Search found 122 matches
- Mon Mar 19, 2007 5:32 am
- Forum: PSP Development
- Topic: Adding functionality into the bios cross bar?
- Replies: 1
- Views: 1503
Adding functionality into the bios cross bar?
Sorry if this is known or asked before but I have been wondering. Has anybody hacked a way to posibly add new items into the psp bios crossbar menu? Personaly I think this might be a good extension to add onto the psp. So esentualy someone can build extensions and support to launch an internal app w...
- Sat Aug 19, 2006 4:27 am
- Forum: PSP Development
- Topic: GU_TRANSFORM_2D Question -- never mind --
- Replies: 4
- Views: 3097
Either that, or you could set a better z-value on your 2D text, it still applies even though the 3D transform is disabled. Could be nice if you intend to render your 2D hud in layers. Setting your raw Z-value to 1.0f would result in a value of 65535 in the zbuffer. Well actualy the Z value was 0.0f...
- Fri Aug 18, 2006 6:09 pm
- Forum: PSP Development
- Topic: GU_TRANSFORM_2D Question -- never mind --
- Replies: 4
- Views: 3097
- Fri Aug 18, 2006 4:37 pm
- Forum: PSP Development
- Topic: GU_TRANSFORM_2D Question -- never mind --
- Replies: 4
- Views: 3097
GU_TRANSFORM_2D Question -- never mind --
I wrote a font render based on the example in the sdk yet I have an odd issue. Regardless if I render it prior or after my scene. My text apears behind my 3d objects (have to pan the camera to a spot where no 3d is rendered just to see the text). The sample renders using sprites/quads and GU_TRANSFO...
- Tue Aug 08, 2006 5:33 am
- Forum: PSP Development
- Topic: AT3P Help!! - Problem fixed
- Replies: 6
- Views: 5126
- Tue Aug 08, 2006 4:47 am
- Forum: PSP Development
- Topic: AT3P Help!! - Problem fixed
- Replies: 6
- Views: 5126
no idea then :) Perhaps the libs off the UMD aren't the same as the ones we have stubs for. Actualy I found out the thread was not delaying till the prx were loaded. Maybe its because the game is 2.5 but it crashes when trying to load prx off umd. (gotta find a different disc and prx location to tr...
- Tue Aug 08, 2006 4:07 am
- Forum: PSP Development
- Topic: AT3P Help!! - Problem fixed
- Replies: 6
- Views: 5126
very simple, your application is a kernel mode one, if you just load off umd you should be able to get away with just using a user module instead which will allow the libraries to link. To get around this you can either manually fix up the libraries or use something like psp-packer which will patch...
- Tue Aug 08, 2006 3:46 am
- Forum: PSP Development
- Topic: AT3P Help!! - Problem fixed
- Replies: 6
- Views: 5126
AT3P Help!! - Problem fixed
I am in need of some help. I get the prx files to load (Audio & at3p) but when I call sceAtracSetDataAndGetID after loading a at3 file into a buffer, it errors out with 8002013a. A friend told me its a libs not linked yet. So any idea what I might be doing wrong? I launch a thread to execute thi...
- Fri Jul 28, 2006 4:14 am
- Forum: PSP Development
- Topic: Help with drawing text (sprites)
- Replies: 2
- Views: 1917
- Mon Jul 24, 2006 11:59 am
- Forum: PSP Development
- Topic: ATRAC3 Player Sample
- Replies: 76
- Views: 52367
yeah to load the required libraries you need kernel mode In user mode, they can be loaded from a disc anyways, and all umd usually have those two libraries. In that way, the atrac3 player sample would work on a normal user mode application... but it wouldn't work on a GTA-exploit application. So st...
- Mon Jul 24, 2006 2:08 am
- Forum: PSP Development
- Topic: ATRAC3 Player Sample
- Replies: 76
- Views: 52367
User mode cannot load anything from the flash not even signed modules (except if a kernel app like psplink previously did a patch). Loading from flash is only possible in kernel mode and vsh mode. Well, in vsh mode it would require the vshbridge module to be previously loaded, something that is not...
