Search found 25 matches

by GlennNZ
Sun Dec 20, 2009 11:57 am
Forum: PSP Development
Topic: Using lighting and colours with pspgl
Replies: 8
Views: 5336

The solution.

Yes, I'm guilty of pulling this thread out of the abyss, but I have an excuse. There is a way to work with materials using pspgl and for some reason I never posted the solution here. After breaking my PSP build a few months ago after a refactor, I came to this thread thinking I'd posted that solutio...
by GlennNZ
Wed Mar 18, 2009 10:50 am
Forum: PSP Development
Topic: Does anyone have a NEO PSP Motion device?
Replies: 9
Views: 3832

Wally wrote:Is there like a block on Australians or something :(
Being a New Zealander, I'm tempted to say yes, but seeing Justin is in Brisbane, then no.
by GlennNZ
Wed Mar 18, 2009 8:47 am
Forum: PSP Development
Topic: Does anyone have a NEO PSP Motion device?
Replies: 9
Views: 3832

Wally wrote:your website is broken :)
Funny that. Maybe our server doesn't like you. You had issues with out site back in http://forums.ps2dev.org/viewtopic.php? ... highlight=
The site is fine from my home and at work.
by GlennNZ
Tue Mar 17, 2009 7:06 pm
Forum: PSP Development
Topic: Does anyone have a NEO PSP Motion device?
Replies: 9
Views: 3832

Does anyone have a NEO PSP Motion device?

We (meaning myself and my programming colleague), are trying to implement support the Neo PSP Motion controller ( http://www.neoflash.com/forum/index.php/topic,4644.msg31840.html#msg31840 ). This is for the NEO 2009 Spring coding comp. Neither of us have this device and was wondering if there was an...
by GlennNZ
Sun Feb 01, 2009 9:15 am
Forum: PSP Development
Topic: Can't use glGenBuffers (or any other VBO methods)
Replies: 3
Views: 2399

Thanks to my programming colleague, I have a solution.

Code: Select all

#define GL_GLEXT_PROTOTYPES
...is required before including the glext header.

If I'd looked more carefully at the glext.h file, there is the line

Code: Select all

#ifdef GL_GLEXT_PROTOTYPES
Lesson learned (perhaps)
by GlennNZ
Sat Jan 31, 2009 8:56 pm
Forum: PSP Development
Topic: Can't use glGenBuffers (or any other VBO methods)
Replies: 3
Views: 2399

Can't use glGenBuffers (or any other VBO methods)

I'm trying to convert some of my vertex arrays to vertex buffer objects (using pspgl), but my compiler doesn't want to know. src/Model.cpp:863: error: ‘glGenBuffers’ was not declared in this scope src/Model.cpp:864: error: ‘glBindBuffer’ was not declared in this scope src/Model.cpp:865: error: ‘glBu...
by GlennNZ
Sun Jan 11, 2009 3:27 pm
Forum: PSP Development
Topic: [Release and thanks!] Apollonia (Helicopter shooter for PSP)
Replies: 3
Views: 3243

[Release and thanks!] Apollonia (Helicopter shooter for PSP)

Just want to share with everyone that we finally released our homebrew game for PSP. It is a PSPGL/SDL Helicopter shoot 'em up as a kind of tribute (or rip off) of the old Desert Strike. You can download it at www.codetactics.com If you search these forums for my username, you'll probably see that I...
by GlennNZ
Fri Dec 26, 2008 4:59 pm
Forum: PSP Development
Topic: Need some advice for lack of heap memory
Replies: 5
Views: 2026

Yes, I'm using a LOT of textures. I'm surprised I've gotten away with it as long as I have. I see PSPGL has a palette extension so I'll have to read up on it. [edit] For the sake of anyone who finds this thread in a search, the problem was actually the result of not closing files that were being rea...
by GlennNZ
Fri Dec 26, 2008 11:54 am
Forum: PSP Development
Topic: Need some advice for lack of heap memory
Replies: 5
Views: 2026

