Search found 40 matches

by Onii
Mon Nov 24, 2008 12:08 pm
Forum: PSP Development
Topic: Connect Timeout
Replies: 7
Views: 2837

In what way does it not work? If it's not returning control back to your program after hitting the code listed, look into non blocking socket io.

If it's something else, let us know.
by Onii
Tue Nov 04, 2008 1:35 pm
Forum: PSP Development
Topic: Need help with Toolchain
Replies: 21
Views: 8304

C# code will not compile under a c++ compiler. They are completely different.
by Onii
Mon Nov 03, 2008 2:03 pm
Forum: PSP Development
Topic: New to coding/psp dev. Few questions.
Replies: 4
Views: 1966

A word of caution: I don't know that the PSP is a very good platform to learn C on. You'll be thrown into medium to advanced topics right off the bat. For instance your questions about the callback functions and threads. The simple answer is that they are there to enable your game/application to be ...
by Onii
Mon Nov 03, 2008 3:41 am
Forum: PSP Development
Topic: C++ compilation problem
Replies: 15
Views: 8036

There's nothing wrong with using the singleton design pattern in c++. Design patterns are language agnostic anyway so I'm not exactly sure what PosX100 is talking about.
by Onii
Mon Oct 27, 2008 5:33 am
Forum: PSP Development
Topic: trying to do an xmb in-game
Replies: 22
Views: 9246

The implicit declaration warnings mean that you forgot to include the .h file that defines those functions. Double check your includes
by Onii
Mon Oct 27, 2008 2:18 am
Forum: PSP Development
Topic: Async Functions in SDK HELP
Replies: 4
Views: 2506

I know this is just an example, but I think its worth mentioning (for other readers of the thread) that if you're using it that directly in your actual code you gain no benefit from using the async calls. I'd use the non async equivalents, they're much more direct in usage: Just sceIoRead(fd, data, ...
by Onii
Sun Oct 26, 2008 5:30 pm
Forum: PSP Development
Topic: Async Functions in SDK HELP
Replies: 4
Views: 2506

First, a disclaimer, I haven't played with async io, just relaying what I found in the docs with the hope that it'll help. If I understand the docs correctly, first you register a callback with sceIoSetAsyncCallback(), then you call sceIoReadAsync() which will return immediately, and when it has don...
by Onii
Sun Oct 26, 2008 5:01 pm
Forum: PSP Development
Topic: Questions on porting SDL apps
Replies: 11
Views: 3805

I think you need -lSDL_main.
by Onii
Sun Oct 26, 2008 12:08 pm
Forum: PSP Development
Topic: memory stick defragmentation
Replies: 23
Views: 11253

imagine that a file is complety fragmented then a defragmenter will write, at worst, all the clusters once which is exactly equal to write all the blocks after fomatting While I tend to agree that in most cases you will hit more clusters if a full format actually erases each cluster, I doubt this i...
by Onii
Sun Oct 26, 2008 11:09 am
Forum: PSP Development
Topic: whatz wrong!!
Replies: 5
Views: 2211

Add the include paths for osl to your makefile.

EDIT: While we're at it you will need to add the osl library to your makefile too if it's not already there.
by Onii
Sun Oct 26, 2008 2:36 am
Forum: PSP Development
Topic: whatz wrong!!
Replies: 5
Views: 2211

This is not psp related. This is BASIC programming. Your compiler can't find your include file.

The very first error says that it can't find oslib.h.
by Onii
Sat Oct 25, 2008 10:37 am
Forum: PSP Development
Topic: Compiler error? Ambiguous types
Replies: 7
Views: 2807

Or you can comment the declaration out of psptypes.h.

EDIT: of course.... that's a whole other can of worms :)

EDIT: global search and replace, with confirmation is your friend :)
by Onii
Sat Oct 25, 2008 10:05 am
Forum: PSP Development
Topic: Compiler error? Ambiguous types
Replies: 7
Views: 2807

Yes, and you are likely doing "using TestEngine;", therefore colliding your name space with global.

Just qualify your declarations with TestEngine::u8 var; and you'll be fine.
by Onii
Sat Oct 25, 2008 8:03 am
Forum: PSP Development
Topic: Writing files and reading directories
Replies: 10
Views: 3203

Check your return codes to see what one is failing.
by Onii
Sat Oct 25, 2008 8:00 am
Forum: PSP Development
Topic: Compiler error? Ambiguous types
Replies: 7
Views: 2807

psptypes.h defines a u8 typedef. If your library also defines one, you'll need to comment one or the other out (or wrap them in #ifdefs) so that you only have one definition.

