Hi all,
Does psptoolchain work on a 64-bit Ubuntu installation? Has anyone tried developing PSP on a 64-bit OS?
Thanks
Search found 34 matches
- Fri May 08, 2009 7:08 am
- Forum: PSP Development
- Topic: psptoolchain on 64-bit Ubuntu?
- Replies: 2
- Views: 1881
- Sat Nov 08, 2008 2:09 pm
- Forum: PSP Development
- Topic: Adhoc matching, new constants
- Replies: 2
- Views: 1742
- Fri Nov 07, 2008 7:57 pm
- Forum: PSP Development
- Topic: Adhoc matching, new constants
- Replies: 2
- Views: 1742
Adhoc matching, new constants
Hello, I'm trying to establish the relationship between the older adhoc matching constants and the newer ones (my old code will no longer compile). Can anyone please confirm if my guesses are correct? #define MATCHING_JOINED PSP_ADHOC_MATCHING_EVENT_JOIN #define MATCHING_DISCONNECT PSP_ADHOC_MATCHIN...
- Fri Nov 07, 2008 7:10 pm
- Forum: PSP Development
- Topic: psptoolchain broken?
- Replies: 15
- Views: 8959
That worked better, thanks - with a small modification (export):
Code: Select all
## Set up the environment.
export CC=/usr/bin/gcc-4.2
export PSPDEV=/usr/local/pspdev
- Fri Nov 07, 2008 8:04 am
- Forum: PSP Development
- Topic: psptoolchain broken?
- Replies: 15
- Views: 8959
Here's what I did to get the toolchain to compile: sudo apt-get install gcc-4.2 sudo rm /usr/bin/gcc /usr/bin/g++ sudo ln -s /usr/bin/gcc-4.2 /usr/bin/gcc sudo ln -s /usr/bin/g++-4.2 /usr/bin/g++ Then run toolchain-sudo. Afterwards, to restore gcc and g++ back to 4.3: sudo rm /usr/bin/gcc /usr/bin/g...
- Fri Nov 07, 2008 6:48 am
- Forum: PSP Development
- Topic: psptoolchain broken?
- Replies: 15
- Views: 8959
- Fri Nov 07, 2008 2:52 am
- Forum: PSP Development
- Topic: psptoolchain broken?
- Replies: 15
- Views: 8959
Looks like a bug in binutils that is being detected by a new version of GCC (or libssp or whatever) on the host. I'd see if you can disable libssp; either at runtime or when binutils is built. The other solution would be to upgrade pspsdk's binutils port to the latest version, although that might b...
- Thu Nov 06, 2008 9:05 am
- Forum: PSP Development
- Topic: psptoolchain broken?
- Replies: 15
- Views: 8959
psptoolchain broken?
I'm getting an error running psptoolchain: I'm running ubuntu, and I have all the prerequisites (I've also installed toolchain successfully at different times). Any ideas? make[3]: Entering directory `/home/jack/psptoolchain/build/gcc-4.3.1/build-psp/gcc' /home/jack/psptoolchain/build/gcc-4.3.1/buil...
- Fri Sep 19, 2008 12:52 pm
- Forum: PSP Development
- Topic: "Outer glow" effect on images
- Replies: 7
- Views: 3069
- Mon Sep 15, 2008 8:03 am
- Forum: PSP Development
- Topic: "Outer glow" effect on images
- Replies: 7
- Views: 3069
"Outer glow" effect on images
How is the glowing of the objects implemented on the PSP - like the icons and text in the XMB, text in SNES9XTYL, etc...? Normally I would assume that one would have to write the code to determine image's boundaries and generate a "glow" accordingly, but the effect is so common on the PSP,...
- Fri Aug 08, 2008 2:01 am
- Forum: PSP Development
- Topic: Display lists
- Replies: 6
- Views: 2698
- Thu Aug 07, 2008 4:56 am
- Forum: PSP Development
- Topic: How to compile libxml2
- Replies: 7
- Views: 2572
Why is C better for psp than C++ ? (just curious...) Because it is. :P :D What I mean is that many programs are C, not C++. You can't use a C++ library in a C program. Most programmers writing in C don't want to switch to C++ just to use XML. They're using C instead of C++ for a reason, and forcing...
- Thu Aug 07, 2008 4:40 am
- Forum: PSP Development
- Topic: Display lists
- Replies: 6
- Views: 2698
Display lists
Has anyone tried using display lists (not GU_DIRECT) for 2D graphics? I'm curious as to how well this works. In my experience, I found out that I couldn't store texture rendering (GU_SPRITE) in a display list; and even with simple GU_LINES or GU_POINTS rendering, every now and then I get palette cor...
- Wed Aug 06, 2008 1:42 am
- Forum: PSP Development
- Topic: GU_PSM_T8
- Replies: 9
- Views: 3047
- Tue Aug 05, 2008 3:47 pm
- Forum: PSP Development
- Topic: GU_PSM_T8
- Replies: 9
- Views: 3047
GU_PSM_T8
Hi everyone,
Up until now I've used GU_PSM_T8 textures with a CLUT. I'm wondering if it's possible to use these textures without a CLUT, and if so, how is the value interpreted? Is it simply a grayscale value 0-255, or is there color packing? What about T4?
Thanks
Up until now I've used GU_PSM_T8 textures with a CLUT. I'm wondering if it's possible to use these textures without a CLUT, and if so, how is the value interpreted? Is it simply a grayscale value 0-255, or is there color packing? What about T4?