The main reason to use a negative heap instead of MAX is that MAX won't let any threads be created as there won't be any memory left for them (which might be part of his problem). This isn't a solution to my issue unfortunately. Also, most png/jpg loaders convert the image to 32 bit ABGR in memory....
by GlennNZ
Fri Dec 26, 2008 7:01 am
Forum: PSP Development
Topic: Need some advice for lack of heap memory
Replies: 5
Views: 2026

Need some advice for lack of heap memory

Apparently I'm running out of heap memory with my PSPGL, SDL app. I think I'm getting too carried away with loading .obj files where I store the vertices, normals etc in dynamically allocated arrays and then use them for vertex arrays. I preload the models on startup so the app doesn't get beyond a ...
by GlennNZ
Sat Dec 13, 2008 1:22 pm
Forum: PSP Development
Topic: Do unbinding textures cause a crash (PSPGL)?
Replies: 0
Views: 782

Do unbinding textures cause a crash (PSPGL)?

After totally stripping back my code, I think I've isolated my program crash to unbinding textures. I can get away with unbinding just one texture by using glBindTexture(GLTEXTURE_2D, 0) but as soon as I unbind other textures I get Exception - Interrupt Thread ID - 0x0027720F usually...
by GlennNZ
Wed Aug 13, 2008 8:30 pm
Forum: PSP Development
Topic: Trying to solve a game crash (crt0_prx.c)
Replies: 14
Views: 4393

Whoops. I thought I'd already tried that. I must have missed out the l again.

Cheers.
by GlennNZ
Wed Aug 13, 2008 7:01 am
Forum: PSP Development
Topic: Trying to solve a game crash (crt0_prx.c)
Replies: 14
Views: 4393

How do I go about getting pspfpu_set_enable(0) to work. The only other post that mentions this method is http://forums.ps2dev.org/viewtopic.php?t=9898&highlight=pspfpusetenable which says to include pspfpu.h I've done so and put pspfpu_set_enable(0); in my main() method. However, I get src/main....
by GlennNZ
Thu Aug 07, 2008 5:57 am
Forum: PSP Development
Topic: Trying to solve a game crash (crt0_prx.c)
Replies: 14
Views: 4393

Insert_witty_name said that an FPU exception is a divide by zero issue. Is that the case or is it from uninitialised floating point numbers? I ask because I know the fp means floating point but I don't know what the 'u' stands for. Is there a way for me to find out if it is happening in my code or i...
by GlennNZ
Wed Aug 06, 2008 8:54 pm
Forum: PSP Development
Topic: Trying to solve a game crash (crt0_prx.c)
Replies: 14
Views: 4393

I'm don't think I'm using the tools properly. I've read up on some previous posts and going by http://forums.ps2dev.org/viewtopic.php?t=10014&highlight=calc+epc+mod I used psplink, made the game crash, then ran calc $epc-$mod This gave 0x08859A3C which is the same as the epc value. I subsequentl...
by GlennNZ
Tue Aug 05, 2008 9:30 pm
Forum: PSP Development
Topic: Trying to solve a game crash (crt0_prx.c)
Replies: 14
Views: 4393

Trying to solve a game crash (crt0_prx.c)

I'm trying to find out why my program has suddenly started to crash on me. As of yet I can't figure out if it is my fault or not but it's happened since implementing vertex arrays using PSPGL. However, it also crashes when I disable all vertex arrays so I'm not sure what it could be. What's worse, a...
by GlennNZ
Sun Jul 20, 2008 2:30 pm
Forum: PSP Development
Topic: Where is -lvorbisidec ?
Replies: 7
Views: 2678

I don't have that lib file then. Where does it come from, because it didn't come from libogg or libvorbis? I didn't have any success with the libraries script, which I'm assuming is the psplibraries that is available on svn. I always get this problem checking for correct ltmain.sh version... no conf...
by GlennNZ
Sun Jul 20, 2008 1:35 pm
Forum: PSP Development
Topic: Where is -lvorbisidec ?
Replies: 7
Views: 2678

Copied and pasted perfectly wrong from another post.

