Search found 70 matches

by HexDump
Thu Jan 11, 2007 7:57 am
Forum: PSP Development
Topic: psplink + eclipse debugging error(Unable to set working dir)
Replies: 1
Views: 1511

I´m gonna answer myself -> AVOID SPACES IN THE ECLIPSE PATH INSTALATION ¬¬.


HexDUmp
by HexDump
Thu Jan 11, 2007 1:26 am
Forum: PSP Development
Topic: psplink + eclipse debugging error(Unable to set working dir)
Replies: 1
Views: 1511

psplink + eclipse debugging error(Unable to set working dir)

Hi, I have set up everything to debug with eclipse + psplink. The problem is that when I start debugging I get an error in the eclipse console, it stands: Unable to set working idrectory: mi_cwd_env_cd: Usage Directory. What's the prob?. I remember doing so in linux and it worked :S. BTW: I have che...
by HexDump
Tue Jan 09, 2007 6:54 pm
Forum: PSP Development
Topic: Remote debugging with Visual C++ 2005 and PSPLink?
Replies: 3
Views: 1893

This is what I have did :). A pitty not to have everything in one ide, but ey! eclipse works outstanding on win too :).


HexDump.
by HexDump
Mon Jan 08, 2007 7:34 pm
Forum: PSP Development
Topic: Remote debugging with Visual C++ 2005 and PSPLink?
Replies: 3
Views: 1893

Remote debugging with Visual C++ 2005 and PSPLink?

Hi all,

I have been debuggin on linux remotely with psplink + eclipse. Now I´m on windows and need to do same thing. Is there any posibility to do remote debuggin with vc++ 2005 + psplink?.


Thnaks in advance,
HexDump.
by HexDump
Wed Dec 27, 2006 1:48 am
Forum: PSP Development
Topic: Wildcards in sceIoDread?
Replies: 0
Views: 934

Wildcards in sceIoDread?

Does anybody know if sceIoDread supports wildcards? I don´t know if in lastest pspsdks findfirst/findnext are supported correctly (this 2 support wildcards) .... I´m using sceIoXXX but would like to move to the standrad findfirst/findnext if it is possible.

Thanks in advance,
HexDump.
by HexDump
Fri Oct 20, 2006 10:55 pm
Forum: PSP Development
Topic: Imposible to build psp-gdb (desperated)
Replies: 1
Views: 1209

Ok I fixed thanks to a forum fellow. What I did was to download las toolchain script, and run svn update on it. That's all, I think the problem was not having the right binutils patch.

Bye all.
HexDump.
by HexDump
Fri Oct 20, 2006 7:37 am
Forum: PSP Development
Topic: Imposible to build psp-gdb (desperated)
Replies: 1
Views: 1209

Imposible to build psp-gdb (desperated)

I have tryied to download an compile gdb ( I used the toolcahin script with the -d and -e switches as someone stated int the psplink thread). I get this error: hecking target system type... Invalid configuration `psp': machine `psp' not recognized configure: error: /bin/sh ../../bfd/../config.sub ps...
by HexDump
Thu Oct 19, 2006 10:49 pm
Forum: PSP Development
Topic: Setting up Eclipse + PSPLink + GDBServer debugging
Replies: 20
Views: 25373

Thanks a lo soily but this neither works :(. When I run svn update I get a message saying: Omiting '.' (this could be not the real message in a linux with english language, I translated from spanish) then, it exists. WHere do you execute it? where the toolchain.sh is? does it do anything more than p...
by HexDump
Thu Oct 19, 2006 8:37 am
Forum: PSP Development
Topic: Setting up Eclipse + PSPLink + GDBServer debugging
Replies: 20
Views: 25373

gdb build not working...

I have tryied to download an compile gdb ( I used the toolcahin script with the -d and -e switches as someone states above). I get this error: hecking target system type... Invalid configuration `psp': machine `psp' not recognized configure: error: /bin/sh ../../bfd/../config.sub psp failed could an...
by HexDump
Thu Oct 19, 2006 8:13 am
Forum: PSP Development
Topic: Eclipse debugging with gdb and psplink.
Replies: 2
Views: 1698

ummm, sorry, I read almost all pages and did not found anything about eclipse, so I decided to post here. Did not notice it was another sticky.

