Search found 46 matches

by Garak
Mon May 29, 2006 11:01 am
Forum: General Discussion
Topic: [Release] Mega-Mart
Replies: 2
Views: 3004

[Release] Mega-Mart

LBG Productions is proud to present… Mega-Mart or: How I Learned To Stop Living In Poverty and Love the Corporation http://www.galvotoast.com/megamart/startscreen.png Please visit the game’s “official” website for screenshots, information, and the game download. http://www.galvotoast.com/megamart/in...
by Garak
Sat May 27, 2006 4:28 am
Forum: PSP Development
Topic: Problem with SDL and graphics
Replies: 6
Views: 2533

If you want a speed increase, use 16 bit mode as your graphics mode. You have to convert all surfaces to 16 bit mode as well to realize a speed beneift. Also, when converting you need to make sure you convert the surfaces to Software surfaces. By default it will convert them to HARDWARE surafces (at...
by Garak
Thu Apr 13, 2006 7:33 am
Forum: PSP Development
Topic: On the topic of PSIX...
Replies: 42
Views: 28591

1) Ridiculous to charge for Homebrew, I have said this all along. 2) I'm sure they referenced this site for info, as most serious devs have. I don't think they are using the name to try and increase sales, but rather to make it seem like the money "donated" to this project goes to develope...
by Garak
Thu Apr 13, 2006 4:56 am
Forum: PSP Development
Topic: Getting the free memory
Replies: 3
Views: 2061

I don't take credit for this, and I forgot the name of the guy who wrote it. If you do a search, you will find the origional post containing this code. This bad boy works like a charm, and has helped me out something fierce. Garak float GetFreeRam() { float ram = 0; int i = 0; int ramAdd[320]; for(i...
by Garak
Tue Apr 11, 2006 4:08 am
Forum: PSP Development
Topic: Hardware color blending.
Replies: 5
Views: 3019

Hello,

I believe sceGuCopyImage() can only be used to copy the RGB data of an image to VRAM. It will not allow you to use any type of alpha blending or transperancy features.

Garak
by Garak
Fri Mar 31, 2006 1:19 am
Forum: PSP Development
Topic: SDL / SDL_Image / SDL_TTF Efficency Problems
Replies: 14
Views: 4867

Hi, What do you mean by "the surfaces were created in the constructor"? I am just curious, as I thought TTF_Reneder was the only wat to create TTF SDL_Surfaces. Go to the SDL docs and look at the def for SDL_ConvertSurface. that is the function one uses to convert from 32 to 16 bit surface...
by Garak
Thu Mar 30, 2006 6:43 am
Forum: PSP Development
Topic: SDL / SDL_Image / SDL_TTF Efficency Problems
Replies: 14
Views: 4867

I'm a little confused on the TTF problems you were having with SDL... In SDL, you use ttf_render to create your text string and it returns an SDL surface to you. Once you have that surrface, you can reuse it as many times as you want. There is no need to re-create that surface again and again each t...
by Garak
Wed Mar 29, 2006 8:06 am
Forum: PSP Development
Topic: VRAM Usage
Replies: 2
Views: 1543

Thanks, Would this need to be done each time the image is drawn, or just once after copying the image? I am not drawing the images to the screen, SDL is doing that. I imagine SDL is using memcpy to move the data from the SDL Image to the screen buffer. Would you really need to call sceKernelDcacheWr...
by Garak
Wed Mar 29, 2006 5:44 am
Forum: PSP Development
Topic: VRAM Usage
Replies: 2
Views: 1543

VRAM Usage

Greetings, I am using SDL to make a game. I have implemented some code to allow me to load an image into VRAM. When I place the image in VRAM, it comes well after my screen buffers. I noticed that for some reason, one of my images does not seem to copy in the last row of pixels when being transfered...
by Garak
Wed Mar 29, 2006 5:38 am
Forum: PSP Development
Topic: Partially Screen Flicker issue
Replies: 3
Views: 1957

Results such as those described in your post often occur when you flip your buffers without waiting for the vblank to occur.

If you are not allready, try calling sceDisplayWaitVblankStart() before doing a buffer swap.

