Search found 17 matches

by RustyFunkNut
Fri Feb 16, 2007 10:31 pm
Forum: General Discussion
Topic: SVN, Toolchain, SDK, etc. Unaccessible
Replies: 13
Views: 10111

Oobles wrote:RustyFunkNut, it may be that you're behind a firewall? checking out from svn is working for others.
Apparently this is the case - thanks :)
by RustyFunkNut
Wed Feb 14, 2007 11:24 pm
Forum: General Discussion
Topic: SVN, Toolchain, SDK, etc. Unaccessible
Replies: 13
Views: 10111

I'm having troubles accessing SVN too this morning: $ svn co svn://svn.pspdev.org/psp/trunk/pspsdk svn: Can't connect to host 'svn.pspdev.org': Connection timed out The web interface is working fine. This is the first time I've tried to access the pspdev svn repository from this machine, but I'm pre...
by RustyFunkNut
Mon Jul 24, 2006 6:06 am
Forum: PSP Development
Topic: sceKernelIcacheInvalidateRange on v1.0 firmware
Replies: 2
Views: 1665

Hi TyRaNid,

I've just knocked up a quick test, and it looks like

Code: Select all

cache 8, 0($v0)
works perfectly - many thanks!
by RustyFunkNut
Sun Jul 23, 2006 9:38 pm
Forum: PSP Development
Topic: sceKernelIcacheInvalidateRange on v1.0 firmware
Replies: 2
Views: 1665

sceKernelIcacheInvalidateRange on v1.0 firmware

I've been working on dynamic code generation for an emulator, and I've been strugging with a few odd bugs which I believe I've tracked down to the incorrect flushing of the instruction cache. I am calling sceKernelIcacheInvalidateRange to invalidate the instructions I've written (and I'm writing thr...
by RustyFunkNut
Sun Oct 16, 2005 6:56 am
Forum: PSP Development
Topic: Code Instrumentation
Replies: 9
Views: 8622

And for profiling :)
by RustyFunkNut
Sat Oct 15, 2005 8:47 pm
Forum: PSP Development
Topic: command to load .pbp
Replies: 2
Views: 2040

Re: command to load .pbp

I wanted to know if there is a command to load .PBP files, I tried the search and nothing relevant came up. Do you mean load, or run? Apparently this code runs a .PBP on v1.5 - I've not managed to get it to work on my v1.0 :( bool RunExecutable( const char * executable ) { ...
by RustyFunkNut
Sat Oct 15, 2005 8:38 pm
Forum: PSP Development
Topic: GU_TFX_BLEND
Replies: 5
Views: 2062

Maybe :)
by RustyFunkNut
Thu Oct 13, 2005 7:46 pm
Forum: PSP Development
Topic: GU_TFX_BLEND
Replies: 5
Views: 2062

Cheers. It looks like I'm just going to have to find a way of working with what what's available. Thinking cap engaged!
by RustyFunkNut
Wed Oct 12, 2005 10:06 pm
Forum: PSP Development
Topic: GU_TFX_BLEND
Replies: 5
Views: 2062

GU_TFX_BLEND

Hiya, I'm having trouble simulating some of the blending modes for the emulator I'm working on. The GPU of the machine I'm emulating has a very flexible blender, which allows doing things like the following: OutColour = EnvColour + VertColour * (TexColour - EnvColour) (i.e. it interp...
by RustyFunkNut
Tue Oct 11, 2005 6:11 am
Forum: PSP Development
Topic: Through Mode in Vertex Type
Replies: 1
Views: 1203

I think it corresponds to GU_TRANSFORM_2D. I could be wrong though!
by RustyFunkNut
Sun Oct 09, 2005 8:19 am
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 9714

Thanks for the further suggestions guys. Ratty: I have to use an orthographic projection, but it's possible that I can tweek the near plane that I'm using to see if this helps a little. CyberBill: I managed to get Sutherland-Hodgman clipping working today (to an extent). It looks promising but there...
by RustyFunkNut
Sat Oct 08, 2005 9:17 pm
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 9714

That's a really great reply - thanks CyberBill. It's certainly helped me straighten a few things out in my head. My problem is that I have very little control over the geometry, as it's all coming through from the rom running under my emulator :( It looks like I'm going to have to look at manually c...
by RustyFunkNut
Sat Oct 08, 2005 9:26 am
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 9714

Are there any issues with this when using an orthographic projection (e.g. sceGumOrtho())?

I'm seeing some really crazy clipping (or lack of it), but I am enabling GU_CLIP_PLANES.
by RustyFunkNut
Wed Sep 28, 2005 10:46 am
Forum: PSP Development
Topic: -I and -iquote
Replies: 2
Views: 1402

Good point...I'd not thought of that. I guess I was looking for a permanent solution rather than a quick fix. I'm happy to do this, but I thought it was something that could catch other people out. That and I like the idea of 'system' and 'local' includes being treated differently (it irks me when p...
by RustyFunkNut
Wed Sep 28, 2005 3:26 am
Forum: PSP Development
Topic: -I and -iquote
Replies: 2
Views: 1402

-I and -iquote

I've been having problems porting over an old project of mine to compile on the PSP. I tracked down one source of errors to parts of the STL which include <debug/debug.h> pulling in a file with that path/name in my project's root directory. As I reference all my local headers using #include "&q...
by RustyFunkNut
Mon Sep 26, 2005 5:32 am
Forum: PSP Development
Topic: Coordinate system
Replies: 7
Views: 3205

It's also worth pointing out that ScePspMatrix4 is transposed with respect to a D3DMATRIX. Caught me out when converting some of my old code across :)
by RustyFunkNut
Mon Sep 26, 2005 5:21 am
Forum: PSP Development
Topic: psprtc.h
Replies: 2
Views: 2127

Here's what I'm using (assumes C++, but easy to convert to C): static u64 gLastTick = 0; static float gFreqInv; void RenderFrame&#40;&#41; &#123; u64 current_tick; float elapsed_time&#40; 0.0f &#41;; if&#40;sceRtcGetCurrentTick&#40; &current_tick &#41; == 0&#4...