Thanks
- Fri Aug 01, 2008 7:26 am
- Forum: PSP Development
- Topic: Low-level font rendering
- Replies: 4
- Views: 1976
- Thu Jul 31, 2008 6:32 pm
- Forum: PSP Development
- Topic: Low-level font rendering
- Replies: 4
- Views: 1976
Low-level font rendering
Hi, What's the best way to implement font rendering on PSP? I've seen programs write directly to uncached VRAM, as well as using swizzled textures. I personally prefer to use sceGuDrawArray(GU_POINTS), but I haven't seen anyone else do it this way. If you've tested various different methods, it'd be...
- Tue Jul 29, 2008 3:36 am
- Forum: PSP Development
- Topic: PSP equivalent for fsync?
- Replies: 2
- Views: 1443
I'm not sure it is. I need a routine that'll flush the contents of a file pointed to by a file descriptor (like fflush, but with a FD). Looks like sceIoSync flushes all the pending writes to a device? Not sure, the documentation doesn't seem to answer this fully.Insert_witty_name wrote:sceIoSync() looks likely.
- Mon Jul 28, 2008 11:13 am
- Forum: PSP Development
- Topic: PSP equivalent for fsync?
- Replies: 2
- Views: 1443
PSP equivalent for fsync?
What's the PSP SDK fsync (unistd.h) equivalent?
Thanks
Thanks
- Tue Jul 22, 2008 5:13 pm
- Forum: PSP Development
- Topic: Optimization and graphics issues
- Replies: 2
- Views: 1390
Thank you. I have a feeling that this (http://wiki.ps2dev.org/psp:memory_map) may be relevant in my case (uncached writes and call lists)[/url]
- Tue Jul 22, 2008 1:44 pm
- Forum: PSP Development
- Topic: Optimization and graphics issues
- Replies: 2
- Views: 1390
Optimization and graphics issues
Has anyone else had issues with turning on optimization (O1 or O2) with PSP-based software? In my case, I get odd palette corruption and issues with VRAM. These tend to go on and off with stupid things like adding a function or two, or removing them.
- Tue Jun 24, 2008 6:14 pm
- Forum: PSP Development
- Topic: Kernel mode vs. user mode
- Replies: 1
- Views: 1159
Kernel mode vs. user mode
Hello everyone, I've recently tried to add wifi support to one of my apps, which (in case of fw 1.50) involves starting up my app in kernel mode (the application was originally a user-mode application), then spawning off a user-mode thread to do the usual stuff (setting up callbacks, initting sound,...
- Sat Jun 14, 2008 3:13 am
- Forum: PSP Development
- Topic: Adhoc PTP receive with callbacks
- Replies: 1
- Views: 1103
Adhoc PTP receive with callbacks
Hi All,
Is it possible to have the PSP hardware call a callback whenever data is received over peer-to-peer? Basically, I need to have two PSP's exchange data at will, without having to send/receive with ACK's constantly. Any suggestions?
Thanks
Is it possible to have the PSP hardware call a callback whenever data is received over peer-to-peer? Basically, I need to have two PSP's exchange data at will, without having to send/receive with ACK's constantly. Any suggestions?
Thanks
- Thu Feb 07, 2008 3:16 pm
- Forum: PSP Development
- Topic: sceNetTerm hangs with adhoc on fw 3.60
- Replies: 2
- Views: 1465
- Wed Feb 06, 2008 1:19 pm
- Forum: PSP Development
- Topic: ME library - a new project for a more elaborate ME library
- Replies: 48
- Views: 16324
- Wed Feb 06, 2008 1:07 pm
- Forum: PSP Development
- Topic: sceNetTerm hangs with adhoc on fw 3.60
- Replies: 2
- Views: 1465
sceNetTerm hangs with adhoc on fw 3.60
Hi, I'm having difficulty getting adhoc code running on firmware 3.60. The entire process consists of initializing adhoc, setting up matching, then shutting down. The code works on fw 1.50, but it hangs on 3.60 at the very end - when I call sceNetTerm. Does anyone have any suggestions on what may be...
- Mon Feb 04, 2008 4:37 pm
- Forum: PSP Development
- Topic: Running adhoc-enabled software on fw 2.0 and greater
- Replies: 3
- Views: 1747
You're getting the 8002013C error because you still have kernel level calls in your 3.xx user mode app. I assume that the pspAdhocLoadDrivers() function does some kernel level loading of the modules needed, wrap that function in a check for the firmware too. You're right, even though I wasn't using...
- Sun Feb 03, 2008 2:22 pm
- Forum: PSP Development
- Topic: Running adhoc-enabled software on fw 2.0 and greater
- Replies: 3
- Views: 1747
Running adhoc-enabled software on fw 2.0 and greater
Hi, I'm having difficulty running an adhoc application under firmware 3.60 (ideally, I'd like to be able to run this application on any firmware revision >= 2.00). Here are the relevant portions of my makefile: PSP_FW_VERSION=200 LIBS=-lmypsp -lpng -lpspgu -lpspwlan -lpsppower -lz -lm -lc -lpspaudio...
- Sat Jan 12, 2008 7:51 pm
- Forum: PSP Development
- Topic: Adhoc wifi
- Replies: 7
- Views: 2750
- Sat Jan 12, 2008 7:58 am
- Forum: PSP Development
- Topic: Adhoc wifi
- Replies: 7
- Views: 2750
Hi Insert_witty_name, Thanks very much for the speedy reply. One of my units is actually at 1.50. Does this mean that I need to run in kernel mode for compatibility with both versions (and do things the old-fashioned way)? Your app is still running in kernel mode, change the following line: Thanks, ...