Search found 71 matches
- Sun May 06, 2007 1:16 pm
- Forum: PSP Development
- Topic: Texture padding is showing and alpha images get blurry
- Replies: 1
- Views: 3088
Texture padding is showing and alpha images get blurry
When I load an image who's width or height is not to the power of 2, then I have to pad it. Problem is, the image padding is now showing when I draw the image with a u/v greater then the initial image size (regardless of whether it's sent through the 2d or 3d pipe, or if I strip blit or not.) I was ...
- Sat Apr 21, 2007 3:32 am
- Forum: PSP Development
- Topic: dotOS yearly progression
- Replies: 120
- Views: 98824
- Mon Apr 02, 2007 7:12 am
- Forum: General Discussion
- Topic: Nice April Fools (?)
- Replies: 7
- Views: 6472
- Fri Mar 16, 2007 11:55 am
- Forum: PSP Development
- Topic: 2d graphic tutorials?
- Replies: 2
- Views: 1782
- Mon Mar 05, 2007 2:09 am
- Forum: PSP Development
- Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
- Replies: 17
- Views: 5407
If you use two normalised vectors to do the cross product, you will get a normalised vector as a result. I don't have the proof readily around, but that's the way it is. :) I'll change the usage vrcp.s into vrsq.s like you did (excluding the last normalisation) and commit. Glad this is over with no...
- Mon Mar 05, 2007 1:54 am
- Forum: PSP Development
- Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
- Replies: 17
- Views: 5407
- Mon Mar 05, 2007 12:00 am
- Forum: PSP Development
- Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
- Replies: 17
- Views: 5407
- Sun Mar 04, 2007 11:18 pm
- Forum: PSP Development
- Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
- Replies: 17
- Views: 5407
- Sun Mar 04, 2007 10:16 pm
- Forum: PSP Development
- Topic: Display text in xmb with prx
- Replies: 14
- Views: 6652
- Sun Mar 04, 2007 9:55 pm
- Forum: PSP Development
- Topic: URGENT HELP - My PSP wount Start
- Replies: 5
- Views: 3307
- Sun Mar 04, 2007 4:44 pm
- Forum: PSP Development
- Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
- Replies: 17
- Views: 5407
[SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
Just got the most recent update from the pspsdk's svn today. Apparently, there were some changes, and now sceGumLookAt from gum vfpu is working improperly. It severely warps the view. Just thought I'd point it out.
Sooo, if anyone would like to point out a viable solution, that would be awsome :)
Sooo, if anyone would like to point out a viable solution, that would be awsome :)
- Fri Mar 02, 2007 2:51 pm
- Forum: PSP Development
- Topic: Who are the famous PSP developers ?
- Replies: 16
- Views: 7744
- Thu Nov 23, 2006 5:08 am
- Forum: PSP Development
- Topic: Setting up a thread in ASM
- Replies: 14
- Views: 5631
- Thu Nov 23, 2006 3:32 am
- Forum: PSP Development
- Topic: Setting up a thread in ASM
- Replies: 14
- Views: 5631
- Thu Nov 23, 2006 12:22 am
- Forum: PSP Development
- Topic: Setting up a thread in ASM
- Replies: 14
- Views: 5631
- Thu Nov 23, 2006 12:15 am
- Forum: PSP Development
- Topic: Setting up a thread in ASM
- Replies: 14
- Views: 5631
- Wed Nov 22, 2006 6:54 pm
- Forum: PSP Development
- Topic: Setting up a thread in ASM
- Replies: 14
- Views: 5631
Setting up a thread in ASM
So, I've gotten a chance to really toy around with mips asm on the psp. I've run into a road block of sorts though. I'm trying to write some code that loops itself forever, but it keeps crashing. What am I doing wrong? (go easy on me, I'm new to asm) .set noreorder .set noat #ifdef BUILD_V1 #include...