Could any moderator delte this thread please?.

Thanks in advance,
HexDUmp.
by HexDump
Thu Oct 19, 2006 7:59 am
Forum: PSP Development
Topic: Eclipse debugging with gdb and psplink.
Replies: 2
Views: 1698

Eclipse debugging with gdb and psplink.

Hi all,

I have managed to make psplink (by the way, what a great app!!) work in linux. I would like now to make my IDE (eclipse) debug apps through psplink. has anybody done this yet?. I a bit new to eclipse and can find the way to achieve this.


Thanks in advance,
HexDump.
by HexDump
Wed Oct 18, 2006 1:09 am
Forum: PSP Development
Topic: Any good document to start with PSP 3D rendering?
Replies: 1
Views: 1321

Any good document to start with PSP 3D rendering?

Hi all,

I would like to know if there is any doc with good information about how to achieve efficient 3D rendering with PSP.

Thanks in advance,
HexDump.
by HexDump
Tue May 30, 2006 6:15 pm
Forum: PSP Development
Topic: Vtimers and eloader problem.
Replies: 2
Views: 1622

I think I will use an alternative method. The way of emulating a vtimer is to create a thread that waits/sleeps for the periode time, and then calls a function?


HexDump.
by HexDump
Mon May 29, 2006 6:31 pm
Forum: PSP Development
Topic: Vtimers and eloader problem.
Replies: 2
Views: 1622

Well it seems that the problem is not vtimers itself. I have built a little example using vtimers basen on one of the sdk examples and everything went ok... weird... it seems a side effect that another bug is producing, but again, in fw 1.5 everything goes ok.


HexDump.
by HexDump
Mon May 29, 2006 5:28 pm
Forum: PSP Development
Topic: Vtimers and eloader problem.
Replies: 2
Views: 1622

Vtimers and eloader problem.

Hi, In my last emulator build i run into a weird problem: Peopple with last version of eloader got stuck at the very beginning getting an annoying black screen. After some tests, I have managed to spot the problem, I install a vtimer for syncronization that waits for a var to get to a certain value,...
by HexDump
Mon May 22, 2006 10:46 pm
Forum: PSP Development
Topic: VTimers working code?
Replies: 3
Views: 1766

Yes I checked that, I based my code on it.

HexDump.
by HexDump
Mon May 22, 2006 7:08 pm
Forum: PSP Development
Topic: VTimers working code?
Replies: 3
Views: 1766

VTimers working code?

Hi, I have been playing with vtimers for a while, but I couldn´t been able to make them work, does anybody have some working code?. What I do is easy: I create a timer with sceKernelCreateVTimer then I register a timer for the handler with sceKernelSetVTimerHandler, this returns 1000000 because I wa...
by HexDump
Sun May 21, 2006 5:38 am
Forum: PSP Development
Topic: Some functions I can´t use...
Replies: 0
Views: 1082

Some functions I can´t use...

Hi, I´m porting a prog to the psp and I have found it uses some functions from sys/timer.h and sygnal.h that produce erros when linking. This funcions are sigaction, and setitimer, and I´m getting unkown reference when trying to link. Is there any lib I should add to the linking?. Thanks in advance,...
by HexDump
Sat Apr 22, 2006 9:16 pm
Forum: PSP Development
Topic: Blending revisited.
Replies: 1
Views: 1349

Blending revisited.

Hi, After playing about 1 hour (1 more) with the sceBlendingFunction without getting the results I like, I have decided to post again about blending. What I would like to get is something like Cs * Alfa + Cd * (1-Alfa), easy.... My Pixel Buffer is 565, and the image I want to blend with the pixel bu...
by HexDump
Thu Apr 20, 2006 7:31 pm
Forum: PSP Development
Topic: pspAudio and my emulator.
Replies: 5
Views: 2507

Thanks to everyone answering, the problem was that I did calculations by hand, and I was executing less cycles by frame than I should.

