Search found 25 matches

by mICrO
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. ...
by mICrO
Wed Jan 04, 2006 7:20 am
Forum: PSP Development
Topic: How to write homebrew for v2.0 firmware
Replies: 23
Views: 31762

Damm, I founded, I put _init declaration, by error, outside off extern "C" {, since I used c++, linker couldn't find it. Now fixed. Thanks groepa but, if its provide by the crt, why I get an error when the application its linked? probably because the way you are linking the app doesnt pull...
by mICrO
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...
by mICrO
Sun Dec 25, 2005 7:23 pm
Forum: PSP Development
Topic: How to write homebrew for v2.0 firmware
Replies: 23
Views: 31762

but, if its provide by the crt, why I get an error when the application its linked?
groepaz wrote:it usually is provided by one of the CRT files, crtstart.o most likely. if you are still fiddling with your own toolchain, you have to come up with it yourself.
by mICrO
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...
by mICrO
Fri Dec 23, 2005 9:09 am
Forum: General Discussion
Topic: Callisto 0.2
Replies: 31
Views: 23453

Damm, I'm on my parents, for xmas hollidays and cant check it , becouse I din't bring the USB cable :(, I hope to check it soon, but looks great.

Seens to be a nices work :)

Best Regards
by mICrO
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...
by mICrO
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...
by mICrO
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...
by mICrO
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...
by mICrO
Sat Dec 17, 2005 1:10 am
Forum: General Discussion
Topic: Irc Server & Channels
Replies: 2
Views: 3135

Thnx mrbrown.

mrbrown wrote:A lot of us are on #pspdev on irc.freenode.net. There's a dedicated Lua Player channel in #luaplayer on the same server.
by mICrO
Fri Dec 16, 2005 8:03 pm
Forum: PSP Development
Topic: Porting a 256 colors game to PSP
Replies: 5
Views: 3073

Thanks to all for the anwsers.

I don't need SDL I have my own game engine with enough features, includes windows version, only I was wondering about 8 bits conversion and / or paletted textures.
by mICrO
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...
by mICrO
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.
by mICrO
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...
by mICrO
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 ...
by mICrO
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...
by mICrO
Mon Nov 21, 2005 4:00 am
Forum: PSP Development
Topic: Pollo Pollo Announced
Replies: 1
Views: 1497

Pollo Pollo Announced

Image

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
by mICrO
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...
by mICrO
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...
by mICrO
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...
by mICrO
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...
by mICrO
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...
by mICrO
Mon Oct 17, 2005 3:02 pm
Forum: PSP Development
Topic: MGE Samples 1 to 3
Replies: 4
Views: 4557

Thank you for testing in v1.0, even I don't mind to make it compatible with v1.0, now if i could make it works wih pspe will be great.
Wraggster wrote:just tested it and works perfect on v1.0 once converted
with psp brew :)
by mICrO
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 ...