Search found 6 matches
- Sun Jan 22, 2006 5:56 am
- Forum: PSP Development
- Topic: What the funk!? PSP 16 bit storage method - please help!!!!!
- Replies: 2
- Views: 1131
Thanks
Oh monkey pants - so it stores bytes big endian (msb is on the left) but bytes within shorts or ints little-endian. Thanks for the tip - I suppose one plus side is targas are already in the right format for memory. Cheers, jubber God I hate little endians. With their tomahawks and their facepaint. L...
- Sun Jan 22, 2006 5:08 am
- Forum: PSP Development
- Topic: What the funk!? PSP 16 bit storage method - please help!!!!!
- Replies: 2
- Views: 1131
What the funk!? PSP 16 bit storage method - please help!!!!!
After a lot of swearing and cursing I've noticed that 16bit pixels are stored on the psp in lo-byte hi-byte order - this is for real? Really annoyed the skd blit sample does not mention this. Have I made a mistake somewhere or does the following genuinely happen? - Write 0xFACE to a short in memory ...
- Sat Jan 21, 2006 4:26 pm
- Forum: PSP Development
- Topic: Loading bmp's
- Replies: 12
- Views: 6451
thanks for the info quick question - in 16bpp mode, as used in the Blit example code in pspsdk, the texture is sitting in ram then it is used as a texture on a poly to display. My question is this - what is the bit arrangement for the shorts in the texture (array in ram)? is it 1555 (ie ARGB or ABGR...
- Sat Jan 21, 2006 1:28 am
- Forum: PSP Development
- Topic: 16 bit textures
- Replies: 0
- Views: 791
16 bit textures
Hi there - quick problem that is doing my nut in. I've loaded up a tga file into an array of short ints. No problem there. TGAs apparently store their 16 bit pixels in least significant byte followed by most significant byte so I run through the array switching them around. The next bit, which seems...
- Thu Jan 19, 2006 6:20 pm
- Forum: PSP Development
- Topic: Loading bmp's
- Replies: 12
- Views: 6451
nice bit of code
Just a quick thickie question - if I ask this function to load a 16 bit bitmap, will it still work (I haven't got display of bitmaps up and running yet, so tricky to test) - I ask because a section of the code flips red and blue parts, and looks to my untrained eye as if it may be hard coded for 32 ...
- Thu Jan 19, 2006 5:37 pm
- Forum: PSP Development
- Topic: Idiot requires help with spaceships, aliens, lasers!
- Replies: 0
- Views: 735
Idiot requires help with spaceships, aliens, lasers!
Hi chaps - first time poster here with a question or two. I'm trying to write a 2D game on the psp - and so far your forums have proved invaluable, especially getting cygwin and psptool up and running. I am using Blit from the samples and getting a starfield up and running with it was simplicity its...