I wish that was the end of the matter, but I get the same error, but with different spelling.
by GlennNZ
Sun Jul 20, 2008 12:15 pm
Forum: PSP Development
Topic: Where is -lvorbisidec ?
Replies: 7
Views: 2678

Where is -lvorbisidec ?

I'm trying to get my app to compile, but SDL_mixer is proving problematic. First I tried it with libTremor, but I kept getting /usr/local/pspdev/psp/lib/libSDL_mixer.a(mixer.o): In function `Mix_LoadWAV_RW': /home/glennm/psptoolchain/SDL_mixer/mixer.c:442&...
by GlennNZ
Tue Apr 08, 2008 6:50 am
Forum: PSP Development
Topic: Difficulties moving my homebrew to 3.52 from 1.5
Replies: 8
Views: 3062

SDL displays a cursor when you have a shadow surface. Use SDL_ShowCursor (SDL_DISABLE); to turn it off. I've done this and it is still there. It doesn't really look like an SDL arrow. Unless it's just a very zoomed in one. It never appear on my linux version anyway. As for the crash, try using pspl...
by GlennNZ
Mon Apr 07, 2008 9:36 pm
Forum: PSP Development
Topic: Difficulties moving my homebrew to 3.52 from 1.5
Replies: 8
Views: 3062

Well, part of the problem has gone away. I went into sdl-config, commented out -Dmain=SDL_main, recompiled and installed and now I don't get make complaining about stubs being out of order. The odd part though is that because I configured SDL using whats in the README.PSP, it just restored the sdl-c...
by GlennNZ
Sun Apr 06, 2008 5:41 pm
Forum: PSP Development
Topic: Difficulties moving my homebrew to 3.52 from 1.5
Replies: 8
Views: 3062

I still get the same error (for compiling for 1.5 which should run on my PSP). The whole thing looks like: make kxploit psp-gcc -I. -I/usr/local/pspdev/psp/sdk/include -G0 -O2 -D_PSP_FW_VERSION=150 -L. -L/usr/local/pspdev/psp/sdk/lib helicoptergame.o Cursor.o Geometry.o MainApp.o Trackball2.o Displa...
by GlennNZ
Sun Apr 06, 2008 4:10 pm
Forum: PSP Development
Topic: Difficulties moving my homebrew to 3.52 from 1.5
Replies: 8
Views: 3062

Difficulties moving my homebrew to 3.52 from 1.5

Trying to make my pspgl + SDL game to work on my 3.52 MM3-4 has proven more difficult than I'd expected/intended. I haven't played around with this stuff for about a year. About this time last year I compiled an app using 'make kxploit' and it worked fine on my 1.5 kernel. Now that I've upgraded to ...
by GlennNZ
Mon Mar 12, 2007 11:18 am
Forum: PSP Development
Topic: Using lighting and colours with pspgl
Replies: 8
Views: 5336

I do not do PSPGL, but just checking the sources out gives an answer: GL_COLOR_MATERIAL is not supported :) GL_NORMALIZE is not implemented either... Just a break into the abyss... How to solve these problems? Use Gu/Gum :) Yeah, I saw that but was hoping for a workaround. I'm starting to think tha...
by GlennNZ
Sat Mar 10, 2007 2:54 pm
Forum: PSP Development
Topic: Using lighting and colours with pspgl
Replies: 8
Views: 5336

Using lighting and colours with pspgl

I'm not sure if pspgl supports it but I'm trying to use the following code to create all the light induced shades on my model. glShadeModel(GL_SMOOTH); //Set up lighting glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_LIGHTING); glEnable&#40...