Search found 15 matches

by svxs
Wed Sep 02, 2009 4:37 pm
Forum: PSP Development
Topic: SDL linking cannot find definition of Unlock Surface
Replies: 7
Views: 2913

Figured the idea of SDL was to enhance portability. Curious for there to be things to encourage unportable code in that implementation...
by svxs
Fri Aug 28, 2009 7:03 pm
Forum: PSP Development
Topic: SDL linking cannot find definition of Unlock Surface
Replies: 7
Views: 2913

I see. I mistook the way he worded it to mean that his project compiled properly for OSX when using libraries and tools that are unrelated to the PSP, yet generated an unrelated compiling or linking error when being built for the PSP. An odd issue if the OSX build is still erroneously letting the bi...
by svxs
Fri Aug 28, 2009 4:42 am
Forum: PSP Development
Topic: SDL linking cannot find definition of Unlock Surface
Replies: 7
Views: 2913

Is it a similar error message?
by svxs
Wed Aug 26, 2009 5:42 am
Forum: PSP Development
Topic: Compiling on PSP
Replies: 9
Views: 3998

It seems natural to me ,that apps for PSP should be created on the PSP. I get a different vibe. It's unnatural. The cons outweigh the pros in a case like this: The PSP's processor is inherently slower than my PC's dual core x86 CPU. It also lacks a sizable cache. I would cringe if I had to compile ...
by svxs
Wed Aug 26, 2009 5:29 am
Forum: PSP Development
Topic: Using PSPGE for graphic engine
Replies: 5
Views: 3446

My advice is to not reinvent the wheel. If the GU functions do it fine by themselves, why wrap them? If you're intent on it, then use a macro: #define myEngineEnable(State) sceGuEnable(State) Not much point in a library that renames standardized/common functions from ...
by svxs
Sun Aug 23, 2009 11:43 am
Forum: PSP Development
Topic: VFPU Rendering engine (for fragment processing)
Replies: 10
Views: 6441

Does anyone have a working link for this old project? Sounds interesting. I'd like to have a look.
by svxs
Tue Jul 28, 2009 5:33 am
Forum: PSP Development
Topic: "psp-gcc: Command not found" psplink
Replies: 3
Views: 2403

User xxx's PATH variable may be set up, but root's isn't.

When you use sudo, PATH is not inherited.
by svxs
Thu Jul 02, 2009 4:44 am
Forum: PSP Development
Topic: GU buffers autoswapping?
Replies: 6
Views: 3598

Hmm. Definitely wouldn't be that, then. Pointers to all three memory areas for the draw, display, and z buffers have always been to the correct places, although I recently started using valloc() from the libvram helper library to allocate them properly. The pointers are properly converted to VRAM-re...
by svxs
Wed Jul 01, 2009 4:03 am
Forum: PSP Development
Topic: [Solved] folder name as variable
Replies: 8
Views: 4513

int folder_name_variable; folder_name_variable = Brew; Picture = oslLoadImageFile("Root/..folder_name_variable../test.png", OSL_IN_RAM, OSL_PF_5551); It's tough to see what you're trying to do. Is folder_name_variable really an integer, or should it be a string? What is the type of Brew? ...
by svxs
Wed Jul 01, 2009 3:53 am
Forum: PSP Development
Topic: GU buffers autoswapping?
Replies: 6
Views: 3598

I have a weird feeling that you're right Jim... I'm not sure why I would've been, but all the symptoms point that way. It's tough to tell since I removed the code in order to focus on something else. With a tremendous project like this, it's too easy to get sidetracked by the small things. What woul...
by svxs
Tue Jun 30, 2009 4:25 am
Forum: PSP Development
Topic: GU buffers autoswapping?
Replies: 6
Views: 3598

Still can't figure this out. The only things happening prior to this are: A thread is set up to handle the home button. The debug screen is initted to display the status of some operations: The contents of a few archives is indexed in a hash table. A few megabytes of models and images for textures a...
by svxs
Mon Jun 29, 2009 11:13 am
Forum: PSP Development
Topic: GU buffers autoswapping?
Replies: 6
Views: 3598

GU buffers autoswapping?

I had an interesting idea. I need to convert DXTn compressed images to RGBA8 pixel format. The GU can handle DXTn compressed images natively, so my idea was to use it to do the conversion so that I won't need to write an algorithm to do it in software. I planned on using the GU to render it to the d...
by svxs
Sat Jun 20, 2009 2:11 pm
Forum: PSP Development
Topic: working with colors
Replies: 2
Views: 2024

One eight-bit byte can store a value from 0 to 255. The PSP uses integers that are 4 bytes, 32 bits. The way you encode the colors depends on the pixel format you're using. Just realize that there are typically four channels in a color: red, green, blue, and alpha. But sometimes there're less. To pu...
by svxs
Sat Jun 20, 2009 6:10 am
Forum: PSP Development
Topic: Can't allocate 1 MB, but can alloc 2?
Replies: 1
Views: 1549

Turned out to be some heap corruption from an off-by-one error in another function that was being called repeatedly before this chunk of code. Works fine after I found that.
by svxs
Fri Jun 19, 2009 10:18 am
Forum: PSP Development
Topic: Can't allocate 1 MB, but can alloc 2?
Replies: 1
Views: 1549

Can't allocate 1 MB, but can alloc 2?

It's the weirdest problem. #define ALIGNED&#40;nBytes&#41; __attribute__&#40;&#40;aligned&#40;nBytes&#41;&#41;&#41; // types&#58; typedef unsigned char byte_t; // uint32_t, etc, are from <stdint.h> &#40;this is c99 code&#41; struct dim2d &#123; uint32_...