Exactly what is Cause: 0x10000014?
Is there a place that has a list of causes?
(If figure if I can find the line and the cause I can fix the issue.)
Search found 52 matches
- Fri Jan 22, 2010 6:10 pm
- Forum: PSP Development
- Topic: Debugging issue...
- Replies: 2
- Views: 2374
- Thu Jan 21, 2010 4:28 pm
- Forum: PSP Development
- Topic: PRX's and C++ vs C
- Replies: 3
- Views: 2977
- Thu Jan 21, 2010 3:48 pm
- Forum: PSP Development
- Topic: PRX's and C++ vs C
- Replies: 3
- Views: 2977
PRX's and C++ vs C
I've got what is probably a stupid issue but it is bugging me none the less. I can successfully compile this as a C file but not as C++ First let me start with the code: main.cpp: (compiles as main.c) #include <pspsdk.h> #include <pspkernel.h> #define VERS 0 #define REVS 55 PSP_MODULE_INFO(&...
- Sun Jan 03, 2010 6:19 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
- Fri Dec 25, 2009 12:57 pm
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
- Wed Dec 23, 2009 10:36 am
- Forum: PSP Development
- Topic: Media Engine Questions?
- Replies: 3
- Views: 2927
- Tue Dec 22, 2009 6:32 pm
- Forum: PSP Development
- Topic: Media Engine Questions?
- Replies: 3
- Views: 2927
Media Engine Questions?
OSLib uses the ME when you call oslInitAudioME, but it doesn't use the MediaEngine.prx Chilly Willy wrote. So, I decided to look at the source for OSLib and was able to call this function from a user mode Eboot without MediaEngine.prx or any other prx's just what OSLib adds in to the Eboot. #include...
- Mon Nov 30, 2009 5:44 am
- Forum: PSP Development
- Topic: Problem with bus clock setting on slim 3.71
- Replies: 18
- Views: 9154
- Sat Nov 28, 2009 2:01 pm
- Forum: PSP Development
- Topic: Problem with bus clock setting on slim 3.71
- Replies: 18
- Views: 9154
Sorry to reopen and old thread.
I have a quick question. I'm likely doing something stupid and not realizing it. Like this I can hit Home and exit fine: //************************************************************************************* // Sets up the CPU Frequency //************************************************************...
- Fri Oct 02, 2009 1:58 pm
- Forum: PSP Development
- Topic: Using compressed textures
- Replies: 20
- Views: 21022
That's where it get's complicated as it not like just loading a png due to the different endian they hove to be loaded convert then pushed to the texel memory. Not sure where they are loaded, but they are converted in ImageConvert.cpp (Trying to find the issue with CI4 textures leaving spots right n...
- Thu Oct 01, 2009 6:07 am
- Forum: PSP Development
- Topic: Using compressed textures
- Replies: 20
- Views: 21022
Well you already know this texture compression code so you can likely implement it faster than I could. (Some games need it.) Also, I have howard0su's ME related code if you wan to play with it with the -n64 branch. Edit: Also with texture compression we can store the textures for future use longer ...
- Wed Sep 30, 2009 11:07 am
- Forum: PSP Development
- Topic: GDB issue
- Replies: 1
- Views: 1426
You are loading psp-gdb with your *.elf file as the command line switch correct? Example:(myapp is the name of your app) In psplink the command is: debug myapp.prx Then start psp-gdb like this: psp-gdb myapp.elf then in psp-gdb: target remote:10001 then: c Your app should now be running.... Not sure...
- Wed Sep 30, 2009 10:49 am
- Forum: PSP Development
- Topic: Using compressed textures
- Replies: 20
- Views: 21022
Thanks, this should help
Well Daedalus is running out of Texel memory so this seems to be the way to go. Since we using complex texture formats. I guess the best method would be DXT5. By the way I've set this up as a Visual Studio Express solution for anyone that want to play with it. @J.F. Any chance you plan on doing more...
- Wed Sep 30, 2009 5:09 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
Ok, then my next question is can the ME be properly shut down so that we can induce standby afterward? Or possibly have it shut down/resume we leave the section of code that needs it? (In this case shutting it down while in the emulator's menus) So that standby/resume can work from there? or changes...
