Search found 13 matches
- Mon Aug 01, 2005 7:50 am
- Forum: PSP Development
- Topic: 32-bit texture problem
- Replies: 9
- Views: 3361
- Mon Aug 01, 2005 6:50 am
- Forum: PSP Development
- Topic: 32-bit texture problem
- Replies: 9
- Views: 3361
I was messing around a bit with your functions and I decided to take the graphics.c/h and pretty much use that as pg.c/h that I was using before. Is there any problem with that? Also, I tried using the loadImage with blitAlphaToScreen and one of the two doesn't seem to be working for me. Whichever o...
- Sun Jul 31, 2005 6:08 am
- Forum: PSP Development
- Topic: 32-bit texture problem
- Replies: 9
- Views: 3361
- Sun Jul 31, 2005 3:53 am
- Forum: PSP Development
- Topic: 32-bit texture problem
- Replies: 9
- Views: 3361
- Sun Jul 31, 2005 3:03 am
- Forum: PSP Development
- Topic: 32-bit texture problem
- Replies: 9
- Views: 3361
Figures I didn't know that you could click on the methods in the doxygen docs for more info =P. What I decided to do was to resize my 480x272 into 512x512 since the width and height said that it needed to be a power of 2. Once this was done, I changed the sceGuTexImage to (0,512,512,512,logo_temp) w...
- Sat Jul 30, 2005 3:10 pm
- Forum: PSP Development
- Topic: How long until ./toolchain.sh completes?!
- Replies: 33
- Views: 11357
- Sat Jul 30, 2005 2:46 pm
- Forum: PSP Development
- Topic: How long until ./toolchain.sh completes?!
- Replies: 33
- Views: 11357
I had almost the exact same problem. See http://forums.ps2dev.org/viewtopic.php?t=2809 for what I did. It worked for me. You need to install the rebase package, then run ash.exe from the command prompt inside of the cygwin folder. From there, type rebaseall. I don't know why or how, but it works, at...
- Sat Jul 30, 2005 2:38 pm
- Forum: PSP Development
- Topic: 32-bit texture problem
- Replies: 9
- Views: 3361
32-bit texture problem
Here a bit of background: I'm using the base code off of the spharm example, so most of the settings are set to whatever used to be there. I did change sceGuTexFunc from GU_TCC_RGB to GU_TCC_RGBA just so you know. I created a raw image with 4 channels RGBA in that order. I am also using that convert...
- Wed Jul 27, 2005 12:35 pm
- Forum: PSP Development
- Topic: Issue : perl, cygwin and pspsdk
- Replies: 4
- Views: 2150
After a bit of googling, I found the solution. I'm not sure how or why it works, but it does ;). I found it from http://blog.gmane.org/gmane.os.cygwin.perl/month=20040401 . I basically says that you need to run the cygwin setup and get the rebase package. Afterwards, you have to run rebaseall. I had...
- Wed Jul 27, 2005 4:52 am
- Forum: PSP Development
- Topic: Issue : perl, cygwin and pspsdk
- Replies: 4
- Views: 2150
I've had the same problem when I tried to add perl to the installation, although the error message is a little different. I'm pretty sure that I have the latest autoconf and automake. http://www.geocities.com/valohtarspace/error.png I'm going to try to reinstall Cygwin with just the necessities to s...
- Sat Jul 16, 2005 3:34 pm
- Forum: PSP Development
- Topic: Looping with exact timing?
- Replies: 9
- Views: 2973
- Sat Jul 16, 2005 11:35 am
- Forum: PSP Development
- Topic: Looping with exact timing?
- Replies: 9
- Views: 2973
I tried that =/. It worked fine, but the only problem is that I'm not exactly sure how long the doSomething() method takes to execute. Also, it may not have the same timing everytime. So I end up with 1 second plus a little tiny amount, but in a rhythm game, it adds up. I need something that can tak...
- Sat Jul 16, 2005 10:11 am
- Forum: PSP Development
- Topic: Looping with exact timing?
- Replies: 9
- Views: 2973
Looping with exact timing?
Sorry if this question sounds a bit trivial, but I haven't been able to figure it out. I want to create a loop that will loop at a constant speed, taking into account that the functions within the loop will take up some of the time. I want something like: while(1) { //loop e...