Search found 42 matches
- Mon Nov 10, 2008 6:47 am
- Forum: PSP Development
- Topic: "ld.exe: .: No such file: Permission denied"
- Replies: 5
- Views: 2862
- Sun May 04, 2008 5:07 am
- Forum: PSP Development
- Topic: StarBugz game prototype and engine (using Gu) with source
- Replies: 24
- Views: 18401
@willow :--) - I think it's you who has the out-dated libraries, check the latest pspsdk and they changed this. It seems dr_watson is using a somewhat stale copy of the toolchain for things. Anyway, I got this working with the latest toolchain (I recompiled the toolchain today, so I know it's recent...
- Sun May 04, 2008 2:05 am
- Forum: PSP Development
- Topic: Looking for something
- Replies: 2
- Views: 1958
Don't know if you are interested in this, but I think it would be nice to have a media player that can pull music from a DAAP share (http://en.wikipedia.org/wiki/Digital_Audio_Access_Protocol). As long as it works with Rhythmbox or Amarok and supports full unicode (I want to see my Japanese tags), I...
- Sun May 04, 2008 1:56 am
- Forum: PSP Development
- Topic: fopen/open vs sceIoOpen vs libjpeg
- Replies: 2
- Views: 2543
- Sat Mar 15, 2008 8:39 am
- Forum: PSP Development
- Topic: Help with prx plugin...
- Replies: 10
- Views: 3604
- Sat Mar 15, 2008 8:29 am
- Forum: PSP Development
- Topic: Help with prx plugin...
- Replies: 10
- Views: 3604
J.F. beat me to it :( You are trying to binary or two strings and then binary and them with a unsigned integer. First off, to compare a or b it's a || b, not a | b. Second, you can't compare a string like that unless you are using the std::string class. Third, pad.Buttons is a bitmask (you should lo...
- Sat Mar 15, 2008 3:37 am
- Forum: PSP Development
- Topic: [SOLVED]Problem with Bin2o
- Replies: 3
- Views: 1781
- Sat Mar 15, 2008 2:06 am
- Forum: PSP Development
- Topic: BMPlib v1.0 [BETA]
- Replies: 4
- Views: 1785
Normally people compile and test their code before releasing something. Looking at the first line of code in your source file shows you left out a simicolon, and why is that line even there? Also at the end of the source file you do nothing with the image data and the function doesn't even end. Now ...
- Fri Feb 29, 2008 2:34 pm
- Forum: PSP Development
- Topic: [SOLVED] RGB to u32 Color
- Replies: 1
- Views: 1342
- Mon Jan 21, 2008 2:23 am
- Forum: PSP Development
- Topic: Error Resolving ftp.gnu.org (PSP Toolchain)
- Replies: 2
- Views: 1580
- Mon Dec 10, 2007 2:53 am
- Forum: PSP Development
- Topic: Problems with compiling my engine.
- Replies: 14
- Views: 7495
- Mon Dec 10, 2007 2:13 am
- Forum: PSP Development
- Topic: Problems with compiling my engine.
- Replies: 14
- Views: 7495
I am currently hanging out in #pspdev on freenode if you want to venture x-chat in there. Also it would go faster if I had the source and could try it on my system and fiddle with the LIBS line. If you don't want to share your source, that's fine, I understand. I am not too keen on sharing source to...
- Mon Dec 10, 2007 1:49 am
- Forum: PSP Development
- Topic: Problems with compiling my engine.
- Replies: 14
- Views: 7495
No, just the main function. It's expecting the main function to be a C symbol and not a C++ symbol, but everything else wouldn't be referenced by other libraries, so they don't need it (unless you get a weird linker error for them). I am rebuilding my ubuntu gutsy package that includes psptoolchain,...
- Mon Dec 10, 2007 1:22 am
- Forum: PSP Development
- Topic: Problems with compiling my engine.
- Replies: 14
- Views: 7495
That is where the source file was when you (more like the psplibraries script) compiled the library. It gets added in as debug info to tell you line numbers. That is why it mentions that directory in the errors. It sounds like you have your main error again. I don't use SDL for my PSP apps, but I am...