- Sun Aug 23, 2009 11:19 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
Standby
Also, can standby even be induced from software when not using the ME?
- Wed Jul 08, 2009 5:03 pm
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
- Tue Jul 07, 2009 9:32 am
- Forum: PSP Development
- Topic: Installing exception handler
- Replies: 12
- Views: 4167
- Tue Jul 07, 2009 9:21 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
- Sat Jul 04, 2009 5:46 pm
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
Well for one thing you can quiet two of the warnings by changing: mei->func = func; to mei->func = (int (*)(int))func; In both BeginME and CallME The only other warnings are due to imports creating implicit functions for the 371 syscalls. Also has anyone had any luck with standby mode when dealing w...
- Fri Jul 03, 2009 6:27 pm
- Forum: PSP Development
- Topic: checking how much memory is left psplink
- Replies: 2
- Views: 1667
Thx, I can use this to test for leaks... by checking after each ROM is run and then storing the free amount in a global and then checking the difference. By looking at the difference it should give my the size lost which would tell me at least partially where the leak is. As well as how much I have ...
- Fri Jul 03, 2009 6:24 pm
- Forum: PSP Development
- Topic: [Announce]: MinPSPW on Win32/Ubuntu 9.04/OpenSolaris 2009.06
- Replies: 17
- Views: 13236
- Mon Jun 29, 2009 1:38 pm
- Forum: PSP Development
- Topic: [Announce]: MinPSPW on Win32/Ubuntu 9.04/OpenSolaris 2009.06
- Replies: 17
- Views: 13236
- Fri Jun 26, 2009 1:56 pm
- Forum: PSP Development
- Topic: Porting Homeworld from PC to PSP...help :)
- Replies: 16
- Views: 8378
Then you have endian issues like we do with DX64 and Strmnnrmn porting it to a big endian system and the fact we're emulating a big endian system(the N64) that has a few endianess quirks on a little endian system(PSP) that also has it's own quirks. In the end it all makes for a wonderful mess... Goo...
- Fri Jun 26, 2009 1:45 pm
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
Here is the ME code we use for DX64 along with the Demo Code above in a nice neat VSExpress compatible package for those using MinPSPw. http://www.sendspace.com/file/wmmo8o BTW: The Demo and the MediaEnginePRX are just set up as different Projects in the Same solution with the only alterations being...
- Fri Jun 26, 2009 5:47 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
Just what I needed.
Thx, that's exactly what I needed. Also if you did post it before, thx for the repost. I was lazy and didn't read all 5 pages of this topic.
- Thu Jun 25, 2009 6:32 pm
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 169543
Current Version
A few quick questions: 1. Is the current version of your code still "MediaEnginePRX-v1.0a"? 2. This is what we are using in DX64 correct? 3. Is there some short example code for using the MediaEngine? (I'm looking for something other than DX64 as I'm currently tearing it apart to be rebuil...
- Sat Jun 13, 2009 5:15 am
- Forum: PSP Development
- Topic: Bochs for PSP compiles
- Replies: 10
- Views: 8631
- Sat Jun 13, 2009 5:10 am
- Forum: PSP Development
- Topic: Need help find a tool for memory leaks
- Replies: 3
- Views: 2229
Need help find a tool for memory leaks
Need a PSP Debugging tool for memory leaks or least memory profiling to see if I have a leak (so I can know how much I'm actually using) . Any suggestions? As you know here I work on DaedalusX64. I'm running into bad_alloc crashes after loading several titles in a row and after playing 1 game for ex...
- Wed Jun 10, 2009 1:53 pm
- Forum: PSP Development
- Topic: Bochs for PSP compiles
- Replies: 10
- Views: 8631
Sorry about the bump..
Hello, I'm just wondering what was causing the issue as I've seen this on other PSP homebrew, but then all I ever see is I fixed it and no explanation as to what happened.
- Mon May 25, 2009 3:09 pm
- Forum: PSP Development
- Topic: Problem with 4Bit Palletised Textures
- Replies: 6
- Views: 3057