Search found 34 matches

by NovaCaine
Wed Feb 15, 2006 10:22 am
Forum: PSP Development
Topic: Texture Anything using SDL & PSPGL?
Replies: 1
Views: 1223

I've now tried ripping the Init and Draw functions from rRootage and still nothing... Doesn't anyone know what I'm doing wrong? Is there a chance that my PSPSDK is borked? Anything?
by NovaCaine
Mon Feb 13, 2006 7:16 am
Forum: PSP Development
Topic: Texture Anything using SDL & PSPGL?
Replies: 1
Views: 1223

Texture Anything using SDL & PSPGL?

I've been trying for the last week to try a get a textured object using SDL and PSPGL together to no avail. Everytime I've tried I either get the BSOD - which then points to a line in glViewport, or a RSOD that freezes the PSP and I have to manually reboot it using the power switch. So my question i...
by NovaCaine
Sat Feb 11, 2006 1:57 pm
Forum: PSP Development
Topic: Textured Quads Problem (SDL/OPENGL)
Replies: 5
Views: 1972

Correct - GL_QUADS is mapped to GL_TRIANGLE_FAN, so if you only render one quad at a time it's ok (but slow if you do lots), but it's broken if you try to draw more than one. Jim I had only just realised this after I had posted and left work (I currently dont have the net at home.) but even after I...
by NovaCaine
Fri Feb 10, 2006 1:32 pm
Forum: PSP Development
Topic: Textured Quads Problem (SDL/OPENGL)
Replies: 5
Views: 1972

sorry, I just edited the whole first post to refer to a new problem. the first problem was a basic logic error if (!LoadImage == NULL) { should have read if (LoadImage == NULL) { Now my problem is the texture isn't rendering to the quad, and I get a ...
by NovaCaine
Fri Feb 10, 2006 12:12 pm
Forum: PSP Development
Topic: Textured Quads Problem (SDL/OPENGL)
Replies: 5
Views: 1972

Textured Quads Problem (SDL/OPENGL)

Hey all, I have a new problem now, and my instant guess is I either forgot something or I'm doing something I shouldn't be. First of all this code runs fine thru SDL on Windows - so I dont think its the code (mainly just hacked together from various tutorials) hence the guess of doing something I sh...
by NovaCaine
Thu Feb 09, 2006 1:59 pm
Forum: PSP Development
Topic: Problem getting Image to display.
Replies: 5
Views: 2124

Thats what I originally thought too, but it loads something, it just doesn't render to the screen. And correct me if I'm wrong JesusXP, but this code looks exactly like lesson 4 from Yeldarb site
by NovaCaine
Thu Feb 09, 2006 1:33 pm
Forum: PSP Development
Topic: Problem getting Image to display.
Replies: 5
Views: 2124

Hey JesusXP, Well for starters your loading an image called meDude.png. Are you able to just load up the image and show it without moving it around? Is the code just exiting right away or is it just giving you a black screen? Other than that, I can't see any problems with your code at this point EDI...
by NovaCaine
Thu Feb 09, 2006 11:48 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6541

Try compiling my code above - it should give a 3d triangle rotating. All I did was rebuild my main SDL with the -DHAVE_OPENGL in the CFLAGS of the makefile (it may have been an older one, but I did try an update). The error I got when it crashed was on line 9 of glViewport.c, which had something to ...
by NovaCaine
Thu Feb 09, 2006 8:51 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6541

Cool, got it working now, maybe it should be written in the readme file to add -DHAVE_OPENGL for openGL support.