- Fri Nov 03, 2006 2:40 pm
- Forum: PSP Development
- Topic: strip blitting + image offsets == trouble
- Replies: 1
- Views: 1117
strip blitting + image offsets == trouble
For some reason, my blitting function isn't working. It doesn't resize properly when I change the width or height, and I get weird results when the offsets are changed. Anyone know what I'm doing wrong? void drawImageFast(float x, float y, float width, float height, float u0, float u1, float...
- Fri Oct 20, 2006 11:59 am
- Forum: PSP Development
- Topic: How to I assemble...
- Replies: 9
- Views: 4501
- Thu Oct 19, 2006 4:16 am
- Forum: PSP Development
- Topic: How to I assemble...
- Replies: 9
- Views: 4501
Yah minifire does go the whole hog, no C what so ever, if you use main at all then you are including C in the crt0 (which is the entry point) and newlib, not that that perhaps worries you :) If you are just interested in your code being asm then just put your code into a main.s file, then in the st...
- Wed Oct 18, 2006 10:33 pm
- Forum: PSP Development
- Topic: How to I assemble...
- Replies: 9
- Views: 4501
How to I assemble...
How do I assemble a raw .asm file into an eboot? What's would be a good makefile for my code? Here's my code: (add.s) ## Program to add two plus three .text .globl main main: ori $8,$0,0x2 # put two's comp. two into register 8 ori $9,$0,0x3 # put two's comp. three into register 9 addu $10,$8...
- Fri Aug 25, 2006 6:34 pm
- Forum: PSP Development
- Topic: Debugging .. stepping through code
- Replies: 5
- Views: 2182
- Fri Aug 25, 2006 8:31 am
- Forum: PSP Development
- Topic: PRX locks buttons
- Replies: 5
- Views: 3589
- Mon Jul 17, 2006 11:23 am
- Forum: PSP Development
- Topic: Checking to see if the psp is writing to the mem card....
- Replies: 0
- Views: 947
Checking to see if the psp is writing to the mem card....
Is there anyway to check and see if the psp is writing to the mem card, not the pc. It's the main flaw in my module, and I need to put a check in place to keep the folders from corrupting if you write to the mem card while the usb is connected.
- Wed Jul 12, 2006 7:48 am
- Forum: PSP Development
- Topic: Nanodesktop for PSP is arriving
- Replies: 1
- Views: 1486
- Wed Jul 12, 2006 7:40 am
- Forum: PSP Development
- Topic: usb is killing me!
- Replies: 2
- Views: 3000
usb is killing me!
Ok, I was able to get the usb working on my little program. I used the example from the sdk. Anyways, I changed my code around a bit, and now it crashes whenever I load up the game. Here's the code I'm using. #include <oslib/oslib.h> #include "usb.h" u32 state; u32 retVal; __attribute__ &a...
- Wed Jul 12, 2006 4:01 am
- Forum: PSP Development
- Topic: [Interested?] OldSchool Library
- Replies: 249
- Views: 161743
You should use the oslib's built in control functions.
That's a good technique for sound effects, and it should work if your playing music. Tell me how it goes.
Code: Select all
if( osl_keys->pressed.triangle )
{
oslPlaySound(snd, 1);
}
- Tue Jul 11, 2006 6:44 am
- Forum: PSP Development
- Topic: [Interested?] OldSchool Library
- Replies: 249
- Views: 161743
- Mon Jul 10, 2006 10:49 pm
- Forum: PSP Development
- Topic: Getting volume
- Replies: 11
- Views: 5570
I seem to recall this being discussed before, and the basic conclusion being that there doesn't seem to be an API call that can retrieve the volume setting, but that if you happen to be running in kernel mode, you could monitor the Vol+ / Vol- buttons to at least receive notifications of changes. O...
- Mon Jul 10, 2006 2:50 pm
- Forum: PSP Development
- Topic: Getting volume
- Replies: 11
- Views: 5570