Search found 48 matches
- 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...
- 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...
- 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
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...
- 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...
- Thu Jan 19, 2006 11:03 pm
- Forum: PSP Development
- Topic: Loading bmp's
- Replies: 12
- Views: 6463
- 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...
- Mon Jan 16, 2006 2:47 am
- Forum: PSP Development
- Topic: max t&l verticies?
- Replies: 10
- Views: 3149
- 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 ...
- Sun Jan 15, 2006 6:17 am
- Forum: PSP Development
- Topic: Any way to debug on PC?
- Replies: 2
- Views: 1209
- 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
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
- 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 ...
- 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...
- Sat Jan 14, 2006 3:05 am
- Forum: PSP Development
- Topic: EBOOT Startup Splashscreen & sound?
- Replies: 4
- Views: 2041
- 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...
- 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 ...
- 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...
- Thu Jan 12, 2006 11:36 pm
- Forum: PSP Development
- Topic: aligning data when allocating dynamically?
- Replies: 2
- Views: 1277
- 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 ...
- 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...
- 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 =...
- Wed Jan 11, 2006 12:38 pm
- Forum: PSP Development
- Topic: max t&l verticies?
- Replies: 10
- Views: 3149
- Wed Jan 11, 2006 12:15 pm
- Forum: PSP Development
- Topic: compiling with vs.net, got it to work :)
- Replies: 1
- Views: 1129
- 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...
- 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, ...
- 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...
- Mon Jan 09, 2006 12:13 pm
- Forum: PSP Development
- Topic: file io->fgets equivalent?
- Replies: 8
- Views: 3143
- Mon Jan 09, 2006 11:29 am
- Forum: PSP Development
- Topic: file io->fgets equivalent?
- Replies: 8
- Views: 3143
- 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
therefore, what is the equivalent for fgets?
thanks,
-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?