Search found 48 matches

by Stellar
Wed Jul 26, 2006 5:12 am
Forum: PSP Development
Topic: Animation format...
Replies: 4
Views: 2896

yeah, i checked out md2 files, But I didnt like the way they did animation ( by storing verticies each frame ). Ill have to check out the doom3 format. Ill actually be using my own format, Im just not sure, to what guidelines, I should implement it. Im getting closer tho. Also, I started off using d...
by Stellar
Fri Jul 21, 2006 11:45 am
Forum: PSP Development
Topic: Animation format...
Replies: 4
Views: 2896

Animation format...

sorry to ask such a general question, but i know some of you have experience that you could share with me. Im basically looking for either a description, tutorial, or file format for animation models. I've looked into quake md2 format and It's not suitable for me. My models have too much data and Im...
by Stellar
Thu May 04, 2006 8:58 am
Forum: General Discussion
Topic: i miss....
Replies: 1
Views: 2167

i miss....

developing on my psp :( i havent done anything in the past three months because of school, but Im gonna graduate next weekend so hopefully I can carry on with my leet project and mess up the mix again :D cant wait to catch up....

stellar
by Stellar
Fri Jan 20, 2006 9:21 am
Forum: PSP Development
Topic: fixed : error using operator overload :(
Replies: 0
Views: 726

fixed : error using operator overload :(

EDIT : Nevermind I found it. That was discreet, I was passing the wrong type to the function. anyways, if i could delete threads in these forums, ild be able to remove about half of mine. __________________________ I've never really practiced operator overloading, but im getting an error as a result...
by Stellar
Fri Jan 20, 2006 3:17 am
Forum: PSP Development
Topic: (got it) D3DXVec3TransformCoord & D3DXMatrixRotationAxis
Replies: 0
Views: 933

(got it) D3DXVec3TransformCoord & D3DXMatrixRotationAxis

I didnt know if there were higher level functions already written for this, but if not, i did it from scratch :) D3DXMATRIX * D3DXMatrixRotationAxis( D3DXMATRIX * pOut, CONST D3DXVECTOR3 * pV, FLOAT Angle ); D3DXVECTOR3 * D3DXVec3TransformCoord( D3DXVECTOR3 * pOut, CONST D3DXVECTOR3 * pV, CONST D3DX...
by Stellar
Thu Jan 19, 2006 11:03 pm
Forum: PSP Development
Topic: Loading bmp's
Replies: 12
Views: 6463

I dunno about 16 bit bmp yet (im sure its the same). but for 32bit you have to flip red and blue components. also, i know its been posted, but heres my source using stdio's fopen/fclose/fread.... of course it needs changes for 16 bit loading. typedef struct { unsigned long nWidth; unsigned ...
by Stellar
Tue Jan 17, 2006 4:35 am
Forum: PSP Development
Topic: help : alpha values not read correctly from bmp?
Replies: 0
Views: 1131

help : alpha values not read correctly from bmp?

:: UPDATE :: ok, i used a hex editor (xvi32, my fav) to check the image in binary, it actually reads BA FE CA AE. the AE at the end is what's important. when you edit in photoshop, it reads BE from the color 'info' toolbox. Perhaps i dont understand how to correctly set the values for the alpha mask...
by Stellar
Mon Jan 16, 2006 2:47 am
Forum: PSP Development
Topic: max t&l verticies?
Replies: 10
Views: 3149

well, i started using mel, and i was driven to the api ¬_¬ my last mel source wasnt generating the correct results and it took forever for me to map out, debug, and determine why. in the end tho, im much happier with the api, so youll have a good start if you need something to fall back on.
by Stellar
Sun Jan 15, 2006 2:04 pm
Forum: PSP Development
Topic: using materials (generally and specular, and emmisive)?
Replies: 4
Views: 1806

momon: thanks for your reply, im going to start messing around with those functions and my Model class to see what i can come up with. enviroment color? Besides that i spelled it wronge, I dunno, it was just one of the functions i found in the material section. sceGuTexEnvColor( ), aparently is has ...
by Stellar
Sun Jan 15, 2006 6:17 am
Forum: PSP Development
Topic: Any way to debug on PC?
Replies: 2
Views: 1209

not really, ild like to be able to run the program, stop at a point and check values against the source code. i was just brainstorming. thx for the link :)
by Stellar
Sun Jan 15, 2006 4:52 am
Forum: PSP Development
Topic: Any way to debug on PC?
Replies: 2
Views: 1209