Garak
by Garak
Tue Mar 28, 2006 8:48 am
Forum: PSP Development
Topic: SDL / SDL_Image / SDL_TTF Efficency Problems
Replies: 14
Views: 4867

If you want a world of speed increase in SDL, make sure to convert your screen mode from 32 to 16 bit. It will be the difference between night and day.

Garak
by Garak
Sat Jan 28, 2006 1:16 pm
Forum: PSP Development
Topic: Problem with a genuine randomizer
Replies: 27
Views: 10404

srand(time(NULL)),

Yea that's hot... that's hot. I'll be sure to update my code and use it. Thanks.

Garak
by Garak
Sat Jan 28, 2006 8:33 am
Forum: PSP Development
Topic: Problem with a genuine randomizer
Replies: 27
Views: 10404

Hi, There is probably a better solution than this, but alas this is the solution I used and it did/does work. I created the following function: void InitRandomNumberGen() { int x; struct timeval cTime; gettimeofday(&cTime, 0); int seed = cTime.tv_sec % 256; for (x=0; x < seed; x++) rand(); } Cal...
by Garak
Sat Jan 28, 2006 6:41 am
Forum: PSP Development
Topic: Here is gift to all programers
Replies: 31
Views: 23851

I just like how this guy claims he managed to get code to run on a 2.0 PSP using this number. It's one thing to be confused and not know what your're talking about, but to claim you actually used this number to sign code? I mean what was that all about?

Garak
by Garak
Thu Jan 26, 2006 5:07 am
Forum: PSP Development
Topic: Returning multiple values
Replies: 9
Views: 2931

That function to convert a string to an integer is not correct. It should be as follows: // implementation: int parseInt(const char *str, bool *success) { const char *s = str; int r = 0; while (*s) { char c = *s; if ((c < '0') || (c > '9')) { *success = false; return 0; } r = r * 10 + (c - '0'); s++...
by Garak
Thu Jan 26, 2006 2:17 am
Forum: PSP Development
Topic: Returning multiple values
Replies: 9
Views: 2931

Hello, Actually, Your second approach should work just fine. unsigned char *loadPNGfromfile(const char *filename, int &widp, int &heip, int swizzleit) {widp = 10;heip=10;} /*called like:*/ charstr = loadPNGfromfile("dir",width, height, 0); // added 0 as last param You are just pass...
by Garak
Sat Jan 07, 2006 5:48 am
Forum: PSP Development
Topic: Way to detect RAM usage?
Replies: 8
Views: 7250

As said above, the malloc ideo should work, but it won't be the prettiest. If your malloc fails, it will return 0, then you know you are out of memory. But... beware. I am wondering if it would be a problem if you allocated a chunk of memory that was too big (like a 10 meg chunk). Maybe the system s...
by Garak
Tue Jan 03, 2006 5:12 am
Forum: PSP Development
Topic: PSP SDL Transparency
Replies: 1
Views: 2217

What you have looks good to me... If you use a hardware surface, and its is a very small surface (less thena 64x64 or so pixels), then this problem may occur. I am not sure if this has been repaired in the latest SDL release or not. To temporarily fix the problem, I converted all of my surfaces to s...
by Garak
Sun Jan 01, 2006 1:49 pm
Forum: PSP Development
Topic: Arbitrary code crashing PSP
Replies: 4
Views: 2659

Hello, In C, when you rem out sections of code, the compiler will often organize variables in memory a little differently. Most likely, your bug is somehwre else in your code. As you sated, a pointer is probably pointing to something it ought not be, or maybe a thread you have created has overrun it...
by Garak
Mon Dec 12, 2005 6:41 am
Forum: PSP Development
Topic: SDL_Mixer Problem
Replies: 1
Views: 1736

SDL_Mixer Problem

Hello, I recently tried to use SDL mixer in my SDL app, and I am getting an error. I installed the latest version from the SVN, built and installed it. I am using cygwin and the bash shell to install. When installing, I received the following error: checking for C compiler default output file name.....
by Garak
Wed Dec 07, 2005 9:36 am
Forum: Help Wanted Requests
Topic: Help Wanted - 2D Sidescroller
Replies: 1
Views: 4237