EDIT: Or of course, if it's defined in a class use Class::u8. same if you are "using Namespace;"
by Onii
Fri Oct 24, 2008 10:57 am
Forum: PSP Development
Topic: Collisions (i think)
Replies: 6
Views: 2989

Then throw in printf()s everywhere you think something interesting may happen. For example: put a printf("1"); inside the read keys check , then printf("2"); inside of the first collision check, then printf("3"); inside your RunPBP Then run your program and see what num...
by Onii
Fri Oct 24, 2008 9:45 am
Forum: PSP Development
Topic: Compiler error? Ambiguous types
Replies: 7
Views: 2807

Sounds like u8 is defined more than once. Check all your includes for definitions of u8. Odd though that it only shows one candidate. Are you using any other high level libraries that might define u8 like psptypes.h does? Another thing I notice is this is a cpp file. Are the others that compile also...
by Onii
Thu Oct 23, 2008 1:28 pm
Forum: PSP Development
Topic: Collisions (i think)
Replies: 6
Views: 2989

I mean no offense, but after reviewing this code, I think programming the PSP my be a bit out of your league. That aside: If you want to find out what your program is doing, you're going to either have to load it in a debugger (read: PSPLink + GDB) or throw some printf()s in there. I don't know the ...
by Onii
Thu Oct 23, 2008 12:51 pm
Forum: PSP Development
Topic: Getting eboot images and names
Replies: 7
Views: 3243

Here's a quick hack to extract the icon0.png data out of a PBP. Based loosely off my pspGetTitleFromEBOOT() code. http://forums.ps2dev.org/viewtopic.php?p=75257#75257 u32 pspGetIcon0FromEBOOT(const char * EBOOTfileName, const char * icon0fileName){ const u32 BPBSignature = 0...
by Onii
Thu Oct 23, 2008 9:13 am
Forum: PSP Development
Topic: Getting eboot images and names
Replies: 7
Views: 3243

Do you want the function to just write out the PNG file or do you want it as a texture in memory that you can blit (or both)? If I have time tonight (depending on how quickly this audio development goes) I'll hack something together. Writing out a PNG will be trivial, converting to a texture will be...
by Onii
Wed Oct 22, 2008 10:13 am
Forum: PSP Development
Topic: Getting eboot images and names
Replies: 7
Views: 3243

by Onii
Mon Oct 20, 2008 3:22 am
Forum: PSP Development
Topic: fixup exports error...
Replies: 18
Views: 6353

If I were to guess, I would think that SINGLE_START refers to a singleton. i.e. Only one running in memory at one time. NOT only allowing the module to be run only one time.
by Onii
Wed Oct 15, 2008 1:55 pm
Forum: PSP Development
Topic: Sony PSP Application appwizard (visual studio 6.0) (update)
Replies: 53
Views: 54304

If you use Heimdall's install, you can build with Visual Studio just fine, just use a makefile project. He's pretty good about keeping it up to date. That being said it's best to just bite the bullet and install cygwin, then you're not bound to anyone schedule and you can update your sdk whenever yo...
by Onii
Tue Oct 14, 2008 11:17 am
Forum: PSP Development
Topic: PSP Doesn't Turn on if exception occurs while Power is low
Replies: 8
Views: 3161

Hmm I wonder if the watchdog thread sets something different in nvram in exception cases. Time to run my battery down and experiment :)
by Onii
Tue Oct 14, 2008 10:39 am
Forum: PSP Development
Topic: PSP Doesn't Turn on if exception occurs while Power is low
Replies: 8
Views: 3161

Isn't that normal when the battery is very low that it won't turn on even if there is a little juice left in the battery? I'm pretty sure this has always happened for me. Whether or not I have an exception, when my psp gets turned off with very low battery it won't come back on unless you have it pl...
by Onii
Sun Oct 12, 2008 1:20 pm
Forum: PSP Development
Topic: int (* handler)(int sel) Help Me
Replies: 8
Views: 4094

Another good resource for function pointers / functors / callbacks I use is: http://www.newty.de/fpt/callback.html
by Onii
Sun Oct 12, 2008 12:02 pm
Forum: PSP Development
Topic: iso [NOT GAMES] mount in RDWR mode
Replies: 8
Views: 3035

I doubt you'll find anything pre-built to do this. ISO 9660 was designed with read-only in mind. But if you're serious about it and want to "roll your own" first two links in the "External Links" section of the ISO 9660 wikipedia entry (http://en.wikipedia.org/wiki/ISO_9660) are ...
by Onii
Sun Oct 12, 2008 6:14 am
Forum: PSP Development
Topic: selecting images
Replies: 11
Views: 5054

My guess is you're looking for a c tutorial. Search for one on google.
by Onii
Thu Oct 09, 2008 10:49 am
Forum: PSP Development
Topic: EBOOT Title
Replies: 18
Views: 11657

I was thinking about this one on my commute today. I was thinking that it was too fast to be correct. I was right. It was failing out early and my test script failed to detect the error condition. I updated the code and statistics above. It's still the fastest by a good margin but not an order of ma...
by Onii
Wed Oct 08, 2008 3:58 pm
Forum: PSP Development
Topic: EBOOT Title
Replies: 18
Views: 11657

I couldn't leave well enough alone. I made a new version that loads the SFO data into memory and processes it that way. It also uses the sceIo calls. Here are my benchmarking finds (all benchmarks 10000 iterations @ 222mhz from ms0:): 62KB homebrew EBOOT.PBP Original code with fread and fseek no mem...