Any way to debug on PC?

cause it would be really nice O_o.

i just want to test my model parser. If i have to ill copy to project and build it at a win32 binary. but i didnt know if I could install a pspemulator and run the binary though cygwin somehow?

thx,
-stellar
by Stellar
Sun Jan 15, 2006 4:03 am
Forum: PSP Development
Topic: using materials (generally and specular, and emmisive)?
Replies: 4
Views: 1806

using materials (generally and specular, and emmisive)?

im porting my model class, and right now im working with materials. i've made a list of material attributes and the gu functions which i believe are relavent ( if im wronge, please correct me ^^ ). so here are my questions... 1) How do i set a specular for a material, i've seen it for lights, which ...
by Stellar
Sat Jan 14, 2006 1:28 pm
Forum: PSP Development
Topic: Reverse engineering AT3 file format
Replies: 7
Views: 6930

i dunno if this has been posted somewhere else on these forums, but i had a hard time finding it. I just wanted custom splash music and found the second post from this page . i built it into my eboot and it works. converted an mp3 to atrac3 :D. tho i wouldnt use that format in a game, its good to ma...
by Stellar
Sat Jan 14, 2006 3:05 am
Forum: PSP Development
Topic: EBOOT Startup Splashscreen & sound?
Replies: 4
Views: 2041

got it, thx guys

edit : ( for others, just add ... )

PSP_EBOOT_ICON1 = NULL
PSP_EBOOT_ICON = SomePath/ICON0.png
PSP_EBOOT_PIC1 = AnotherPath/PIC1.PNG
PSP_EBOOT_SND0 = SND0

to your makefile before you include $(PSPSDK)/lib/build.mak
by Stellar
Sat Jan 14, 2006 12:03 am
Forum: PSP Development
Topic: EBOOT Startup Splashscreen & sound?
Replies: 4
Views: 2041

EBOOT Startup Splashscreen & sound?

I noticed that the the nintendo emulator ( nesterj i belive ) shows a splash image while playing music, and displaying video in the icon before you actually choose to load that program. how can this be done, links? suggestions :) ? I didnt know what to search under for this, so i dont know if its be...
by Stellar
Fri Jan 13, 2006 1:31 pm
Forum: PSP Development
Topic: max t&l verticies?
Replies: 10
Views: 3149

ok, heres my exporter. fyi, its not done yet, not nearly complete. so thats just a heads up until i post a complete version. soo... the basic formula is as follows export all materials export all meshes { break up meshes by material export data specified in options.cfg } use the options.cfg file to ...
by Stellar
Fri Jan 13, 2006 12:06 am
Forum: PSP Development
Topic: raw filename... and alpha
Replies: 9
Views: 2680

Im not positive this is related to your problem, but i ran across it and thoght you may want to take a look at it http://graphics.tudelft.nl/~wouter/publications/Pasman02c/psalpha.html I skimmed it and it seemed to mention similar things as you said about alpha. logo_start is defined in the logo.o s...
by Stellar
Thu Jan 12, 2006 11:36 pm
Forum: PSP Development
Topic: aligning data when allocating dynamically?
Replies: 2
Views: 1277

thanks ooPo :)
by Stellar
Thu Jan 12, 2006 11:36 pm
Forum: PSP Development
Topic: raw filename... and alpha
Replies: 9
Views: 2680

At the expense of a larger executable and always having it in ram. The only images I might do this way, are images that would always be used in a game, like a menu background mabey. Psp development is very different. If you were to write a small demo, all the textures would have to be loaded to ram ...
by Stellar
Thu Jan 12, 2006 11:29 pm
Forum: PSP Development
Topic: raw filename... and alpha
Replies: 9
Views: 2680

