Search found 40 matches

by Aion
Mon Jul 07, 2008 2:32 am
Forum: General Discussion
Topic: Psp Kanji v2 Release
Replies: 4
Views: 7111

New version of PspKanji V2.3 : -Support for CFW M33 and thus PspLite. -Display Kanji's strokes order -Xml support for Kanji files, a lot more versatile to create your own list (use tinyxml lib). -Number of Kanji lists not limited to 14 anymore. -Menu can be displayed in French and Italian. -Now als...
by Aion
Sun Apr 01, 2007 6:43 am
Forum: General Discussion
Topic: Psp Kanji v2 Release
Replies: 4
Views: 7111

New release of PspKanji. Official website : http://pspkanji.sf.net Changes : =========================================================== Version 2.1 Alpha =========================================================== -Added: Quiz mode for Katakana and Hiragana -Added: Quiz in both direction (English<-...
by Aion
Tue Feb 06, 2007 4:37 am
Forum: PSP Development
Topic: Gu problems with custom FW2.71 and FW3.03C
Replies: 8
Views: 3402

Thanks, I'd be appreciated.
by Aion
Sun Feb 04, 2007 9:30 am
Forum: PSP Development
Topic: Gu problems with custom FW2.71 and FW3.03C
Replies: 8
Views: 3402

Thanks a lot. My Psp is also cleanly installed with 3.02B without any customisation. I sent a new version to a person that was experiencing the issue, and it now work for him :/ Someone mentionned that turning off the option 'Hide corrupt icon' fix it for him, but that might just have been to reboot...
by Aion
Sat Feb 03, 2007 6:25 am
Forum: PSP Development
Topic: Gu problems with custom FW2.71 and FW3.03C
Replies: 8
Views: 3402

Hmm, no, people are just getting the eboot and trying to launch it.
by Aion
Sat Feb 03, 2007 4:12 am
Forum: PSP Development
Topic: Gu problems with custom FW2.71 and FW3.03C
Replies: 8
Views: 3402

Gu problems with custom FW2.71 and FW3.03C

Some users of PspKanji have reported that on their 2.71 and 3.03C, the program kinda get resized to half it size and show doubled on left and right size with color slightly off. This is not happening on 1.5 and 3.02B. This is something that sometime happened to me while deving, but a simple RebuildA...
by Aion
Sat Jan 27, 2007 11:29 am
Forum: PSP Development
Topic: Need help! How do i rotate the psp screen ?
Replies: 6
Views: 3764

If you only need to flip a static screen, you can use the backbuffer as a texture, and render a polygone with it, flipped. I could also be achieved with a screen that get updated, but then you lose backbuffering.

Look at the 'rendertarget' sample.
by Aion
Tue Jan 23, 2007 3:21 am
Forum: General Discussion
Topic: Psp Kanji v2 Release
Replies: 4
Views: 7111

Psp Kanji v2 Release

Hi, after much time wasted on a cached/uncached bug, I've been able to release this new version of PspKanji. New in this version : -Hiragana/Katakana tables -User created Kanji list support -Quizzes Enjoy. Official website : http://pspkanji.sf.net http://samheather.smugmug.com/photos/124808323-M.jpg...
by Aion
Mon Jan 22, 2007 11:59 am
Forum: General Discussion
Topic: Release Announcement Thread
Replies: 0
Views: 2663

Release Announcement Thread

I was wondering about the possibility of having the Release thread back in the forum. I think it was a useful medium to propagate news about new software releases made by members.

Just a thought.
by Aion
Sun Jan 21, 2007 1:16 am
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 14708

Yeah, Once I noticed that I was using uncached data for more than the gu, I realized that I should stop doing so. Anyway, I'm really really glad that it seems that I've found the root of the evil :P It was really driving me insane with the amount of wasted time trying to figure it out. I'm not famil...
by Aion
Sat Jan 20, 2007 3:55 pm
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 14708

When debugging in Gdb/Eclipse, I find that inside an object, I call a method of the same class, but suddently my this become 0. I've found that not uncaching my pointers (adding 0x40000000) stop the crash. I really do not understand why at this point. And it seems to always be centered around the sa...
by Aion
Mon Jan 08, 2007 10:01 am
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 14708

I've been trying to release a new version of PspKanji for a month, and I'm having a similar problem which is stomping me at the moment :/. The code works just fine under Windows/DirectX. I've read about the possibility of stack corruption, but I am unable to pin point anything that could cause it. O...
by Aion
Sat Nov 04, 2006 2:59 pm
Forum: General Discussion
Topic: Psp Kanji 1st Release
Replies: 4
Views: 5208

I'm working on it.

