Search found 75 matches
- Fri May 26, 2006 2:18 pm
- Forum: PSP Development
- Topic: Part of screen black
- Replies: 2
- Views: 1186
I was plagued by something like this for months, although my black section of screen was more like 10%, not the 25% you are describing, and there are a number of possible reasons for this. My black screen came and went as I added code to an expanding project. For me I discovered (rather randomly) th...
- Thu May 25, 2006 11:35 am
- Forum: PSP Development
- Topic: ERROR DOWNLOADING TOOLCHAIN. NEED HELP!
- Replies: 3
- Views: 1574
I got this same error and later realized that in between the time that I originally setup my linux box and now, that my ISP changed DNS servers and so I had to update DNS servers in the etc/resolv.conf file NB: I am on Linux not cygwin so I don't know if there is a similiar thing on cygwin or not......
- Thu May 18, 2006 2:05 pm
- Forum: PSP Development
- Topic: Inline VFPU help
- Replies: 16
- Views: 6711
Here's a much faster atan2 routine. This isn't in VFPU format (yet), but I thought I would post for now and update later. This is about 10 times faster than the default atan2 routine. PLEAE NOTE: this is a low order approximation and should only be used when you need precision to a few digits. I use...
- Wed May 17, 2006 5:01 am
- Forum: PSP Development
- Topic: Homebrew for PSP Publishers
- Replies: 12
- Views: 6585
Looks like there's a variety of ways to do this. My main concern was that there might not be *any* way to do this short of getting my game compiling and running under a licensed development environment, and it sounds like there are a couple of ways to do this. I am going to try just sending a mem ca...
- Tue May 16, 2006 12:29 pm
- Forum: PSP Development
- Topic: Homebrew for PSP Publishers
- Replies: 12
- Views: 6585
- Tue May 16, 2006 9:25 am
- Forum: PSP Development
- Topic: Homebrew for PSP Publishers
- Replies: 12
- Views: 6585
Homebrew for PSP Publishers
This is kind of off-topic, and I hope I don't get booted for asking this, but I was showing my game on PSP Homebrew at E3 and several publishers were interested in getting a copy of my game on PSP for internal evaluation. Question is how to do this? I assume that if you are a licensed publisher you ...
- Thu May 04, 2006 10:39 am
- Forum: PSP Development
- Topic: Inline VFPU help
- Replies: 16
- Views: 6711
- Thu May 04, 2006 9:53 am
- Forum: PSP Development
- Topic: freeze psp with asm inline function
- Replies: 7
- Views: 2801
- Thu May 04, 2006 9:44 am
- Forum: PSP Development
- Topic: Inline VFPU help
- Replies: 16
- Views: 6711
- Thu May 04, 2006 9:03 am
- Forum: PSP Development
- Topic: Inline VFPU help
- Replies: 16
- Views: 6711
- Thu May 04, 2006 8:15 am
- Forum: PSP Development
- Topic: freeze psp with asm inline function
- Replies: 7
- Views: 2801
- Sat Apr 29, 2006 3:29 am
- Forum: PSP Development
- Topic: Inline VFPU help
- Replies: 16
- Views: 6711
- Fri Apr 28, 2006 11:58 am
- Forum: PSP Development
- Topic: Inline VFPU help
- Replies: 16
- Views: 6711
- Thu Apr 27, 2006 7:12 pm
- Forum: PSP Development
- Topic: Inline VFPU help
- Replies: 16
- Views: 6711
- Thu Apr 27, 2006 8:22 am
- Forum: PSP Development
- Topic: Inline VFPU help
- Replies: 16
- Views: 6711
Can't get anywhere with this. I'm on september '05 toolchain and sdk so the VFPU stuff is not builtin so I had to stick with codegen.h approach. Unfortunatly there is no mtv/mvf and I spent some time trying to add those opcodes to little avail. Then I decided to update my toolchain and grabbed the l...
- Sun Apr 23, 2006 3:50 pm
- Forum: PSP Development
- Topic: Inline VFPU help
- Replies: 16
- Views: 6711
Inline VFPU help
I am trying to replace the sqrt() function using the codegen.h approach and have written the following but it has a bug. I am a new at inline assembler and can't get the following to work (it just returns the value I pass it) float mysqrt(float val) { register float a=val; r...
- Sun Apr 23, 2006 1:42 pm
- Forum: PSP Development
- Topic: HUD/Font Aspect Ratio theory
- Replies: 2
- Views: 1228
- Sun Apr 23, 2006 8:01 am
- Forum: PSP Development
- Topic: HUD/Font Aspect Ratio theory
- Replies: 2
- Views: 1228
HUD/Font Aspect Ratio theory
I've got a cross-platform game that was built for 4:3 aspect ratio and am trying to figure out how to best adjust the HUD/Font/Shell/Menuing system to adapt to the 16:9 on PSP. As a quick hack I just played around with scale the best I could so that fonts and other hud elements were scaled to close ...
