Search found 30 matches
- Sun Jun 21, 2009 7:30 am
- Forum: PS2 Development
- Topic: Problem with a define
- Replies: 6
- Views: 3690
- Sun Jun 21, 2009 7:21 am
- Forum: PS2 Development
- Topic: Problem with a define
- Replies: 6
- Views: 3690
- Sun Jun 21, 2009 6:45 am
- Forum: PS2 Development
- Topic: Problem with a define
- Replies: 6
- Views: 3690
Problem with a define
I am attempting to build a multi-platform game (Starting with PSP, PS2 & Windows). I can get the PSP version to compile correctly, but the PS2 compiler will not accept -DPS2 while -DPSP works for the PSP. Any help would be appreciated. Makefile #BUILD_DC = 1 #BUILD_PSP = 1 # BUILD_PS2 = 1 #BUILD...
- Sun Jun 07, 2009 9:23 am
- Forum: PSP Development
- Topic: PSP 4000 Development?
- Replies: 12
- Views: 5816
- Mon Apr 13, 2009 4:39 am
- Forum: PSP Development
- Topic: play video file
- Replies: 1
- Views: 1361
The closest you can get right now is make a pmp file. I managed to incorporate a pmp file into a demo I made.
TriEngine is available at http://trac2.assembla.com/openTRI
TriEngine is available at http://trac2.assembla.com/openTRI
- Fri Dec 26, 2008 1:06 pm
- Forum: PSP Development
- Topic: Creating own ISO
- Replies: 7
- Views: 2624
Personally I would just zip the EBOOT.PBP and all the other files in a zip file and then just let the user extract the files manually. If you want them put into the PBP there are several different methods providing the EBOOT is small enough. 1) Use a program such as Tiny Hexer and use export to sour...
- Fri Dec 26, 2008 12:51 pm
- Forum: PSP Development
- Topic: HTMLViewer in Homebrew
- Replies: 16
- Views: 7468
I'm not sure if you are willing to do this but you could always port a browser or make your own. Here are two good sources if you are willing to take this approach.
http://www.codeproject.com/KB/recipes/krhtmlviewer.aspx
http://www.dillo.org/
http://www.codeproject.com/KB/recipes/krhtmlviewer.aspx
http://www.dillo.org/
- Wed Dec 24, 2008 11:59 am
- Forum: PSP Development
- Topic: Animation & Models
- Replies: 0
- Views: 985
Animation & Models
I'm interested in what people believe is the most efficient and usable model format for the PSP. I know most people use obj here for static models but what about animated? I wrote a Milkshape3D (*.ms3d) file loader is anyone is interested, but am still curious to see if there is another format that ...
- Mon Dec 15, 2008 12:37 pm
- Forum: PSP Development
- Topic: [SOLVED] TV Out - garbage on screen?
- Replies: 8
- Views: 2820
THANKS!!! That helped out a lot! Just one thing though. I noticed that a few pixels are still messed up near the bottom of the screen. I didn't notice it until I tried the PSP LCD screen, then I moved the vertical higher up on my TV and noticed it there too. I managed to remove that problem by addin...
- Sun Dec 14, 2008 9:51 am
- Forum: PSP Development
- Topic: [SOLVED] TV Out - garbage on screen?
- Replies: 8
- Views: 2820
- Mon Dec 08, 2008 9:12 am
- Forum: PSP Development
- Topic: [SOLVED] TV Out - garbage on screen?
- Replies: 8
- Views: 2820
- Sun Dec 07, 2008 7:34 am
- Forum: PSP Development
- Topic: [SOLVED] TV Out - garbage on screen?
- Replies: 8
- Views: 2820
Thanks for the reply. I always search previous threads before posting, and managed to get the cursortest example to compile from the thread you mentioned. That is how I found out to copy the image to the location 0x44200000. I am using a custom graphics library that allows scaling and such, which is...
- Sun Dec 07, 2008 1:37 am
- Forum: PSP Development
- Topic: [SOLVED] TV Out - garbage on screen?
- Replies: 8
- Views: 2820
[SOLVED] TV Out - garbage on screen?
When I draw an image onto the PSP screen it draws correctly. However, when I draw the image to the TV whether it be progressive or interlaced I get black lines on the bottom of the screen and pink on the top of the screen. Any idea what could be causing that? I do have sceKernelDcacheWritebackInvali...
- Mon Dec 01, 2008 6:21 am
- Forum: PSP Development
- Topic: [PROBLEM Solved] Image in 3D not stretching properly.
- Replies: 0
- Views: 940
[PROBLEM Solved] Image in 3D not stretching properly.
I'm trying to get my one function to draw a stretched image in 3D space and it is not properly drawing it. It stretches the image correctly but it does not clamp to the vertices correctly. It also displays the box as a white background not sure why though. here are the ways I'm trying to call the fu...
