Search found 9 matches

by Xfacter
Wed Aug 06, 2008 4:11 am
Forum: PSP Development
Topic: GU_PSM_T8
Replies: 9
Views: 3019

You can also use it to do fullscreen effects by creating a clut for whatever the effect is, then shifting/masking and blending for each color. FuncLib has a module for effects like this, so you can check that out if you want.
by Xfacter
Thu Sep 06, 2007 10:35 am
Forum: PSP Development
Topic: sceGuDisable depth write
Replies: 2
Views: 2071

sceGuDepthMask(GU_TRUE);
/* ... */
sceGuDepthMask(GU_FALSE);
by Xfacter
Thu Aug 30, 2007 2:37 pm
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 20415

Edit: Oops, don't mind me. Guess I don't know much about libm's naming scheme (generally when I see "log" I assume log10). Sorry! log(x) = log10(x) = log2(x)/log2(10); this is what the code is doing, so there's no problem here. That's what the revised code I posted does, the one in the li...
by Xfacter
Thu Aug 16, 2007 2:38 am
Forum: PSP Development
Topic: How can I load a PNG?
Replies: 7
Views: 3701

You need to draw the image, then print the text. What you are doing now is not the proper way to use a background. What you need to do is load your image, then start a game/display loop. In the loop you process whatever needs to be processed, then draw whatever needs to be drawn in the order it need...
by Xfacter
Wed Aug 15, 2007 6:57 am
Forum: PSP Development
Topic: How can I load a PNG?
Replies: 7
Views: 3701

Re: How can I load a PNG?

_.-noel-._ wrote:But when I Start my programm, the LCD is black.
Probably because you have an endless loop that never swaps draw buffers.
by Xfacter
Thu Aug 02, 2007 1:24 pm
Forum: PSP Development
Topic: now,we can use libaudiocodec to decode mp3 and aac
Replies: 36
Views: 59575

It isn't supposed to play anything. It only decodes it. Getting it to play is up to you.
by Xfacter
Sun Jul 22, 2007 5:02 pm
Forum: PSP Development
Topic: Troubles in WLAN routines
Replies: 4
Views: 4450

I was having the same problem. I put pspSdkInetInit in my user thread (instead of the kernel thread) and it worked.
by Xfacter
Mon Jul 02, 2007 8:02 am
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 20415

I don't know if you meant to do this or what, but vfpu_logf is actually natural log... Here's log: float vfpu_log(float x) { float result; __asm__ volatile ( "mtv %1, S000\n" "vcst.s S001, VFPU_LOG2TEN\n" "vrcp.s S001, S001\n" "vlog...
by Xfacter
Wed Feb 28, 2007 10:24 am
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 20415

Great lib, but there's a problem with vfpu_atan2f. An x and y of zero will cause a crash (divide by zero). Most libraries I've seen return 0 when this is encountered, easy fix.