Search found 25 matches
- Tue Apr 03, 2007 11:36 pm
- Forum: PSP Development
- Topic: MGE NewOlds cross engine
- Replies: 0
- Views: 1042
MGE NewOlds cross engine
Hi guys, I'm mICrO from NewOlds Dev group and I want to get some feedback about our first PSP game, POLLO POLLO, that was release last Saturday: http://pspupdates.qj.net/index.php?pg=49&aid=88019 We release the source code, and windows version as well, except our internal cross platform engine. ...
- Wed Jan 04, 2006 7:20 am
- Forum: PSP Development
- Topic: How to write homebrew for v2.0 firmware
- Replies: 23
- Views: 31762
- Thu Dec 29, 2005 8:33 am
- Forum: PSP Development
- Topic: How to write homebrew for v2.0 firmware
- Replies: 23
- Views: 31762
Ok, thats Works, I tested, so if I used sceAudioChRelease to unassiging assigned channels, before assigned myself works OK under eboot loader 0.9. Fanjita told me that the next version of the loader will take care of it. Micro, you should try unassigning the channels yourself. If it helps, let me kn...
- Sun Dec 25, 2005 7:23 pm
- Forum: PSP Development
- Topic: How to write homebrew for v2.0 firmware
- Replies: 23
- Views: 31762
- Sun Dec 25, 2005 7:01 pm
- Forum: PSP Development
- Topic: How to write homebrew for v2.0 firmware
- Replies: 23
- Views: 31762
Channel assigned error on 2.0
I first test my game engine on psp ver 2.0, and dosen't work, i check My log file and get something like : MGE :-) 25/11/2005 - 09:48:24 Log Init 25/11/2005 - 09:48:24 Init Base app 25/11/2005 - 09:48:24 + Init Control 25/11/2005 - 09&a...
- Fri Dec 23, 2005 9:09 am
- Forum: General Discussion
- Topic: Callisto 0.2
- Replies: 31
- Views: 23453
- Thu Dec 22, 2005 9:40 am
- Forum: PSP Development
- Topic: How to write homebrew for v2.0 firmware
- Replies: 23
- Views: 31762
Re: About the EBOOT laoder and C++ global constructors...
So, where its the 'real' _init function? Because if I reproduce that code in my c++ code its said the tipical: unresolved externall. So, we figured out that rRootage was crashing on 2.0 systems because _init() wasn't being called by the EBOOT loader. To recap, _init() is the function that goes throu...
- Thu Dec 22, 2005 7:14 am
- Forum: PSP Development
- Topic: PSPainXmas - Homebrew Xmas present
- Replies: 6
- Views: 4540
PSPainXmas - Homebrew Xmas present
PSPainXmas 05 By NewOlds PSPain.com and NewOlds wishes to all PSPs users a merry christmas and a happy new year.We would like to thanks, to all the people who make the PSP the best portable system and all the people who work on homebrew with the only interest of make the PSP bigger and bigger. Thank...
- Tue Dec 20, 2005 5:51 pm
- Forum: PSP Development
- Topic: In-Game Music Playing
- Replies: 7
- Views: 4102
I'll do in some point, but not now, and even then, Its quite complicate extract only that part from the hall engine, because I used my own channel mixer, with separte thread, and use of all hardware audio channels, so quite complicated. Maybe you could check at the svn (web version) the PSPMediaCent...
- Tue Dec 20, 2005 5:46 pm
- Forum: PSP Development
- Topic: In-Game Music Playing
- Replies: 7
- Views: 4102
Re: wavloader
Playing MIDI its easy in a sound card that have some MIDI synthesizers bultin, like those with an wide common MPU-401 interface and OPL2 (FM) support, but, as far as I now, PSP don't have any chipset to generate synth music, just to uncompress ADPCM , AC3 and so on. So if you want MIDI you mast make...
- Sat Dec 17, 2005 1:10 am
- Forum: General Discussion
- Topic: Irc Server & Channels
- Replies: 2
- Views: 3135
- Fri Dec 16, 2005 8:03 pm
- Forum: PSP Development
- Topic: Porting a 256 colors game to PSP
- Replies: 5
- Views: 3073
- Fri Dec 16, 2005 6:44 pm
- Forum: PSP Development
- Topic: Porting a 256 colors game to PSP
- Replies: 5
- Views: 3073
Porting a 256 colors game to PSP
On my gamming group we where thinking to port an old comercial game, developed by some of our members, to PSP platfform, but the game its in 256 colors (and 4:3), I was wonder about how its the best approach. For goin to 4:3 to 16:9 isn't a big task, the game type its something like 'final figth', a...
- Fri Dec 16, 2005 6:25 pm
- Forum: General Discussion
- Topic: Irc Server & Channels
- Replies: 2
- Views: 3135
Irc Server & Channels
I was wonder about wich irc server & channels does people on this forums use.
I supose that they must be something like *psp scene* channel in somewhere.
