Search found 46 matches
- 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...
- 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...
- Thu Apr 13, 2006 7:33 am
- Forum: PSP Development
- Topic: On the topic of PSIX...
- Replies: 42
- Views: 28591
- 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...
- Tue Apr 11, 2006 4:08 am
- Forum: PSP Development
- Topic: Hardware color blending.
- Replies: 5
- Views: 3019
- Fri Mar 31, 2006 1:19 am
- Forum: PSP Development
- Topic: SDL / SDL_Image / SDL_TTF Efficency Problems
- Replies: 14
- Views: 4867
- 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...
- 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...
- 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...
- Wed Mar 29, 2006 5:38 am
- Forum: PSP Development
- Topic: Partially Screen Flicker issue
- Replies: 3
- Views: 1957
- Tue Mar 28, 2006 8:48 am
- Forum: PSP Development
- Topic: SDL / SDL_Image / SDL_TTF Efficency Problems
- Replies: 14
- Views: 4867
- Sat Jan 28, 2006 1:16 pm
- Forum: PSP Development
- Topic: Problem with a genuine randomizer
- Replies: 27
- Views: 10404
- Sat Jan 28, 2006 8:33 am
- Forum: PSP Development
- Topic: Problem with a genuine randomizer
- Replies: 27
- Views: 10404
- Sat Jan 28, 2006 6:41 am
- Forum: PSP Development
- Topic: Here is gift to all programers
- Replies: 31
- Views: 23851
- 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++...
- Thu Jan 26, 2006 2:17 am
- Forum: PSP Development
- Topic: Returning multiple values
- Replies: 9
- Views: 2931
- 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...
- 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...
- 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...
- 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.....
- 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...
- 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...
- 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 ...
- 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...
- 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...
- Sun Nov 06, 2005 2:03 pm
- Forum: PSP Development
- Topic: SDL Rev 1273 Problems
- Replies: 3
- Views: 1703
- 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...
- 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...
- 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...
- 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 ...