Search found 18 matches

by Ratty
Mon Oct 24, 2005 10:19 am
Forum: General Discussion
Topic: Any help plz with problem!
Replies: 2
Views: 2251

I think you may want to send it back to sony, but you'll likely get it back with 2.5 firmware.
by Ratty
Sun Oct 09, 2005 8:12 am
Forum: PSP Development
Topic: Custom model viewer based off cube sdk sample - help
Replies: 31
Views: 12800

To flush the cache use this sceKernelDcacheWritebackAll(); Oh and the .3ds format is pretty open (although maybe not offically), i've been using .3ds files for my stuff as it's a relativly simple format to parse. You can find a lot of the spec here, there maybe more detailed info els...
by Ratty
Sun Oct 09, 2005 2:24 am
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 9765

I've noticed that increasing the near clipping range appears to help this problem, i don't know why. But i set it to 4.0 for my scene to get things looking good. If you can live with this then it might be a good solution.

Code: Select all

sceGumPerspective(75.0f, 16.0f/9.0f, 4.0f, 500.0f);
by Ratty
Fri Oct 07, 2005 12:56 pm
Forum: PSP Development
Topic: Lighting with textured models
Replies: 4
Views: 2168

Disabling blending draws everything nicely, i tried with GU_MIN and the colours are weird in places. But i'll mess with it until i get something i like.

Thanks for your help
by Ratty
Fri Oct 07, 2005 10:18 am
Forum: PSP Development
Topic: Lighting with textured models
Replies: 4
Views: 2168

Using that seems to make everything disappear.
by Ratty
Fri Oct 07, 2005 10:00 am
Forum: PSP Development
Topic: Lighting with textured models
Replies: 4
Views: 2168

Lighting with textured models

Hi, i've added lights to my scene which render perfectly when my meshes don't have a texture, but added textures causes the entire scene to have full brightness, no shading at all. The code below is what i use to apply my textures, is there something wrong with it? sceGuTexMode(GU_PSM_8888, ...
by Ratty
Fri Oct 07, 2005 4:08 am
Forum: PSP Development
Topic: A quick noob question...
Replies: 2
Views: 1418

No. There's no eboot update for 1.0
by Ratty
Tue Oct 04, 2005 4:10 am
Forum: PSP Development
Topic: Multiple sceGumTranslate's
Replies: 7
Views: 2403

Removing that causes the last matrix to have no effect.

I've been told my code is flawed, and that my code is ok but the gum lib "might" have a bug. I dunno which is true :/
by Ratty
Mon Oct 03, 2005 11:49 pm
Forum: PSP Development
Topic: Multiple sceGumTranslate's
Replies: 7
Views: 2403

Here's the code i have so far. For the "eagle" it's only applying the last matrix opperation rather than adding them together. So my eagle spins as expected, but is glued to the camera because the first trans/rot doesn't get applied to it. sceGuStart(GU_DIRECT, gList); // c...
by Ratty
Mon Oct 03, 2005 1:40 pm
Forum: PSP Development
Topic: Multiple sceGumTranslate's
Replies: 7
Views: 2403

Does this mean i can't use sceGumTranslate for this and have to do it manually using sceGuSetMatrix as in the "sprites" sample?
by Ratty
Mon Oct 03, 2005 1:11 pm
Forum: PSP Development
Topic: Multiple sceGumTranslate's
Replies: 7
Views: 2403

Multiple sceGumTranslate's

Hi. I'm using sceGumTranslate and sceGumRotateXYZ to simulate a camera by offseting all my meshes from the camera position, but then i also need to do the same to position them in the world. The problem is it seems i can't use sceGumTranslate twice on the same mesh. How am i ment to accomplish the e...
by Ratty
Thu Sep 29, 2005 3:32 am
Forum: PSP Development
Topic: 2D Spek of PSP
Replies: 6
Views: 3357

Check out the "blit" and "sprite" samples, these use hardware accelerated sprites (effectivly textured polygons), you'll get a good speed with them. The "copy" sample shows how to quickly copy images from ram to the framebuffer/vram. It's basically one function to copy ...
by Ratty
Wed Sep 28, 2005 7:33 am
Forum: PSP Development
Topic: quiting 2.0 homebrew?
Replies: 7
Views: 4038

Downgrade to 1.5, using the new fancy downgrader that actully works, unlike the nonsense from wab. www.psp-spot.com have it.
by Ratty
Fri Sep 23, 2005 1:40 am
Forum: PSP Development
Topic: Where can i start?
Replies: 2
Views: 1482

by Ratty
Thu Sep 22, 2005 11:38 am
Forum: PSP Development
Topic: I can't blit 32bit image [nevermind, i fixed it]
Replies: 0
Views: 1264

I can't blit 32bit image [nevermind, i fixed it]

EDIT: nevermind i fixed it. I should have used: sceGuTexFunc(GU_TFX_ REPLACE , GU_TCC_RGBA); and sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT|GU_COLOR_ 5551 |GU_VERTEX_16BIT|GU_TRANSFORM_2D, 2, 0, vertices); Hi, I'm trying to draw a 32bit image (png) in a similar fashion to the blit sample, but all i...
by Ratty
Thu Sep 22, 2005 12:46 am
Forum: PSP Development
Topic: How do I use the psptoolchain script?
Replies: 82
Views: 56023

Read http://wiki.ps2dev.org/psp:programming_faq#3_install_the_psp_toolchain_and_the_latest_version_of_pspsdk the files are located: /usr/local/pspdev/bin/psp-config /usr/local/pspdev/psp/sdk/lib/build.mak but it won't find any of that until you add the export lines to your .bashrc file and restart c...
by Ratty
Wed Sep 21, 2005 1:26 am
Forum: PSP Development
Topic: How do I use the psptoolchain script?
Replies: 82
Views: 56023

You don't have GCC installed, which is your C compiler. If you're using cygwin select it from the devel list during installation. If you're using linux, then your distro is nuts.
by Ratty
Sun Sep 18, 2005 12:07 pm
Forum: PSP Development
Topic: How do I use the psptoolchain script?
Replies: 82
Views: 56023

Problem installing in Ubuntu

Hi I'm attempting to install the toolchain in ubuntu 5.04. I'm using toolchain version 20050906. Below is where it dies off, any ideas what's wrong?: aclocal: configure.ac: 19: macro `AM_PROG_AS' not found in library configure.ac: 7: `automake requires `AM_CONFIG_HEADER', not `AC_CONFIG_HEADER' auto...