- Sun Dec 09, 2007 11:21 am
- Forum: PSP Development
- Topic: psplink on 3.71 m33-3
- Replies: 1
- Views: 1849
- Sun Dec 09, 2007 11:19 am
- Forum: PSP Development
- Topic: Problems with compiling my engine.
- Replies: 14
- Views: 7495
Re: Problems with compiling my engine.
Music.cpp:(.text+0xfc): undefined reference to `operator delete(void*)' -lstdc++ /home/oguz/Downloads/ps2dev/SDL_mixer/timidity/filter.c:88: undefined reference to `sin' -lm Some of the others will go away when you add these. Not so su...
- Thu Nov 29, 2007 3:56 am
- Forum: PSP Development
- Topic: Howto set text higher, for each messange (like afkim) ?
- Replies: 10
- Views: 4353
Regarding the VM, It could be done and maybe some people would find it useful, n00b and non-n00b alike. You could setup a Ubuntu/Debian/Fedora/whatever system in a VM and make sure USB and samba were working. Maybe install the openssh-server package so they can ssh in with PuTTY. Then they could jus...
- Sun Nov 25, 2007 2:00 pm
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39054
- Sat Nov 24, 2007 1:31 pm
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39054
- Sat Nov 24, 2007 6:48 am
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39054
- Sat Nov 24, 2007 6:26 am
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39054
- Sat Nov 24, 2007 12:49 am
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39054
As I already mentioned, I was setting the texture mode and I had already looked in the intraFont source for what needed to be set. It turns out my problem was as follows: I was copying the textures I needed to render once into vram and then just using the copy from vram to render each frame. Seems t...
- Fri Nov 23, 2007 4:05 pm
- Forum: PSP Development
- Topic: genuine PSP font with intraFont & PGF binary format
- Replies: 51
- Views: 39054
I am finally getting around to trying out your library. My project is using GU_PSM_8888 textures. When I tried to add in your library the text displays fine but everything else is rendering wrong. Before rendering my other content, I made sure to set sceGuTexMode, sceGuTexFilter, sceGuTexWrap, and s...
- Thu Nov 22, 2007 12:47 pm
- Forum: PSP Development
- Topic: physfs + squirrel libraries
- Replies: 5
- Views: 4670
- Sat Nov 17, 2007 8:50 am
- Forum: PSP Development
- Topic: Help Problem
- Replies: 2
- Views: 2471
My guess is you need libusb-dev. Here is the packages I installed to meet any dependencies you need to compile the toolchain: [code[sudo aptitude install tofrodos libtool autoconf automake bison flex gcc make libncurses-dev patch libreadline-dev subversion texinfo wget doxygen graphviz libusb-dev bu...
- Sat Nov 17, 2007 5:42 am
- Forum: PSP Development
- Topic: physfs + squirrel libraries
- Replies: 5
- Views: 4670
I already made psplibraries scripts for myself (they are not that hard to make) with my own internal svn repo. All you would have to do is change the svn location. I don't have svn access so if someone wants to give me access or add the libraries for me, I am fine with that. #!/bin/sh # physfs.sh by...
- Thu Nov 15, 2007 3:30 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 167174
I was thinking about how to call kernel functions from the ME. I warn you now that I am not the best at understanding low level hardware or assembly, but I try my best. The following could be wrong, totally off, or just plain stupid. Tell me what you think. The ME program could be a separate elf wit...
- Wed Nov 14, 2007 8:13 am
- Forum: PSP Development
- Topic: Displaying japanese characters in homebrews
- Replies: 12
- Views: 14987
- Tue Nov 13, 2007 3:23 pm
- Forum: PSP Development
- Topic: Displaying japanese characters in homebrews
- Replies: 12
- Views: 14987
- Wed Oct 24, 2007 4:12 am
- Forum: PSP Development
- Topic: Oopo,README.txt in Toolchain.sh script should Look Like THIS
- Replies: 3
- Views: 3159
If it's a whitepsace issue, you can try quoting it:
Code: Select all
export PATH="$PATH:$PSPDEV/bin"