- Sun Jul 23, 2006 8:28 pm
- Forum: PSP Development
- Topic: ATRAC3 Player Sample
- Replies: 76
- Views: 52367
- Sun Jul 23, 2006 8:14 pm
- Forum: PSP Development
- Topic: Animation format...
- Replies: 4
- Views: 2912
- Tue Jun 20, 2006 2:50 am
- Forum: PSP Development
- Topic: PRX & Moduling Help
- Replies: 6
- Views: 3901
subbie, make your export.exp with the functions you want to export then do psp-build-exports -s export.exp and that will spit out a file with LibName.S where libname is the name of your library you specified in the export.exp file. Then just copy that across to your loader application and add it to...
- Tue Jun 20, 2006 1:19 am
- Forum: PSP Development
- Topic: PRX & Moduling Help
- Replies: 6
- Views: 3901
- Mon Jun 12, 2006 2:38 am
- Forum: PSP Development
- Topic: Wrong with my read code?
- Replies: 3
- Views: 1522
- Sun Jun 11, 2006 1:42 pm
- Forum: PSP Development
- Topic: Usb Port Question
- Replies: 3
- Views: 2375
- Sun Jun 11, 2006 3:06 am
- Forum: PSP Development
- Topic: Usb Port Question
- Replies: 3
- Views: 2375
Sorry to spam a little but does anybody know? Any info would be helpful since I am very serious about this (as I am with my other projects). I think a small rumble pack via the usb port would be an amazing addition for homebrew. Maybe even move sony to make their own for comercial use (providing the...
- Tue Jun 06, 2006 2:22 am
- Forum: PSP Development
- Topic: Usb Port Question
- Replies: 3
- Views: 2375
Usb Port Question
Hey, Has anybody found out a way to use the Usb Port for more then just a data link up to a pc? I ask because I have heavly wanted to get some sort of a rumble pack running on the psp. I finaly found someone willing to build the hardware for me but I am wondering where I would need to go to build a ...
- Tue Jun 06, 2006 2:18 am
- Forum: PSP Development
- Topic: PSP 3D Programming
- Replies: 11
- Views: 5073
Wow, that has certainly waken me up from dreaming. I wonder if i could use homebrew SDK to develop game as good as those official psp titles? Yes you can. Look at Iris or the 3d racer by AnonymousTipster. I'm the coder of iris and i've really yet to scrach the surface of what I can accomplish on th...
- Mon May 22, 2006 10:36 am
- Forum: PSP Development
- Topic: Particles
- Replies: 1
- Views: 1452
- Wed May 17, 2006 2:03 pm
- Forum: PSP Development
- Topic: Loading textures from PNG (or other image formats)
- Replies: 6
- Views: 3531
- Tue May 16, 2006 11:50 pm
- Forum: PSP Development
- Topic: Homebrew for PSP Publishers
- Replies: 12
- Views: 6654
- Sun May 14, 2006 5:22 am
- Forum: PSP Development
- Topic: Latest Monkey 64 emulater
- Replies: 4
- Views: 2296
- Sat May 13, 2006 4:50 am
- Forum: PSP Development
- Topic: Latest Monkey 64 emulater
- Replies: 4
- Views: 2296
- Thu May 11, 2006 2:18 am
- Forum: PSP Development
- Topic: gum_vfpu questions!!
- Replies: 3
- Views: 2248
- Thu May 11, 2006 1:56 am
- Forum: PSP Development
- Topic: gum_vfpu questions!!
- Replies: 3
- Views: 2248
- Thu May 11, 2006 1:03 am
- Forum: PSP Development
- Topic: gum_vfpu questions!!
- Replies: 3
- Views: 2248
gum_vfpu questions!!
Hey guys. I have some questions. How do I switch my code from using GUM to GUM_VFPU. I tried a few things but it feels like it is not working (the reason I know is because if I do the matricies by hand & transform my verts, its faster then using GUM). So can someone please tell me how to setup s...
- Wed May 10, 2006 6:04 am
- Forum: PSP Development
- Topic: Proposal: Recreate Nehe's Examples for PSPGL / PSPDEV SDK
- Replies: 6
- Views: 3717
- Sat Apr 29, 2006 2:17 am
- Forum: PSP Development
- Topic: Descent for PSP
- Replies: 9
- Views: 13303