Search found 73 matches
- Sun Nov 12, 2006 9:50 am
- Forum: PSP Development
- Topic: Lots of funny errors on cygwin...
- Replies: 3
- Views: 1910
- Sun Oct 29, 2006 5:40 pm
- Forum: PSP Development
- Topic: Strings??
- Replies: 8
- Views: 2536
You might want to brush up on your basic C skills...
You're after a character array.
Your formatting for the printf is correct. Note that your character array can also go in place of the formatting string.
You're after a character array.
Code: Select all
char mystring[num];
- Tue Oct 03, 2006 9:55 pm
- Forum: PSP Development
- Topic: Control audio output to headphone or speakers
- Replies: 3
- Views: 2128
- Wed Sep 13, 2006 8:44 am
- Forum: PSP Development
- Topic: Wierd problem (well the way i see it...) with floats
- Replies: 3
- Views: 1427
- Sat Sep 02, 2006 3:05 pm
- Forum: PSP Development
- Topic: Cross, Dot GUm functions
- Replies: 6
- Views: 2506
- Wed Aug 09, 2006 8:07 pm
- Forum: PSP Development
- Topic: Very wierd program behaviour - Compiler bugs?
- Replies: 9
- Views: 4914
- Sat Aug 05, 2006 9:45 am
- Forum: PSP Development
- Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
- Replies: 25
- Views: 15050
Well... the hardware specifications say the PSP can do a vector * 4x4 matrix multiply in 22 cycles... two 4x4 matrices should then be 88 cycles. Look at the vfpu_gum code in the sdk to see how to do it - you'll need to load both matrices into the vfpu, multiply them, then pull out the one you want. ...
- Thu Jul 27, 2006 3:11 pm
- Forum: General Discussion
- Topic: PSP Open Game Sharing
- Replies: 1
- Views: 2822
PSP Open Game Sharing
Basically: it would be nice if projects on the pspdev sdk could employ something similar to Sony's game sharing, so that multiplayer games may be played even if not everyone has the game installed. We can't use Sony's game sharing, so a loader in the form of a homebrew app is needed. I'll probably t...
- Sun Jul 23, 2006 9:54 pm
- Forum: PSP Development
- Topic: [Solved] Textures to VRAM
- Replies: 11
- Views: 5028
There's no memory management provided for the graphics memory. It's up to you how to handle that. I think somebody wrote a basic dynamic memory allocation thingo for vram, you might want to search for it. sceGuCopyImage just does the transfer faster than if you were to do it on cpu, and also means y...
- Sun Jul 23, 2006 11:57 am
- Forum: PSP Development
- Topic: [Solved] Textures to VRAM
- Replies: 11
- Views: 5028
- Sat Jul 22, 2006 4:49 pm
- Forum: PSP Development
- Topic: [Solved] Textures to VRAM
- Replies: 11
- Views: 5028
- Fri Jul 14, 2006 7:11 pm
- Forum: PSP Development
- Topic: PSP Cache issues
- Replies: 7
- Views: 2631
The reason you write back the cache stuff is so that when the GU tried to read out of system ram, what's in system ram is what you actually wrote there. You want to place your sceKernelDcacheWritebackAll just before where the GU should be reading out the data. Generally, put them before sceGumDrawAr...
- Wed Jul 05, 2006 6:20 pm
- Forum: PSP Development
- Topic: audio system collapse? (was: problem with threads/gu)
- Replies: 3
- Views: 2756
There's one thing that comes to mind here, looking at your code - do you realize that the psp uses cooperative multithreading, and are you accounting for it? If yes, you can ignore the rest of what I have to say. The psp won't take control away from your threads - you have to give it up. There are a...
- Thu May 25, 2006 6:44 pm
- Forum: PSP Development
- Topic: No ScePspSMatrixN?
- Replies: 3
- Views: 2167
Someone more knowledgeable should probably follow this up, but I don't think you're going to get much of a performance gain by going to 16 bit. Most of the PSP's internal hardware should be 32 bit - it's going to take the same time to process 16 or 32 bits. It makes a difference to the GU for textur...
- Sun May 21, 2006 9:08 am
- Forum: PSP Development
- Topic: I little hint please...
- Replies: 13
- Views: 4227
- Sat Feb 18, 2006 9:43 am
- Forum: PSP Development
- Topic: why pspDebugScreenPrintf + gu = blinking text?