- Fri Mar 28, 2008 11:19 am
- Forum: PSP Development
- Topic: Retrieving values from PSP registry?
- Replies: 1
- Views: 1029
Retrieving values from PSP registry?
I'm working on a program and am wondering how to get settings from the PSP's registry, specifically the values for the TV out aspect ratio and the interlaced/progressive mode.
- Wed Dec 05, 2007 8:50 am
- Forum: PSP Development
- Topic: 32 bit mode for PSP & 16 bit mode for TV screen???
- Replies: 0
- Views: 990
32 bit mode for PSP & 16 bit mode for TV screen???
I am trying to incorporate TV out into my program. I want to use 32 bit depth (8888) for output to the PSP and 16 bit depth (5551 or 5650) for output to the TV. This is because I have a SDTV and want to use VRAM rather than system RAM since it processes faster. I can get 10 fps displaying system RAM...
- Sun Dec 02, 2007 11:14 pm
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78008
I managed to get 32Bit interlaced mode to work in a test program at 10 frames per second using memcpy from the framebuffer to VRAM. Is there any speed advantage by pointing the VRAM to the framebuffer that is drawn and if so then how would I go about doing I do it? It's based off of a port of the Ne...
- Thu Nov 22, 2007 7:29 am
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78008
- Wed Oct 24, 2007 10:33 am
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78008
- Sat Oct 20, 2007 9:35 am
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78008
- Sat Oct 20, 2007 6:36 am
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78008
Here is the makefile I used. btw, I use Portable Dev-C++ so I can develop programs on any PC with a USB Drive. TARGET = Target FOLDER = VideoOut OBJS = src/eboot.o src/pspDveManager.o #BUILD_PRX = 1 #PRX_EXPORTS = src/exports.exp PSP_FW_VERSION = 371 INCDIR = include src CFLAGS = -O2 -G0 -Wall CXXFL...
- Sat Oct 20, 2007 4:51 am
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78008
- Fri Oct 19, 2007 10:39 pm
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78008
- Fri Oct 19, 2007 9:53 am
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78008
- Wed Oct 17, 2007 10:42 am
- Forum: PSP Development
- Topic: Using the TV out in homebrew, whatever cable, full screen
- Replies: 80
- Views: 78008
Problem Compiling DVE Sample
I tried to compile the PRX and EBOOT.PBP and I can compile the the PRX no problem, but when I go to compile the EBOOT.PBP it gives me the following error below. The makefile is similar to the Makefile in the example. Any idea why I get this error? src/pspDveManager.s: Assembler messages&...
- Tue Sep 19, 2006 10:11 am
- Forum: PSP Development
- Topic: Help with loading PCX images.
- Replies: 1
- Views: 1328
Tried something different
I tried pasting some other code in and using Lesson 4's tutorial it says "Image load failed!". Can anyone help me with this problem? graphics.c Image* loadImage(const char* filename) { PCXHEADER pcx; int idx = 0; int c; int i,j; int numRepeat; FILE *filePtr; int wi...
- Sun Sep 17, 2006 11:41 pm
- Forum: PSP Development
- Topic: Help with loading PCX images.
- Replies: 1
- Views: 1328
Help with loading PCX images.
I'm not sure why my image is not the right size and why it's all pink. Can someone help mw out with loading a PCX image? I'm somewhat of a beginner with programming. main.c #include <pspdisplay.h> #include <pspctrl.h> #include <pspkernel.h> #include <pspdebug.h> #include <pspgu.h> #include <stdio.h>...
- Sun Sep 17, 2006 11:31 pm
- Forum: PSP Development
- Topic: How to tell makefile to make kxploit??
- Replies: 4
- Views: 2591
- Sat Feb 18, 2006 8:18 am
- Forum: PSP Development
- Topic: Possibile idea to port MUGEN to PSP
- Replies: 4
- Views: 3036
Duo: You're right about it being closed source and elecbyte dissappearing. Zesensei used the kof91 game engine and added some mugen compatibility to it to attempt to make a mugen clone that is open source. And I listed the GP32 port of kof91 due to it using the GP32's graphics since the PSP does not...
- Thu Feb 16, 2006 9:05 am
- Forum: PSP Development
- Topic: Possibile idea to port MUGEN to PSP
- Replies: 4
- Views: 3036
Possibile idea to port MUGEN to PSP
A lot of people (along with me) want MUGEN for the PSP and I have come upon an idea. Thor has ported kof91 to the GamePark32 (GP32) which uses the GP32 libraries instead of the Allegro gaming library. http://www.geocities.com/rtb7/ First is to port the GP32 code into PSP code. Second is to add zesen...