Help Wanted - 2D Sidescroller

Hello again, Now that there is an official topic for it, I don't feel so bad asking for help. I have been working on a 2D side-scroller for several months now. The game is for the PSP and it is written in C using SDL. The 2D engine works great, and the game is currently playable. It has (in my opini...
by Garak
Tue Nov 22, 2005 1:40 am
Forum: PSP Development
Topic: SDL - Loading/Displaying Small Images
Replies: 1
Views: 1593

SDL - Loading/Displaying Small Images

Greetings, Small images do not seem to load correctly in SDL. When I load an image with a width of less then 35 pixels or so, the image gets drawn to the screen incorrectly, almost like the pixel data is off by a little bit. From what I an tell, the width and height both need to be a minimum of some...
by Garak
Fri Nov 18, 2005 1:52 am
Forum: PSP Development
Topic: SDL & Alpha Blending
Replies: 6
Views: 3310

Perhaps you could just change 15 bit graphics mode to be 4444 mode. It could be our little secret =). But seriously, I think it's crucial that SDL support hardware accelerated alpha blits. The psp port is already doing really well as far as speed is concerned, and this would push it over the top in ...
by Garak
Thu Nov 17, 2005 5:06 am
Forum: PSP Development
Topic: SDL & Alpha Blending
Replies: 6
Views: 3310

I decided to look into the SDL source before trying Tony’s suggestion. It appears that SDL only stores 16 bit image data in 5551 or 5650 pixels formats. The 4444 format does not seem to be a format that your native pixel data can exist in. As such, I don’t think it would do me any good to convert th...
by Garak
Sun Nov 13, 2005 9:05 am
Forum: PSP Development
Topic: SDL & Alpha Blending
Replies: 6
Views: 3310

SDL & Alpha Blending

Greetings, I have been attempting to use 32 bit PNG files with an alpha channel. I load the images via SDL_Image. I have my display setup in 16 bit mode. When I call SDL_DisplayFormatAlpha() on my image, my image becomes fully transparent. I.E. I can see right through it and it is as if it was never...
by Garak
Sun Nov 06, 2005 2:03 pm
Forum: PSP Development
Topic: SDL Rev 1273 Problems
Replies: 3
Views: 1703

Thanks to rinco, all of the issues I mentiond have been resolved. I downloaded the latest SDL, and everything worked great. Very nice job on the speed increase when drawing graphics. Keep up the good work.

Garak
by Garak
Thu Nov 03, 2005 2:26 pm
Forum: PSP Development
Topic: SDL Rev 1273 Problems
Replies: 3
Views: 1703

SDL Rev 1273 Problems

Greetings, I noticed a new SDL was added to the SVN, and I updated. I just installed the new SDL over my old copy. It appears that images draw to the screen MUCH faster, nice job. But there are several unfortunate side effects that I am noticing. 1. When my images are drawn to the screen, some image...
by Garak
Fri Oct 28, 2005 12:35 am
Forum: PSP Development
Topic: 2D accelerated Sample ?
Replies: 14
Views: 4840

How would sceGuCopyImage allow hardware acceleration? Would it only allow accelerated blits for images that do not use alpha blending or a transparency color? I thought to utilize eaither of those features, you had to use the GU, or a port of openGL and the likes. Also, is there a hardware accelerat...
by Garak
Sat Oct 22, 2005 5:33 am
Forum: PSP Development
Topic: 2D/3D Graphics Speed
Replies: 1
Views: 2082

2D/3D Graphics Speed

I have run into a wall using SDL for graphics development. Currently, I setup my video mode to use 16 bits per pixel, and double buffering. I convert all of my input images to the display format to speed things up. Using Hardware or software memory for my video mode does not seem to make a differenc...
by Garak
Wed Sep 28, 2005 7:47 am
Forum: PSP Development
Topic: SDL Graphics Tearing Problem
Replies: 16
Views: 5953

I have been using double buffering. I have used double buffering with my buffer in VRAM and in system memory. In both cases, I have converted the background image to the screen's format (I am using 16 bit mode). Neither scenerio has worked. For that matter I have tried using single buffers, located ...