- Replies: 5
- Views: 3341
w.kosma: I don't know what your specific problem is, but pspDebugScreenPrintf is, as its name would suggest, meant for debugging. It's writing directly to what it thinks is the video ram (not the back buffer), and that probably conflicts with whatever the GU is doing. You probably want to find a cle...
- Wed Feb 15, 2006 3:52 pm
- Forum: PSP Development
- Topic: ncurse for the PSP? [Question]
- Replies: 7
- Views: 2638
- Thu Feb 09, 2006 5:01 pm
- Forum: PSP Development
- Topic: KXploit on Linux
- Replies: 10
- Views: 3162
This is kind of a hack, but if you really can't get it working, do psp-strip test.elf -o EBOOT.PBP The resulting EBOOT goes in the TEST directory (as opposed to TEST%) on the psp... it's doing the same thing as make kxploit, just without the directories. Still weird that it doesn't work properly, th...
- Tue Jan 24, 2006 7:20 am
- Forum: PSP Development
- Topic: All in one PSPSDK
- Replies: 17
- Views: 7096
Could you elaborate on why you can't install it? I haven't heard of a single installer like that, and there's really no way it could be considered small (depending on your definition of small). By the way, your English is better than many so-called native speakers, you don't need to worry about that...
- Mon Jan 23, 2006 3:15 pm
- Forum: PSP Development
- Topic: gxemul
- Replies: 2
- Views: 2098
- Mon Jan 23, 2006 8:35 am
- Forum: PSP Development
- Topic: warnning main is normally a non-static function cant comply?
- Replies: 22
- Views: 5383
Get an editor with auto indenting or something - or use indent. For some reason your main function is inside the repeat() function (which should have been obvious from all the }'s down the bottom)... I'm guessing you were seeing errors about unclosed brackets, and just stuck them down the bottom. By...
- Tue Nov 29, 2005 1:00 pm
- Forum: PSP Development
- Topic: Virtual memory on psp need help !!!!
- Replies: 17
- Views: 10169
- Tue Nov 15, 2005 8:42 am
- Forum: PSP Development
- Topic: [help!] main argv[0] doesn't include the % in path of eboot?
- Replies: 3
- Views: 1558
- Tue Nov 15, 2005 8:39 am
- Forum: PSP Development
- Topic: few questions (synchro, textures)
- Replies: 4
- Views: 2057
- Tue Nov 15, 2005 8:36 am
- Forum: PSP Development
- Topic: DLL Files
- Replies: 3
- Views: 1905
- Mon Nov 14, 2005 9:17 pm
- Forum: PSP Development
- Topic: In-Game Music Playing
- Replies: 7
- Views: 4092
Tremor was set to low accuracy because it was being used to port noiz2sa to psp - otherwise it was even slower and more unusable. As it is, it's still not that good. One solution will be to move audio decoding to the second cpu, but I don't think any progress has been made on that just yet. For now,...
- Sun Nov 13, 2005 7:59 am
- Forum: PSP Development
- Topic: Gu Functions Help
- Replies: 14
- Views: 6870
Heh, I didn't spot that in your code before... ints are 32 bits, not 16. That's why the hardware didn't like your vertices... Also, regarding your issue with the colours - why are you shifting right then left? If you want to clear unneeded bits then just AND them with whatever mask you need, otherwi...
- Sat Nov 12, 2005 1:44 pm
- Forum: PSP Development
- Topic: Some stupid newbish questions :D
- Replies: 7
- Views: 3753
This is all over the forums already, but flickering is usually due to cache issues. Either write to uncached memory (see the wiki for the address to OR your addresses against) or flush the cache before you flip buffers (sceKernelDcacheWriteBackAll). Regarding the what MikeDX said, the sceGu function...
- Sat Nov 12, 2005 7:55 am
- Forum: PSP Development
- Topic: do triangle lists optimize to strips?
- Replies: 1
- Views: 1939
- Fri Nov 11, 2005 8:04 am
- Forum: General Discussion
- Topic: Bricked your PSP? Help me fix mine ;)
- Replies: 5
- Views: 5532
The prices are extortionate, but if you're desperate you can get one from here. Could you tell me if you manage to get your part from somewhere else? I still need my new dpad.
-ReK
-ReK