Search found 9 matches

by ftpiano
Tue Jan 20, 2009 8:17 pm
Forum: PSP Development
Topic: [Evaluation Release]Geometry Wars Portable
Replies: 3
Views: 3915

[Evaluation Release]Geometry Wars Portable

Finally, I got everything done... This is yet another Geometry Wars game duplication. Thanks to everyone here who had helped me out. And greetings to the guys who brought us the homebrew world on such a nice device: Good work! Let's keep moving. Download addr: http://jahmca.bay.livefilestore.com/y1p...
by ftpiano
Wed Jan 07, 2009 2:06 pm
Forum: PSP Development
Topic: Question about GE signal
Replies: 5
Views: 1925

So, all signals get a single exception that uses a single callback. You have two callbacks you can set, SIGNAL and FINISH. In the signal callback, the signal field is passed in so you can see which signal actually occured. This all makes sense now. Yeah agree with you. There is ONLY ONE signal call...
by ftpiano
Wed Jan 07, 2009 3:51 am
Forum: PSP Development
Topic: Question about GE signal
Replies: 5
Views: 1925

Well, I think the finish callback is working 'cause I saw animations, which was done in myFinishHandler(). And the call list for texture setup is working too, since there is a proper-looking texture. Okey...finally I got the sample run perfectly with signals! My equipment: CFW 3.71 M33-3 @ PSP Slim ...
by ftpiano
Tue Jan 06, 2009 1:01 pm
Forum: PSP Development
Topic: What's usage of the mem at 0xa0000000-0xa0010000?
Replies: 4
Views: 1870

0xa = (8 | 2)

So maybe it's some kind of uncached kernel address? Probably ME, I guess. Check this:

http://forums.ps2dev.org/viewtopic.php?t=7150
by ftpiano
Mon Jan 05, 2009 7:21 pm
Forum: PSP Development
Topic: Question about GE signal
Replies: 5
Views: 1925

Question about GE signal

About just a fews days ago, I noticed that my vertex buffers are growing bigger and bigger. Seriously, I think my program is CPU-bound. Because I saw about 25%-50% FPS boost after I paused the game logic, but leaving only the render procedures. So I think I should get more parallelism between GE and...
by ftpiano
Wed Jun 11, 2008 1:44 pm
Forum: PSP Development
Topic: 64bytes vb alignment required when using lpspgum_vfpu?
Replies: 12
Views: 3553

Yes, I think you get the point, J.F. I've tried to use cached pointers then flush the cache explicitly before sceGumDrawArray() calls. And that works fine even with 16-bytes-aligned buffers. So...according to what you said in the previous post: If a region is cached, accessing that region through th...
by ftpiano
Wed Jun 11, 2008 4:22 am
Forum: PSP Development
Topic: 64bytes vb alignment required when using lpspgum_vfpu?
Replies: 12
Views: 3553

Okay, just getting the silly questions out of the way early. :) You never know what someone will forget. Next silly question - you do have PSP_THREAD_ATTR_VFPU in the module header, right? And any threads that also use the VFPU? Well, I think I will never forget to specify the PSP_THREAD_ATTR_VFPU ...
by ftpiano
Tue Jun 10, 2008 3:28 pm
Forum: PSP Development
Topic: 64bytes vb alignment required when using lpspgum_vfpu?
Replies: 12
Views: 3553

J.F. wrote:Are you using double-buffering? You know - render to a frame buffer that isn't being displayed, then flip it to being displayed while the previous buffer becomes the render target?
Yes, by calling sceGuSwapBuffers().
by ftpiano
Tue Jun 10, 2008 9:10 am
Forum: PSP Development
Topic: 64bytes vb alignment required when using lpspgum_vfpu?
Replies: 12
Views: 3553

64bytes vb alignment required when using lpspgum_vfpu?

Hi all, I'm using VFPU to help transforming my vertices. At the very beginning, I found my sprites blinking, and I think this is due to I didn't wait for Vblank? It starts to get worse when more and more sprites are transformed/rendered. They blinked more frenquently, sometimes they disappeared, or ...