Well write this one in the books, I can help.. a little :X Im not sure why the samples do it this way. What they've done, is converted ( using the program bin2o ) the image ( logo.raw ) speicified in the makefile, into a linkable object file. So the image ( i believe ) is statically built into the e...
by Stellar
Thu Jan 12, 2006 1:02 pm
Forum: PSP Development
Topic: aligning data when allocating dynamically?
Replies: 2
Views: 1277

aligning data when allocating dynamically?

the samples show how to align data when allocating data statically ie.. static unsigned int __attribute__((aligned(16))) list[262144]; but what if you want to do it dynamically? given the below, how could i modify the line to be 16 byte aligned? MESH *pMesh; ... allocate mesh ... pMesh->pVerticies =...
by Stellar
Wed Jan 11, 2006 12:38 pm
Forum: PSP Development
Topic: max t&l verticies?
Replies: 10
Views: 3149

hey man, ill post it in a day or two, I just wanna clean up a few things first :).
by Stellar
Wed Jan 11, 2006 12:15 pm
Forum: PSP Development
Topic: compiling with vs.net, got it to work :)
Replies: 1
Views: 1129

Well, i got it. i had to change my make batch file from this.. @VSMakefile.exe -a @c:\cygwin\bin\bash -c 'export PROJECTDIR=`pwd`;/bin/bash --login -c "cd \"$PROJECTDIR\";%1 %2 %3 %4"' to this ... set path=%path%;C:/cygwin/usr/local/pspdev/bin @VSMakefile.exe -a @c:\cygwin\bin\ba...
by Stellar
Wed Jan 11, 2006 11:39 am
Forum: PSP Development
Topic: 3D vertices
Replies: 13
Views: 3382

Im slightly confused about your question. It would be a little absurd that yould ask if theres a program that can just pop out cars, trees, ect at the press of a button, so im sure thats not what your asking, but its kinda how i read it O_o anyways, i think your asking about how to export data after...
by Stellar
Tue Jan 10, 2006 1:07 pm
Forum: PSP Development
Topic: compiling with vs.net, got it to work :)
Replies: 1
Views: 1129

compiling with vs.net, got it to work :)

Ive avoided posting for the past two days but I cant even think anymore. 1) im having issues building projects with visual studio.... I followed this thread [ How to compile, link and transfer PSP programs from VS.NET ] and ended up installing the (very cool) MSVC PSP Wizard. and right off the bat, ...
by Stellar
Mon Jan 09, 2006 12:49 pm
Forum: PSP Development
Topic: file io->fgets equivalent?
Replies: 8
Views: 3143

Ive already started adding a binary option for my exporter. I know ill have to do it eventually just to keep file sizes down and make thinks simpler. in terms of tring functions. I stay exclusive to standard c routines, so im assuming you're not referring to strcat, strcmp, strcpy. thats pretty much...
by Stellar
Mon Jan 09, 2006 12:13 pm
Forum: PSP Development
Topic: file io->fgets equivalent?
Replies: 8
Views: 3143

the text file was converted using ' dos2unix rocket.x3d rocket.x3d ' i have attached the source code, which is in its simplest form, it should just write the file out to the screen. zip attached here void ReadFile() { char szBuffer[128]; FILE *fd = fopen&...
by Stellar
Mon Jan 09, 2006 11:29 am
Forum: PSP Development
Topic: file io->fgets equivalent?
Replies: 8
Views: 3143

I tried using it. it compiles no problem, but it acts just like read does. It wont stop reading at a newline the way fgets on pc does. instead, it reads the size that is passed in :( ?
by Stellar
Mon Jan 09, 2006 10:30 am
Forum: PSP Development
Topic: file io->fgets equivalent?
Replies: 8
Views: 3143

file io->fgets equivalent?

Im porting one of my works from pc in directx to psp. I need to port my file routines, which i usually use FILE* and fread/fgets/.... . It seems now, that we should be using file descriptors and psp specific io functions.

therefore, what is the equivalent for fgets?

thanks,
-stellar
by Stellar
Sun Jan 08, 2006 10:35 am
Forum: PSP Development
Topic: what is a display list?
Replies: 5
Views: 1889

thx Drakonite, i did got more detailed explanation for byte alignment here but im still drawing a blank about the psp display list?