep 26, 2005 1:19 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

I have more on this... now I'm really confused. Sorry for the trouble... it's probably a beginner problem. :( I have a main.c where I run my main code and then I have other units *.c and their *.h header files for individual sections, like graphics, pad and so on. The above example showed the proble...
by Bits
Sun Sep 25, 2005 9:47 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3937

Between sceGuStart and sceGuFinish

Hi all, I have the wierdest thing happening. The following simple code runs perfectly. sceGuStart&#40;GU_DIRECT, VideoBuf&#41;; sceGuClear&#40;GU_COLOR_BUFFER_BIT&#41;; sceGuCopyImage&#40;GU_PSM_8888,0,0,32,32,512,Sprites,xPos,yPos,512, &#40;void *&#41;ActivePage&#41;...
by Bits
Mon Sep 19, 2005 5:50 am
Forum: PSP Development
Topic: toolchain & pspsdk topic (again)
Replies: 0
Views: 772

toolchain & pspsdk topic (again)

Hi all, EDIT - I have no idea what this was all about. I decided to reinstall cygwin from scratch again, everything exactly the same except 2 things. I used a different server to get the files, and I downloaded and then installed, instead of direct installation from the download. So anyway, it works...