Search found 15 matches

by Andon
Fri Jul 29, 2005 3:13 pm
Forum: PSP Development
Topic: uo_Snes9x 0.02pd2
Replies: 13
Views: 33784

so is this snapshot goping to be the released build? did you achieve what you were trying to do? how much faster is this than y28? The snapshot is mostly what's going to be in the released build. I'll finish translating everything tomorrow (I still need to translate the SRAM overwrite and State Del...
by Andon
Fri Jul 29, 2005 10:29 am
Forum: PSP Development
Topic: uo_Snes9x 0.02pd2
Replies: 13
Views: 33784

awesome news, what time scale do you see to a new release :) I like to target Fridays for releases whenever possible. Tomorrow's my Mom's birthday though, so I may release it on Saturday. Since this post earlier today I did a lot of work on the debugger in uo_Snes9x 0.02pd2 and added a new debugger...
by Andon
Fri Jul 29, 2005 1:56 am
Forum: PSP Development
Topic: How to make an ingame screenshot tool ?
Replies: 3
Views: 1776

You need to know the framebuffer pixel format first of all, either 16 or 32-bit (and the order of the color channels), and then it's pretty easy. Pseudo Code: #include "pspge.h" char* frame_buf; ... frame_buf = (char *) sceGeEdramGetAddr (); Now frame_buf po...
by Andon
Fri Jul 29, 2005 1:10 am
Forum: PSP Development
Topic: uo_Snes9x 0.02pd2
Replies: 13
Views: 33784

uo_Snes9x 0.02pd2

0.02pd2's in SVN right now, in fact it's been there for well over a week. It's not finished and ready for release yet, but I wanted to mention it and request help optimizing the tile drawing code (see below). I added a new file manager where you can copy/move files around on your Memory Stick and ev...
by Andon
Thu Jul 21, 2005 3:51 pm
Forum: PSP Development
Topic: uo_Snes9x 0.02pd1
Replies: 25
Views: 53816

Indeed, that was one thing I was concerned with. Another is the way depth values can be per-pixel... The PSP doesn't have a programmable fragment pipeline, which would make that difficult to deal with as well. But then again we don't even know how to use its programmable vertex pipeline yet :) Also,...
by Andon
Thu Jul 21, 2005 10:20 am
Forum: PSP Development
Topic: uo_Snes9x 0.02pd1
Replies: 25
Views: 53816

Yes, that's indeed a possibility. I've actually been looking into that recently. The majority of the CPU cycles are spent drawing the tiles, without profiler support for the current PSP toolchain I've lost hope trying to optimize the code - all I can go by is the number of cache misses, cpu stalls, ...
by Andon
Mon Jul 18, 2005 5:41 am
Forum: PSP Development
Topic: Profiling on the PSP?
Replies: 1
Views: 1168

Profiling on the PSP?

I've compiled my applications with profiling support, and I know that internally it's generating the profiling info, but when I exit the application the output files aren't anywhere on the memory stick :-\

Has anyone managed to get profiling working on the PSP?
by Andon
Sat Jul 16, 2005 7:00 am
Forum: PSP Development
Topic: uo_Snes9x 0.02pd1
Replies: 25
Views: 53816

Official release

I have officially released 0.02pd1 now. Everything's working well enough to make the sceGu bit blit backend default. From the readme.txt: uo_Snes9x 0.02pd1 ----------------- This is the first version of the PSP Dev. unofficial Snes9x PSP port... It is based off of uo_Snes9x 0.02y11J3a5. -*- To Open ...
by Andon
Sat Jul 16, 2005 6:54 am
Forum: PSP Development
Topic: uo_Snes9x 0.02pd1
Replies: 25
Views: 53816

Re: 'y' has released version y28's source code on his websit

I'm not sure if you missed it or what, but the source code for y28 is posted on 'y''s website. Check out http://ypspdev.hp.infoseek.co.jp/cgi-bin/lime.cgi?y28src for the source. Thanks, I'll look into it. I contacted him a while back asking if he could release the source code but he never responded...
by Andon
Sat Jul 16, 2005 12:49 am
Forum: PSP Development
Topic: uo_Snes9x 0.02pd1
Replies: 25
Views: 53816

is there a download ? No, it's just the source code... I'll put a build up on my website though: http://psp.nothing-inc.com/uo_Snes9x-0.02pd1-20050715.tar.bz2 I fixed all of the GUI issues mentioned in this snapshot, and in the SVN code. * BTW, this is not an official release, pd1 is still in devel...
by Andon
Fri Jul 15, 2005 10:18 pm
Forum: PSP Development
Topic: uo_Snes9x 0.02pd1
Replies: 25
Views: 53816

uo_Snes9x 0.02pd1

I merged the code in svn://svn.pspdev.org/pspware/trunk/snes9x with my own 0.02y11j3a5 code and renamed the project 0.02pd... Since y has refused to release the source code for his newer versions, the fork was necessary. Most importantly, aside from the name change and open source nature, the new ve...
by Andon
Tue Jul 12, 2005 2:50 pm
Forum: PSP Development
Topic: GU blit for snes9x
Replies: 28
Views: 17874

You should be using psp-gcc to link, not psp-ld. I am using psp-gcc... But it invokes psp-ld, and that's what spits the warning out. Using the Makefile from SVN, the error goes away. So I'm guessing one of the additional psp libs it links with contains the _start symbol and that's what makes the ca...
by Andon
Mon Jul 11, 2005 12:56 pm
Forum: PSP Development
Topic: GU blit for snes9x
Replies: 28
Views: 17874

Re: Thanks for the patch

I'm working on including it in uo_Snes9x 0.02y11J3a6 right now. Why not just get SVN commit access and work on it in there? That way everyone can contribute in the long run. While the choice is of course yours I just think this will save a lot of duplication (there is already quite a bit between th...
by Andon
Sun Jul 10, 2005 10:44 pm
Forum: PSP Development
Topic: GU blit for snes9x
Replies: 28
Views: 17874

Thanks for the patch

crazyc, I wanted to thank you for your patch. I'm working on including it in uo_Snes9x 0.02y11J3a6 right now. There are a couple of issues that need to be resolved first, but I should have it working and ready for release soon. y added software bilinear filtering to his newer releases, but it's incr...
by Andon
Sun Jul 10, 2005 10:08 pm
Forum: PSP Development
Topic: Searching snes9x src!
Replies: 6
Views: 5046

0.02y11J3a5 Source

That's probably the newest you'll find anywhere. Unfortunately, y stopped releasing the source code after y11. It's basically the 0.02y11 codebase + J3 (key config and background bitmap) + a5 (my 5th release) code. You really couldn't find the complete yX source code anywhere. Every version, y just ...