Search found 11 matches

by seventh
Sun Dec 30, 2007 5:32 pm
Forum: PSP Development
Topic: c++ with on psp?
Replies: 7
Views: 3368

Re: c++ with on psp?

dospro wrote:

Code: Select all

OBJS    = ${SOURCES:.c=.o}
Shouldn't that be

Code: Select all

OBJS    = ${SOURCES:.cpp=.o}
?
by seventh
Sat Dec 29, 2007 5:56 pm
Forum: PSP Development
Topic: error while setting enviroments
Replies: 2
Views: 2433

Hi, I got the same issue. What you have to do is go into the newlib mafefile and check for the MAKEINFO variable definition. For a reason I didn't try to investigate, it was set to something like this : MAKEINFO = /usr/blablabla/missing makeinfo Just remove the path that is obviously incorrect MAKEI...
by seventh
Sat Dec 29, 2007 2:07 am
Forum: PSP Development
Topic: Pause management
Replies: 16
Views: 6133

There is nothing armful in getting back to pause mode when exiting in a way or another the "exit screen", it is just inelegant. More inelegant is to have to detect by any means that this exit screen is currently displayed. Theoretically, it is not because I poll the status of the HOME butt...
by seventh
Fri Dec 28, 2007 7:44 am
Forum: PSP Development
Topic: Precision on pspDebugScreenInitEx
Replies: 1
Views: 1372

Precision on pspDebugScreenInitEx

Hi I just wanted to share that the second argument of the pspDebugScreenInitEx function should be taken among ::PspDisplayPixelFormats . As it was not that clear (at least to me) in the header comment, I think it may help some. Concerning the third argument, I did not understand what its purpose was...
by seventh
Fri Dec 28, 2007 5:33 am
Forum: PSP Development
Topic: Pause management
Replies: 16
Views: 6133

For the callback thread, I don't see how it can work : to activate the thread, you have to detect that the HOME button is pressed : not reliable. Furthermore, even if you have a reliable way to detect that the exit screen is displayed, what is the point of doing your treatment in the callback thread...
by seventh
Thu Dec 27, 2007 12:32 am
Forum: PSP Development
Topic: Pause management
Replies: 16
Views: 6133

Raphael : I would agree with you if there was not the confirmation screen. So if one presses the HOME button, okay the program exits, that is what the user wants. But the user can confirm his choice, so during the time he's taking a decision, I find it unfair that the game continues to evolve. I imp...
by seventh
Wed Dec 26, 2007 7:24 pm
Forum: PSP Development
Topic: Pause management
Replies: 16
Views: 6133

This is it, the game keeps running while being on the exit screen. I use the usual piece of code with the callback_thread that registers an exit callback that will be called if user says yes to the "do you want to exit?" question. This exit callback changes a global loop control so that my...
by seventh
Wed Dec 26, 2007 7:27 am
Forum: PSP Development
Topic: Pause management
Replies: 16
Views: 6133

Pause management

Hi, I'm trying to manage correctly a pause in my tetris-like game. The issue I have is that I try with <pspctrl.h> to manage the PSP_CTRL_HOME keypress, and in fact this cannot be right as anyone can exit the "do you want to exit ?" screen by simply answering "no" to this questio...
by seventh
Mon Sep 11, 2006 3:34 am
Forum: PSP Development
Topic: IP over USB
Replies: 1
Views: 1582

IP over USB

Is there any support in pspsdk for doing IP over USB connection ? Does anyone know any lib to do that ?
by seventh
Fri Feb 10, 2006 5:57 am
Forum: PSP Development
Topic: C++ problem
Replies: 3
Views: 2923

The problem is, your .cpp file does not only provide implementation, it also provides interface. In theory, you should have MyClass.h class MyClass &#123; public &#58; static void my_function&#40; void &#41;; &#125;; MyClass.cpp #include "MyClass.h" void MyClass&#58...
by seventh
Sat Jan 21, 2006 7:25 pm
Forum: PSP Development
Topic: 5551 format and double buffering
Replies: 1
Views: 1378

5551 format and double buffering

Hello all I read forum's archives, and found no information about this problem. I'm trying to do double buffering. I succedeed to do that in 8888 format with IMMEDIATE frame buffer swapping : sceDisplayWaitVblankStart&#40;&#41;; sceDisplaySetFrameBuf&#40; pVram, BUF_WIDTH, PSP_DISPLAY_PI...