Search found 12 matches

by Paolo
Thu Mar 02, 2006 5:59 pm
Forum: PSP Development
Topic: [Release] Pong+ (Better than it sounds)
Replies: 10
Views: 8834

Wow, once again, the best ideas are the simple ones... :)
Nice consept!
by Paolo
Tue Feb 21, 2006 8:22 pm
Forum: PSP Development
Topic: Help test the newtoolchain script.
Replies: 38
Views: 12071

Ok, solved. Apparently DirectX SDK caused the problem. After uninstalling the dx sdk, and manually removing some leftover garbage from enviroment variables, I finally managed to run the toolchain script succesfully! :) It only took 12 re-installations of cygwin and something like 20 attempts to run ...
by Paolo
Mon Feb 20, 2006 4:53 pm
Forum: PSP Development
Topic: Probleme With newtoolchain-20060215.tgz
Replies: 2
Views: 1705

Try re-installing Cygwin, and when installer asks you to select "Default Text File Type", choose "Unix/binary".
This helped me to get rid of those "no semicolon at blah blah". Didn't help me to succesfully install the sdk, though... :/
by Paolo
Thu Feb 16, 2006 6:52 pm
Forum: PSP Development
Topic: Help test the newtoolchain script.
Replies: 38
Views: 12071

Is there anything I could add/modify in toolchain script in order to get some debugging data...? Edit: Here's my ENV variables, could there be something in them? !:: = ::\ !C: = C:\cygwin\bin ALLUSERSPROFILE = C:\Documents and Settings\All Users APPDATA = C:\Documents and Settings\Administrator\Appl...
by Paolo
Wed Feb 15, 2006 5:29 pm
Forum: PSP Development
Topic: Help test the newtoolchain script.
Replies: 38
Views: 12071

When you added those lines to your .bashrc, did you quit and re-open the cygwin shell window before trying to run the toolchain script? Adding stuff to your startup script only works if you restart. Yes, I re-opened the shell. This is strange, I had pspsdk up and running for a long time. Then I had...
by Paolo
Wed Feb 15, 2006 12:50 am
Forum: PSP Development
Topic: Help test the newtoolchain script.
Replies: 38
Views: 12071

Hi! I installed fresh version of Cygwin to c:\cygwin and added the following lines to .bashrc: export PSPDEV="/usr/local/pspdev" export PATH="$PATH:$PSPDEV/bin" Then I extracted and executed the new toolchain (newtoolchain-20060211.tgz). After a while it gave the following error:...
by Paolo
Sun Nov 27, 2005 9:00 pm
Forum: PSP Development
Topic: pspsdk build problem (I hate automake !!!)
Replies: 2
Views: 2606

I'm having troubles updating the SDK. Toolchain script gives the following error: (The last lines of console output) psp-gcc -B/tmp/pspdev/newlib-1.13.0/build-psp/psp/newlib/ -isystem /tmp/pspdev/n ewlib-1.13.0/build-psp/psp/newlib/targ-include -isystem /tmp/pspdev/newlib-1.13. 0/newlib/libc/include...
by Paolo
Thu Nov 24, 2005 1:32 am
Forum: PSP Development
Topic: How to write homebrew for v2.0 firmware
Replies: 23
Views: 31111

The kernel memory manager seems to some kind of frame based memory allocator, at least the option to allocate from lowest or highest available address would indicate to that, no? But, how do I define the partition id -argument? What is it and what should I use? For example, if I would make a texture...
by Paolo
Wed Nov 23, 2005 7:33 pm
Forum: PSP Development
Topic: How to write homebrew for v2.0 firmware
Replies: 23
Views: 31111

Is there existing examples of using sceKernelAllocPartitionMemory() ...?
by Paolo
Thu Nov 10, 2005 11:29 pm
Forum: PSP Development
Topic: Gu Functions Help
Replies: 14
Views: 6833

By the way; are the state setting commands (sceGuSetStatus & sceGuSetAllStatus)
included to the command list, or are they executed immediately...?
by Paolo
Thu Nov 10, 2005 6:40 pm
Forum: PSP Development
Topic: Gu Functions Help
Replies: 14
Views: 6833

sceGuSync just stalls until the GU is done, so you know that the scene is finished drawing - probably a good thing to do before you flip the buffers. Can I trust the Gu to execute given commands in logical order, ie if I clear back buffer using sceGuClear(), can I start drawing immediately, or shou...
by Paolo
Tue Nov 08, 2005 12:41 am
Forum: PSP Development
Topic: [fixed] How to clear screen on 16 bit display mode?
Replies: 1
Views: 1596

[fixed] How to clear screen on 16 bit display mode?

Hi! First post here. :) I'm trying to clear screen using sceGuClear. It works with pixel format 8888, but with the rest of the display modes it fails. I'm doing it like this: void ClearScreen(u32 uColor) { sceKernelDcacheWritebackAll(); sceGuStart(GU_...