Thanks for the help PacManFan and jsgf!
by NovaCaine
Wed Feb 08, 2006 11:19 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6541

Sorry bout this noob question, but I'm still trying to get my head around the whole linux programming setup. When you say "built SDL" Im guessing you mean when I biult the lib from svn. Then the answer is no - i did exactly how the README stated. Where do I call it? (LDFLAGS? CFLAGS? Doesn...
by NovaCaine
Wed Feb 08, 2006 8:35 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6541

Oh, You mean in the SetVideoMode function? Yes I have got the flag set. Did you manage to get the code to compile and run? I could compile the code fine, but when I run it on my PSP (v1.5 btw) it crashes and points to the glViewport.c file. I know theres nothing wrong with my PSPGL build, as I can b...
by NovaCaine
Wed Feb 08, 2006 6:19 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6541

No, like I said, this was a copy-and-paste from the thread i'd posted.

That is all the code that I'm compiling there, how do I compile with HAVE_OPENGL? is it just a #define?

Will try eglMakeCurrent(), hopefully this will fix it :P
by NovaCaine
Tue Feb 07, 2006 11:37 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6541

PSPGL in SDL

Ok, I got another problem. Im trying to get PSPGL to run under SDL, so that I have SDL for timer, joystick etc and PSPGL for rendering. After searching the forums I found a code snippet that seemed to do this except when I finally got it to compile it crashes my PSP in setting up the Viewport(?). Th...
by NovaCaine
Tue Feb 07, 2006 8:14 am
Forum: PSP Development
Topic: glaux.h in PSPGL?
Replies: 1
Views: 1403

glaux.h in PSPGL?

Hey all, Just got PSPGL compiling and running nicely and was wondering how I would go about porting a PC app to the PSP in regards to the PSPGL lib. (NeHe tutorials to PSP). I noticed that there are gl.h and glu.h files, but which file would I use (if any) to replace the functionallity of glaux.h. D...
by NovaCaine
Thu Feb 02, 2006 10:52 am
Forum: PSP Development
Topic: PSP GU or GL
Replies: 3
Views: 2096

Hmmm, Thanks for that jsgf I've been looking over the tutorials by NeHe - im guessing the implementation on the PSP is basically the same? Also is there support of multi-pass texturing (i think that's what it was called) - where I can render more than one texture to a triangle/quad and perform blend...
by NovaCaine
Thu Feb 02, 2006 9:11 am
Forum: PSP Development
Topic: PSP GU or GL
Replies: 3
Views: 2096

PSP GU or GL

Hey all, About to embark on the 3D train and was wanting to get everyone's input on which API to use. What I'm wanting to do is create a 3D Isometric engine and was unsure about which API would be best suited for the job. The only real 3D stuff I've done was with DirectX, but by the looks of OpenGL ...
by NovaCaine
Wed Jan 18, 2006 7:44 am
Forum: PSP Lua Player Development
Topic: [HELP] Windows LuaPlayer and Gu
Replies: 0
Views: 1154

[HELP] Windows LuaPlayer and Gu

Does the windows version of LuPlayer support the 3D functions? I keep getting an error "attempt to index global 'Gu' (a nil value)"

Code runs fine on PSP

Any Ideas? Just wondering
by NovaCaine
Tue Jan 17, 2006 10:01 am
Forum: PSP Development
Topic: Errors compiling SDL
Replies: 3
Views: 1909

thx for that, the whole makefile thing is new to me (usually a windows programmer)
by NovaCaine
Tue Jan 17, 2006 9:32 am
Forum: PSP Development
Topic: Errors compiling SDL
Replies: 3
Views: 1909

Errors compiling SDL

Hey all, Trying to get my head around how to compile with makefiles, had it working until I rebooted and cant figure out what I've missed. Basically I've converted a SDL app I'd made to run on my PSP, but when I compile it i get errors about "undefined reference to SDL_RWFromFile" in SDL_i...
by NovaCaine
Thu Jan 12, 2006 7:59 am
Forum: PSP Development
Topic: [HELP] Modifying Savegame files
Replies: 7
Views: 3274

OK, ignore the above post. I've managed to move a save file to a different save slot fine.

But I am having trouble converting saves between regions, was wondering if anyone has had any experience with this? does the game key change between regions?
by NovaCaine
Wed Jan 11, 2006 6:37 pm
Forum: PSP Development
Topic: [HELP] Modifying Savegame files
Replies: 7
Views: 3274

Sweet. cheers for the good news.