I supose that they must be something like *psp scene* channel in somewhere.
- Tue Dec 13, 2005 2:20 am
- Forum: PSP Development
- Topic: Oss(Open Source Shell) Source Code...
- Replies: 9
- Views: 4091
Yesterday, when I was at MSN sasuke open to me a PM chat. He said that, he has some problems compiling the source code of his own, and ask me for help. I tell him to paste me the error, so I could figure out, but instead he pass me the source code. I couldn't copile becouse its use libs that I haven...
- Sat Dec 03, 2005 5:53 am
- Forum: PSP Development
- Topic: Unoptimize memcpy
- Replies: 3
- Views: 1917
now its optimized
First of all , thanks MrBrown, greets news, I'm rebuilding newlibc, leater I'll check perfomance, I checked optimize version of memcpy and looks great. ector: The x86 implementation it's was only for show how it's could be do in PSP faster, moving 64 bits blocks, becouse early I don't know any MIPS ...
- Fri Dec 02, 2005 9:23 pm
- Forum: PSP Development
- Topic: Unoptimize memcpy
- Replies: 3
- Views: 1917
Unoptimize memcpy
I figured that memcpy implementation on the SDK isn't working very fast. Seems to work like coping BYTE per BYTE. So, I get low frame rate when I copy a huge amount of data. These could be for many reasons, what the best approach its could be implements something similar in MIPS assembly, using some...
- Mon Nov 21, 2005 4:00 am
- Forum: PSP Development
- Topic: Pollo Pollo Announced
- Replies: 1
- Views: 1497
Pollo Pollo Announced
NewOlds it’s pleased to announce the developing of our first game in PSP platform, Pollo Pollo, stay tuned.
http://newolds.blogsome.com/2005/11/20/pollo-pollo-announced
- Fri Nov 18, 2005 12:22 pm
- Forum: PSP Development
- Topic: MGE Sample 04 (Music & Sound)
- Replies: 0
- Views: 1576
MGE Sample 04 (Music & Sound)
http://www.telefonica.net/web2/juanmedinadotcom/intro2.jpg Today I release the sample 04 of MGE. This sample featuring Music & Sound, and contains some graphics for Micro Wars, a game that we made in year 1997, with the main title song. Windows and PSP (firm 1.5) version are inside the zip file...
- Tue Nov 15, 2005 6:19 am
- Forum: PSP Development
- Topic: In-Game Music Playing
- Replies: 7
- Views: 4102
I reply myself. Finally I finded that I was doing wrong, I optimize a bit the code, using cache reading of the file in memory, and something related to threads, and Its work. Now I got a music / wavs system with nice cpu usage. Chears alls. Thanks to Jare^Iguana, he give me the clue, and Bakterry^Ch...
- Mon Nov 14, 2005 9:00 pm
- Forum: PSP Development
- Topic: In-Game Music Playing
- Replies: 7
- Views: 4102
In-Game Music Playing
Hello, I still working in my cross platform gane engine, MGE; and things going quite well. I finally end the wav mixer, and thins gooing well, at that point I must explain how I done it. I look after how things are done in other psp sources, like the port of mikmod lib, and I don really like it. Mai...
- Sun Oct 30, 2005 9:31 pm
- Forum: PSP Development
- Topic: Release:PSP Binary Clock v 0.5 by NewOlds
- Replies: 2
- Views: 4172
Release:PSP Binary Clock v 0.5 by NewOlds
PSP Binary Clock v 0.5 by NewOlds (PSP 1.5 Firmware) http://www.telefonica.net/web2/juanmedinadotcom/gamedev/binary_snap.jpg Download (may work on 1.0 converted with PSP Brew, and 2.0 with PSP Eboot Loader) This it's the first release from NewOlds to the PSP platform, it's a simple skineable Binary...
- Sun Oct 23, 2005 11:42 pm
- Forum: PSP Development
- Topic: MGE it's now cross platform PSP - Windows (DirectX)
- Replies: 0
- Views: 1342
MGE it's now cross platform PSP - Windows (DirectX)
Hello, now MGE its cross platform, I add some features, that could be tested in Windows or PSP. MGE aka Micro Game Engine cross platform PSP / Windows (DirectX) Samples by NewOlds MGE it's been ported to PSP from my original Windows(DirectX) 2D gaming library. Its has changed a lot from original cod...
- Mon Oct 17, 2005 3:02 pm
- Forum: PSP Development
- Topic: MGE Samples 1 to 3
- Replies: 4
- Views: 4557
- Mon Oct 17, 2005 3:03 am
- Forum: PSP Development
- Topic: MGE Samples 1 to 3
- Replies: 4
- Views: 4557
MGE Samples 1 to 3
Hello, MGE, aka Micro Game Engine, it's been ported from my original Windows(DirectX) 2D gaming library. Those examples show some of the functionalities and features. At the moment the features of MGE are: 16 bits rendering. Manipulation virtual screens o VRAM screens areas. Defining working screen ...