- Sun Apr 23, 2006 7:51 am
- Forum: PSP Development
- Topic: Adding sound to C project? Should I use SDL?
- Replies: 2
- Views: 1645
Unless I missed something there is no turn-key solution on PSP - except using opensource stuff like SDL, etc. I *think* Lua project supports audio playback too. I thought that since the PSP is such a powerful multimedia device that it would have built-in support for playing .WAV, MP3/4, etc with one...
- Sun Apr 23, 2006 7:43 am
- Forum: PSP Development
- Topic: Blending revisited.
- Replies: 1
- Views: 1347
- Mon Apr 17, 2006 4:06 am
- Forum: PSP Development
- Topic: Minimum Vertex size
- Replies: 11
- Views: 5582
I haven't tried indexed vertex arrays. I didn't consider that, I remember reading somewhere on the forums (I think it was CHP) that this was slower. Anyway I found a HUGE boost. I switched from 32bit draw/render/zbuffer to 16 bit and now I have a ton more memory so I can preload all my textures into...
- Sun Apr 16, 2006 4:41 am
- Forum: PSP Development
- Topic: what is the correct way using a pregenerated command list
- Replies: 3
- Views: 2833
You can optimize your vertex format. Right now you are using floats for everything (UV, COLOR, XYZ). An easy fix would be to convert your UV from float to 16bit. You can convert the others too, but thats going to require some special transforms. Drawing 480 cubes on top of each other is a lot of ove...
- Sat Apr 15, 2006 1:33 pm
- Forum: PSP Development
- Topic: Help with srcfix and dstfix parameters in Blending function.
- Replies: 2
- Views: 1793
Don't know if this is what you are looking for but:
Is something I use.
Keep in mind that Texture Modulation and Blending via vertex colors/lighting are two different but related operations.
Code: Select all
sceGuTexFunc(GU_TFX_MODULATE,GU_TCC_RGBA);
Keep in mind that Texture Modulation and Blending via vertex colors/lighting are two different but related operations.
- Sat Apr 15, 2006 1:29 pm
- Forum: PSP Development
- Topic: what is the correct way using a pregenerated command list
- Replies: 3
- Views: 2833
There are no silver bullets on PSP, just a whole lot of little things that all add up to a bigger performance improvement. Off the top of my head it looks like you are doing 120 texture sets per frame, and to boot they are from system ram, not vram, and they are not swizzled. I try to keep the numbe...
- Sat Apr 15, 2006 9:29 am
- Forum: PSP Development
- Topic: Minimum Vertex size
- Replies: 11
- Views: 5582
This is around 15k triangles and 20+ textures, plus a skin animated character that is around 2000 triangles. I export my geometry from 3DStudioMax as pre-formated vertex arrays so all I do is point to the list in memory and call drawArray(). I am using triangles, not triangle strips and I am startin...
- Sat Apr 15, 2006 2:17 am
- Forum: PSP Development
- Topic: Misc Crashes
- Replies: 29
- Views: 14712
I've been fighting this every day for two months. Every time I make a code change I have to add/subtract unused lines of sprintf's (outside my main loop) so that it does not crash and/or does not have graphic corruption. I'm pretty sertain it has to do with alignment, because 90% of the time it just...
- Fri Apr 14, 2006 10:17 am
- Forum: PSP Development
- Topic: Minimum Vertex size
- Replies: 11
- Views: 5582
- Thu Apr 13, 2006 7:18 am
- Forum: PSP Development
- Topic: Disable texturing...
- Replies: 4
- Views: 2425
- Tue Apr 11, 2006 9:09 am
- Forum: PSP Development
- Topic: Minimum Vertex size
- Replies: 11
- Views: 5582
Minimum Vertex size
Has anyone noticed that there appears to be a minimum vertex size? GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_3D Does not seem to work for me, but: GU_TEXTURE_16BIT|GU_COLOR_5551|GU_VERTEX_16BIT|GU_TRANSFORM_3D does work. I have made sure my padding is correct for both cases. Has anyone else seen...
- Tue Apr 11, 2006 6:11 am
- Forum: PS2 Development
- Topic: Minimum Vertex Size
- Replies: 1
- Views: 1487
Minimum Vertex Size
Has anyone noticed that there appears to be a minimum vertex size? GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_3D Does not seem to work for me, but: GU_TEXTURE_16BIT|GU_COLOR_5551|GU_VERTEX_16BIT|GU_TRANSFORM_3D does work. I have made sure my padding is correct for both cases. Has anyone else seen...