Sorry to waste your time mates, and thanks again.


HexDump.
by HexDump
Tue Apr 18, 2006 4:43 pm
Forum: PSP Development
Topic: pspAudio and my emulator.
Replies: 5
Views: 2507

Yes, I use the same method (Well, I don´t check if a sound is playing because I allways write into the buffer what emulator says, if no sound emulator outs 0's). The problem is that a lot of times I can´t fill the psp audio buffer with "length" samples, because my emulator has produced les...
by HexDump
Tue Apr 18, 2006 8:06 am
Forum: PSP Development
Topic: pspAudio and my emulator.
Replies: 5
Views: 2507

pspAudio and my emulator.

Hi, I know this could be the wrong place to ask about this, but I didn´t find any better place, so here we are: I have a little problem with my emulator and sound. I´m using pspAudioLib to output the sound from my emulator. I have a callback that is called by the psp when he needs the channel to be ...
by HexDump
Sun Apr 16, 2006 10:53 pm
Forum: PSP Development
Topic: Help with srcfix and dstfix parameters in Blending function.
Replies: 2
Views: 1806

Hi starman2049, If I´m not wrong the sceGuTexFunc is used to blend texture stages, I mean, for multitexturing, etc... If it works like dx or ogl. So, it won´t have any effect on the final blending -> fragment buffer + frament comming from multitexturing, and this final blending (blending function) d...
by HexDump
Sat Apr 15, 2006 9:08 am
Forum: PSP Development
Topic: Help with srcfix and dstfix parameters in Blending function.
Replies: 2
Views: 1806

Help with srcfix and dstfix parameters in Blending function.

Hi, I just figure out how to do color blending (well, someone point me out that sceCopyImage was only a blit and bypasses the 3D pipeline :) ). The problem now is that I haven´t found a "MODULATE" blending mode for the color blend function, so I used "ADDITIVE". But this, shows t...
by HexDump
Wed Apr 12, 2006 6:47 pm
Forum: PSP Development
Topic: Disable texturing...
Replies: 4
Views: 2448

Dumb!, didn´t noticed that (late at night working). Anyway I thought there were a way to do not render polys with textures without disabling textures all around. For example in dx you do a settexture(NULL), and although textures are activated it renders the polys using vertex colors. Thanks mam, Hex...
by HexDump
Wed Apr 12, 2006 4:47 pm
Forum: PSP Development
Topic: Disable texturing...
Replies: 4
Views: 2448

Disable texturing...

Hi, Perhaps this is a dumb question, but I did not find how to disable texturing. I mean, I want to render a textured cuad and a blue cuad (using vertex colors). I first render the textured cuad and set the corresponding texture, but to render the second one I need to set no texture in order to rend...
by HexDump
Tue Apr 11, 2006 5:43 pm
Forum: PSP Development
Topic: Hardware color blending.
Replies: 5
Views: 3016

Well, I thought I saw that in some place, perhaps I was slippy :). Thanks to both.


HexDump.
by HexDump
Tue Apr 11, 2006 7:18 am
Forum: PSP Development
Topic: Hardware color blending.
Replies: 5
Views: 3016

Can anyone confirm garak belevings please?.


HexDump.
by HexDump
Mon Apr 10, 2006 7:03 am
Forum: PSP Development
Topic: Hardware color blending.
Replies: 5
Views: 3016

Hardware color blending.

Hi, First of all, I have been looking through the forums about hardware color blending (in pspsdk samples too, with no luck). What I want to do is simple, I have a texture , and I want to render it with color blending onto the back buffer. I use sceCopyImage to transfer the image to the backbuffer, ...
by HexDump
Fri Mar 31, 2006 6:24 pm
Forum: PSP Development
Topic: Newbie question on gu...
Replies: 2
Views: 1815

Thanks a lot Raphael, you've been really helpfull as allways.


HexDump.