Just hard to find time with full time job / girlfriend / Xenosaga III / Okami / Final Fantasy XII :)

I might have something out by the end of the month.
by Aion
Mon Oct 30, 2006 1:48 pm
Forum: PSP Development
Topic: Detecting multiple button presses
Replies: 7
Views: 2997

I wouldn't usually store it in a variable, but I wanted the code to be as clear as possible for the example.
by Aion
Sun Oct 29, 2006 10:40 am
Forum: PSP Development
Topic: 2 Held Buttons
Replies: 1
Views: 1150

See previously adressed issue in another thread : http://forums.ps2dev.org/viewtopic.php?t=6745
by Aion
Sat Sep 30, 2006 11:51 pm
Forum: PSP Development
Topic: Hmm...more C++ errors
Replies: 2
Views: 1629

Looks weird, but only declare an empty method for the constructor. Just {} would have done the job.
by Aion
Sat Sep 30, 2006 1:15 pm
Forum: PSP Development
Topic: Detecting multiple button presses
Replies: 7
Views: 2997

u32 uWantedKeys; uWantedKeys = PSP_CTRL_UP | PSP_CTRL_TRIANGLE; //As many other as you want if&#40; &#40;pad.Buttons & uWantedKeys&#41; == uWantedKeys &#41; // Do whatever Or u32 uWantedKeys; uWantedKeys = PSP_CTRL_UP; uWantedKeys |= PSP_CTRL_TRIANGLE; //... As many other as you...
by Aion
Wed Sep 06, 2006 9:30 am
Forum: PSP Development
Topic: Quick question about rendering triangles
Replies: 4
Views: 2313

Check the cube sample that comes with the Sdk.

It shows the exact process to render.
by Aion
Tue Sep 05, 2006 5:02 am
Forum: PSP Development
Topic: Compile for psp from linux
Replies: 41
Views: 17013

That, and did you read the Sdk doc?

Here's something else you might want to do (part od psptoolchain readme.txt file)

Code: Select all

   Once finished, you need to add the following to your login settings&#58;

    ## PSPDEV SETTINGS
    export PATH="/usr/local/pspdev/bin&#58;$PATH"
by Aion
Tue Sep 05, 2006 3:13 am
Forum: PSP Development
Topic: Compile for psp from linux
Replies: 41
Views: 17013

It needs to be done while you're in the folder containing your sample. The one which has the file 'makefile'.
by Aion
Tue Sep 05, 2006 12:35 am
Forum: PSP Development
Topic: Compile for psp from linux
Replies: 41
Views: 17013

No, they're created once your compilation is succesful.

You can create a bat file in the same folder where the file 'makefile' is, to easily compile any sample/program without running the toolchain.

Code: Select all

C&#58;\Cygwin\bin\Make
pause
by Aion
Mon Sep 04, 2006 1:31 am
Forum: PSP Development
Topic: Error using sscanf
Replies: 2
Views: 1369

You're passing the float value, not the adress of the variable.

Try this : &tmpObj->m_Vertices[ vc ].x instead.
by Aion
Wed Aug 30, 2006 10:35 pm
Forum: PSP Development
Topic: Problems with classes
Replies: 4
Views: 2509

Is your file extension still "xxx.c"

When programming in C++, you need to use xxx.cc or xxx.cpp to tell the compiler this is not a C file.

Also, you only have a makefile rule for .c files, you need to add one for your xxx.cpp or xxx.cc (whichever name you choose)
by Aion
Wed Aug 30, 2006 3:17 am
Forum: PSP Development
Topic: Displaying JPEG image
Replies: 1
Views: 1697

Find the FileAssistant code http://tmpstore.free.fr/FileAssistant/ and look for the Jpeg loading implementation.
by Aion
Wed Aug 30, 2006 12:57 am
Forum: PSP Development
Topic: Help with converting direct vram writing to GU.
Replies: 22
Views: 9049

*sigh*

Sorry for the semantic, between the end of the backbuffer blitting and the swapping.

I did code it right :P
by Aion
Tue Aug 29, 2006 10:51 pm
Forum: PSP Development
Topic: Help with converting direct vram writing to GU.
Replies: 22
Views: 9049

Yeah, after each buffer swap. I was thinking of it in term of being done blitting in the backbuffer and then swapping :)
by Aion
Tue Aug 29, 2006 10:41 pm
Forum: General Discussion
Topic: Psp Kanji 1st Release
Replies: 4
Views: 5208

I built my own blitting code and load unix bdf files for the font. An alternative I'm contemplating is to use the library FreeType that I discovered after I wrote my code :) Using a simple texture blitting (having the whole font in a texture, and render a polygon per letter wouldn't, work in this ca...
by Aion
Tue Aug 29, 2006 11:38 am
Forum: PSP Development
Topic: Help with converting direct vram writing to GU.
Replies: 22
Views: 9049

I'm not 100% certain, but it seems that using 16bits fixed point coordinates wouldn't increase performances greatly, since you do not have that many vertex to transfer each frame. The point of going from 32bits to 16bits is to reduce memory transfer. So it would have a significant gain in vertex/tex...
by Aion
Tue Aug 29, 2006 9:51 am
Forum: PSP Development
Topic: Help with converting direct vram writing to GU.
Replies: 22
Views: 9049

Did you change the declaration of the "Vertex" structure to match the 16bits vertex format? And did you wanted to change the vertex color mode, or the vertex coordinates ? Because "GU_VERTEX_32BITF" is used for coordinates, while stuff like "GU_COLOR_8888" is used for c...
by Aion
Mon Aug 28, 2006 11:02 am
Forum: PSP Development
Topic: Writing for multiple platforms?
Replies: 6
Views: 4512

The project I'm currently working on ( Psp Kanji : http://sourceforge.net/projects/pspkanji/ ) compile on both Psp and Windows/DirectX. I just have the lower part of the code be platform specific but they all use the same interface. For example I have 2 class CPolygon, but implementation of them is ...