Search found 12 matches
- Sun Jul 10, 2005 12:34 am
- Forum: PSP Development
- Topic: Bloodshed Dev-C++ as a PSP homebrew IDE
- Replies: 17
- Views: 7786
- Tue Jul 05, 2005 7:52 am
- Forum: PSP Development
- Topic: Need to be fired up
- Replies: 23
- Views: 7341
- Tue Jul 05, 2005 7:48 am
- Forum: PSP Development
- Topic: Bloodshed Dev-C++ as a PSP homebrew IDE
- Replies: 17
- Views: 7786
- Tue Jul 05, 2005 1:30 am
- Forum: PSP Development
- Topic: Need to be fired up
- Replies: 23
- Views: 7341
- Tue Jul 05, 2005 1:15 am
- Forum: PSP Development
- Topic: Late binding with PSPSDK
- Replies: 5
- Views: 2604
- Tue Jul 05, 2005 1:02 am
- Forum: PSP Development
- Topic: Late binding with PSPSDK
- Replies: 5
- Views: 2604
I ported PspPet's code to SDK based. But the synchronization is still a issue. So I haven't call the linked functions from user mode. Madc, Is the work you've done refactoring PspPet's code to be PSPSDK-based posted somewhere for download/viewing? Or are you referring the the sample code which can ...
- Tue Jul 05, 2005 12:56 am
- Forum: PSP Development
- Topic: Need to be fired up
- Replies: 23
- Views: 7341
- Tue Jul 05, 2005 12:41 am
- Forum: PSP Development
- Topic: Emulator - Evolving PSP homebrew
- Replies: 7
- Views: 4219
Thanks ooPo - good point. Obviously, the sofware I write for a living is not of the game console variety, or I wouldn't have asked such a silly question. Why is the devkit method preferable? Because of the time required to create the emulator? So you feel we need a remote debugging scenario? Let's s...
- Tue Jul 05, 2005 12:28 am
- Forum: PSP Development
- Topic: Late binding with PSPSDK
- Replies: 5
- Views: 2604
Late binding with PSPSDK
What is the recommended best practice for late binding (e.g. pspnet libraries) while using the PSPSDK? I could include a startup.s for each project, but based on the example Makefiles that come with the SDK, it would seem the PSPSDK encourages using a "shared" startup.s. I ask this because...
- Tue Jul 05, 2005 12:20 am
- Forum: PSP Development
- Topic: Bloodshed Dev-C++ as a PSP homebrew IDE
- Replies: 17
- Views: 7786
Bloodshed Dev-C++ as a PSP homebrew IDE
I've been using Bloodshed's free Dev-C++ IDE a my development environment for PSP homebrew. In Dev-C++ I'm able to specify a custom complier configuration using psp-gcc, and use the PSPSDK provided makefile template for builds. This seems to work well, but unfortuntely no debugging yet. Is anyone el...
- Tue Jul 05, 2005 12:02 am
- Forum: PSP Development
- Topic: Emulator - Evolving PSP homebrew
- Replies: 7
- Views: 4219
Emulator - Evolving PSP homebrew
As someone who writes software for a living, I would submit that PSP homebrew development will struggle to evolve much past "hacking around" until a real PC-based emulator exists that allows for step debugging. Writing PSP code on the PC and "seeing if it works" on a physical PSP...
- Mon Jun 27, 2005 3:28 pm
- Forum: PSP Development
- Topic: Pixel format for pgBitBlt call's byte array parameter
- Replies: 4
- Views: 2444
Pixel format for pgBitBlt call's byte array parameter
Hi, I searched docs, couldn't find the answer so posting question here... In the function call: void pgBitBlt(unsigned long x,unsigned long y,unsigned long w,unsigned long h,unsigned long mag,const unsigned short *d); what is the pixel format for the byte array referenced by last parameter *d ? Is i...