Search found 22 matches
- Tue May 23, 2006 9:41 pm
- Forum: PSP Development
- Topic: Problem porting a game from PC to PSP
- Replies: 17
- Views: 7183
Is the crash precisely where that comment is (Either during or just after the square root test block) or is it somewhere within that block? I'm assuming the latter at the moment. Although I'm fairly sure I'm wrong about this, I have my eye on the int cast you're doing there. I've had troubles before...
- Tue May 23, 2006 8:43 pm
- Forum: PSP Development
- Topic: PSP 3D Programming
- Replies: 11
- Views: 5024
- Fri May 19, 2006 11:13 pm
- Forum: PSP Development
- Topic: Compiler has an issue with strings
- Replies: 7
- Views: 2429
- Tue May 16, 2006 8:48 pm
- Forum: PSP Development
- Topic: Homebrew for PSP Publishers
- Replies: 12
- Views: 6586
You don't have to bother with the memory sticks, the dev units can load data off a remote host. Just get rid of the KXploit and you should be able to just email it to them (Although turning up with it burnt onto a CD would probably be more professional. ;)) edit: Oh, and as far as I know you'll need...
- Tue May 16, 2006 9:17 am
- Forum: PSP Development
- Topic: if statements don't work very well what am i doing wrong?
- Replies: 1
- Views: 867
I can think of 2 possible reasons: First of all, by the looks of it you're using your arrays as 1 based, when in C/C++ they're zero based. For example, if you do 'char buffer[4]', the valid indicies to buffer are 0 to 3. 4 is going past the end of the array (So you'd be reading/writing the next elem...
- Mon May 15, 2006 11:25 pm
- Forum: PSP Development
- Topic: How to create a pointer to multidimensional array of structs
- Replies: 9
- Views: 2673
- Mon May 15, 2006 10:35 pm
- Forum: PSP Development
- Topic: How to create a pointer to multidimensional array of structs
- Replies: 9
- Views: 2673
- Mon May 15, 2006 7:07 pm
- Forum: PSP Development
- Topic: movement|navigation problem
- Replies: 22
- Views: 6471
- Mon May 15, 2006 7:04 pm
- Forum: PSP Development
- Topic: movement|navigation problem
- Replies: 22
- Views: 6471
- Mon May 15, 2006 9:07 am
- Forum: PSP Development
- Topic: movement|navigation problem
- Replies: 22
- Views: 6471
- Sun May 14, 2006 4:57 pm
- Forum: PSP Development
- Topic: movement|navigation problem
- Replies: 22
- Views: 6471
What you actually want to be doing here is not moving the world, but moving the camera and your character. In the graphics pipeline, there are several matricies that are combined together to get the final 3D result of the verticies. The one's we're interested in here are: - The World/Model matrix: T...
- Sun May 14, 2006 3:43 pm
- Forum: PSP Development
- Topic: movement|navigation problem
- Replies: 22
- Views: 6471
Thank you PlayfulPuppy for your response. How about doing the rotation on a new matrix, and then doing the translation on another new matrix and then multiplying them? I don't know if that would be easier, but I would understand it easier. Oh, you mean rotating around an arbitrary point ! Rotating ...
- Sun May 14, 2006 11:57 am
- Forum: PSP Development
- Topic: padding images with less than 16 pixel dimentions?
- Replies: 5
- Views: 2330
I'm not entirely sure, but you *may* be suffering from caching issues. Do certain sprites disappear depending on when you run the program? If so it probably is. Have a look over here to fund out more about it, but for the cliff-notes version just add sceKernelDcacheWritebackInvalidateAll() somehwere...
- Sat May 13, 2006 11:58 am
- Forum: PSP Development
- Topic: movement|navigation problem
- Replies: 22
- Views: 6471
how would i go about rotating around an arbitrary axis with pspgu? You could use Quaternions to do an axis-angle rotation (Which you'd have to implement yourself, and quaternions are bloody difficult to understand), or you could multiply several matricies together. Start by creating one matrix by r...
- Fri May 12, 2006 8:24 pm
- Forum: PSP Development
- Topic: movement|navigation problem
- Replies: 22
- Views: 6471
ah crap, i got it backwards.. PlayfulPuppy: cheers for catching that one out, original post edited ;) Ah it's all good, I confuse them myself quite often and I do this stuff for a living! ;) And LuMo, after you make this change you'll probably discover that your object won't move in the direction h...
- Fri May 12, 2006 7:04 pm
- Forum: PSP Development
- Topic: pixel precice sceGumOrtho probs
- Replies: 2
- Views: 1187
- Fri May 12, 2006 7:01 pm
- Forum: PSP Development
- Topic: movement|navigation problem
- Replies: 22
- Views: 6471
- Fri May 12, 2006 6:51 pm
- Forum: PSP Development
- Topic: movement|navigation problem
- Replies: 22
- Views: 6471
The rotate operation works on the centre of the world, you need to: * push the current matrix * translate to the centre of the object you wish to rotate * do the rotation * pop the matrix back not sure if psp can push/pop (i assume so) but if not just translate again by the opposite amount Or you c...
- Sun May 07, 2006 2:56 pm
- Forum: PSP Development
- Topic: Sample/snippet of how to rotate an image using gu functions?
- Replies: 4
- Views: 2791
- Fri May 05, 2006 8:52 am
- Forum: PSP Development
- Topic: Default vertex color with alpha blending and GU_TFX_MODULATE
- Replies: 4
- Views: 1973
- Fri May 05, 2006 12:41 am
- Forum: PSP Development
- Topic: Default vertex color with alpha blending and GU_TFX_MODULATE
- Replies: 4
- Views: 1973
- Fri May 05, 2006 12:28 am
- Forum: PSP Development
- Topic: Default vertex color with alpha blending and GU_TFX_MODULATE
- Replies: 4
- Views: 1973
Default vertex color with alpha blending and GU_TFX_MODULATE
Okay, after a lot of experimentation and head bashing I've finally got alpha transparencies working with lighting enabled using the following code: sceGuAmbient(0xFF000000); sceGuLightColor(0, GU_DIFFUSE, 0xFFFFFFFF); sceGuEnable(GU_LIGHTING); sceGuEna...