LTE::Just 2 quick questions

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PosX100
Posts: 98
Joined: Wed Aug 15, 2007 1:02 am

LTE::Just 2 quick questions

Post by PosX100 »

Well ,i've been working on my own 2d/3d engine all this time , but im just
too tired to continue working on the project(map tools/particle editor etc..).

I need to create something asap , so i decided to go with LTE engine , but i have 2 questions only.


1)
J.F released a new version which adds SLIM support.
I would like to know if the latest version will also work on PHAT PSPS.
My application won't really require large ammount of memory...

So , should i download J.F's version?
http://www.mediafire.com/?y2oim3x1dmz (this one?)



2)
Last question..

BSP maps created with Q3 radiant will work with LTE?or do i have to update the LTE BSP system/parser?


Thanks , that's all.
J.F.
Posts: 2906
Joined: Sun Feb 22, 2004 11:41 am

Post by J.F. »

1) My LTE with TV was made by changing the PSPGL to my version with TV support. It only partially works with LTE as LTE uses internal knowledge of PSPGL to do things. Therefore, the old code they released only fully works with the old PSPGL that comes with the old code. You can use my "Slim" version of LTE with their PSPGL (that's how it comes in the archive) for Phat PSPs. Just change the heap size in LTE and recompile. I'd suggest using a negative heap size so that you don't need to worry about Phat vs Slim again. That was the point of supporting negative heap sizes.

2) It supports most Q3 levels I've seen as long as the textures don't take too much memory. Remember that LTE plays fast and loose with the memory... mainly because it's really irrlicht cpnverted to the PC. As a PC library, it's used to having hundreds of megs of memory to play with, not 10 to 20 MB. So make sure to go really skimpy on the textures and I don't think you'll have a problem.
PosX100
Posts: 98
Joined: Wed Aug 15, 2007 1:02 am

Post by PosX100 »

Thanks for the help!

I just re-compiled engine library with heap size set to: -1024,but i just get black screen.

Im on 3.71 m33-4 + 1.5 addon , and i think i need FW 3.90++ since you have compiled all the files with PSP_FW_VERSION = 390 flag.

If i clean all the objects , and re-build them i get a few errors about pspaudio.c file.

Oh well , i'll have to install 3.90m33.
PosX100
Posts: 98
Joined: Wed Aug 15, 2007 1:02 am

Post by PosX100 »

Update.

Im on 3.90 m33-3 + 1.5 addon right now.

Still i get a black screen with the modified libengine(downloaded J.F's version & just changed heap size).

My make file:

Code: Select all

TARGET = HelloWorld
OBJS = main.o

INCDIR = -I  ../include/
CFLAGS = -G0  -O2
CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
ASFLAGS = $(CFLAGS)

 BUILD_PRX = 1
 PSP_FW_VERSION = 390
  #PSP_LARGE_MEMORY = 1


LIBDIR = -L  ../libs
LDFLAGS =
LIBS= -lengine -lpspwlan -lglut -lGLU -lGL -lpspvfpu -lm -lstdc++ -lpsppower -lpsprtc -lpspaudio

EXTRA_TARGETS = EBOOT.PBP
PSP_EBOOT_TITLE = LTE GE Example - HelloWorld

PSPSDK=$(shell psp-config --pspsdk-path)
include $(PSPSDK)/lib/build.mak

With default libengine (and commented out "BUILD_PRX" , "PSP_FW_VERSION") it works fine.

Also i found unmodified caudio driver different than modified.

(unmodified)

Code: Select all

                        //0x1000 , 1 , 1
PSP_MODULE_INFO("LTE_ENGINE", 0x1000, 1, 1);
PSP_MAIN_THREAD_ATTR(0);
(modified)

Code: Select all

                        //0 , 1 , 2
PSP_MODULE_INFO("LTE_ENGINE", 0, 1, 2);
PSP_MAIN_THREAD_ATTR(PSP_THREAD_ATTR_USER | PSP_THREAD_ATTR_VFPU);
//PSP_HEAP_SIZE_MAX();
//PSP_HEAP_SIZE_KB(48000); (*)
PSP_HEAP_SIZE_KB(-1024);

It would be great if anyone could help.
asphodeli
Posts: 20
Joined: Sun Jun 29, 2008 2:44 pm
Location: Singapore

Post by asphodeli »

Hi, are you using a PSP-1000 series or PSP-2000 series? The only "cross-PSP" compatible LTE engine is in this post by JF (use the first link, as the second link's examples won't run on a PSP-1000 series) Also, are you running the examples or coded from scratch? If you're running examples, you need to copy the /media folder into ms0://
J.F.
Posts: 2906
Joined: Sun Feb 22, 2004 11:41 am

Post by J.F. »

Also, are you using the PSPGL from LTE or the one in the SDK? LTE is written around an older modified version. If you use the current PSPGL, it will fail on things that work fine with their older PSPGL.

As a test that you're compiling the LTE I modified correctly, try compiling one of the examples - say, the collision example. If it doesn't work, the problem is in your toolchain. The collision example works for me even with the latest PSPGL modified to run on the TV.
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