seeking sample GU code, and audio output code

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scanty
Posts: 3
Joined: Fri Nov 30, 2007 2:39 pm

seeking sample GU code, and audio output code

Post by scanty »

Hello all,

Second post here, last one was about threads and semaphores which only required a very easy fix to get going. In any case, whoever missed that thread, I will reiterate that I have been busy in porting my NES emulator, Pretendo to PSP. Right now, the entire tree compiles cleanly, and I would imagine it wouldn't take too much coaxing to get it to run a ROM yet. What I need is some code examples for a blitter, and how to do audio output. Right now, the emulator can output 8,16,24 or 32-bit colour, so I would imagine to use whatever is fastest for the PSP. Audio output is 8-bit unsigned. I am wondering if the PSP supports this at all?

Any suggestions, sample code, links to sample code, etc, etc would be quite helpful. Thanks in advance.
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Wally
Posts: 663
Joined: Mon Sep 26, 2005 11:25 am

Re: seeking sample GU code, and audio output code

Post by Wally »

scanty wrote:Hello all,

Second post here, last one was about threads and semaphores which only required a very easy fix to get going. In any case, whoever missed that thread, I will reiterate that I have been busy in porting my NES emulator, Pretendo to PSP. Right now, the entire tree compiles cleanly, and I would imagine it wouldn't take too much coaxing to get it to run a ROM yet. What I need is some code examples for a blitter, and how to do audio output. Right now, the emulator can output 8,16,24 or 32-bit colour, so I would imagine to use whatever is fastest for the PSP. Audio output is 8-bit unsigned. I am wondering if the PSP supports this at all?

Any suggestions, sample code, links to sample code, etc, etc would be quite helpful. Thanks in advance.
Check /usr/local/pspdev/psp/sdk/samples :)
J.F.
Posts: 2906
Joined: Sun Feb 22, 2004 11:41 am

Post by J.F. »

Or look at the code for the dozen-odd other emulators out. Nearly every emulator or game port for the PSP has the source as well.
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