One last question, after dumping the UMD I noticed that the BOOT.BIN file was about 3 megs and empty (every byte was 0). Is that normal?
by NovaCaine
Wed Jan 11, 2006 12:19 pm
Forum: PSP Lua Player Development
Topic: Track Manager for Gripshift
Replies: 2
Views: 3005

Thanks No, you download the tracks using the web browser (was developed with v2.0 firmware in mind) then navigate to the file to unpack it. Adding a download facility in the program would be cool, but it's adde to my wishlist atm. I'm currently looking into being able to change the saveslot the trac...
by NovaCaine
Wed Jan 11, 2006 11:14 am
Forum: PSP Development
Topic: [HELP] Modifying Savegame files
Replies: 7
Views: 3274

Thanks for that. I did have a look at that, but it all looked really complicated to me. Noticed in the readme file it says New saves require a game-specific encryption key which can only be found inside the game code. How would I go about getting this code? Do I need to dump my UMD to get it? How wo...
by NovaCaine
Wed Jan 11, 2006 8:12 am
Forum: PSP Lua Player Development
Topic: Track Manager for Gripshift
Replies: 2
Views: 3005

Track Manager for Gripshift

Hey all Over the last couple of weeks I have been writing an app to allow users to download and install tracks for the game gripshift using only their PSP. and today I am releasing the first complete(for now) version. The download also includes Fanjita's latest EBOOT loader. Just unzip to the root o...
by NovaCaine
Wed Jan 11, 2006 8:01 am
Forum: PSP Development
Topic: [HELP] Modifying Savegame files
Replies: 7
Views: 3274

[HELP] Modifying Savegame files

Hey all, Was wondering if anyone has been able to modify a PSP savegame file (mainly the PARAM.SFO file) successfully without it becoming corrupt? I'm asking this because Im trying to create a track Manager for Gripshift and was wanting to move the data to a different folder. Does anyone have any go...
by NovaCaine
Mon Jan 09, 2006 6:48 am
Forum: PSP Lua Player Development
Topic: FIXED: Lua Player hangs on startup
Replies: 0
Views: 1042

FIXED: Lua Player hangs on startup

Hey all, I'm currently trying to add some new functions to Lua Player 0.13 (other versions not working - but I havn't tried the new EBOOT loader yet). I needed some new functionality that Lua Player didn't support so I decided to add it. I have creating directories working fine, but when I add code ...
by NovaCaine
Thu Dec 22, 2005 5:02 am
Forum: PSP Lua Player Development
Topic: Trouble with Lua Player 0.15 on v2.0 PSP
Replies: 8
Views: 3844

thanks for that Shine, and great work I must say.

I figured it had something to do with the kernel mode stuff, but I'm a noob at that atm. :)

Also if what Im trying to do works, I may have a funtion to add to the Project to create directories, as I see htere in no support for this currently.
by NovaCaine
Wed Dec 21, 2005 7:18 pm
Forum: PSP Lua Player Development
Topic: Trouble with Lua Player 0.15 on v2.0 PSP
Replies: 8
Views: 3844

Thats what I was afraid of, Din't really want to downgrade.... Oh well I ask because v0.13 works fine - minus USB/WiFi/IRDA (and other kenel mode things). Was wondering if there was some code I could comment out or something. Otherwise, is it possible to get the 0.13 source? I need to be able to run...
by NovaCaine
Wed Dec 21, 2005 3:11 pm
Forum: PSP Lua Player Development
Topic: Why the 512 limit on images
Replies: 6
Views: 7313

my guess would be memory constraints...
by NovaCaine
Wed Dec 21, 2005 3:11 pm
Forum: PSP Lua Player Development
Topic: HELP: Creating Directories?
Replies: 5
Views: 2541

Cant seem to compile it nicely with luaplayer, but the code I want is easy enough.. Now if I can only get LuaPlayer to run on my v2.0 PSP