Search found 31 matches

by patpsp
Mon May 01, 2006 10:02 pm
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 52368

dot_blank -> thanks for answer. I'm trying. Do you think i can totally achieve in not using the prx stuff ?

moonlight -> very good news. thanks again for your work.
by patpsp
Mon May 01, 2006 8:50 pm
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 52368

Thanks dot_blank to be more comprehensive. I really appreciate this. My question was about the possibility to make a library like libmad, which handles all needed for reading atrac3. The goal is to be able to link any homebrew to this library and use simple functions like libmad offers. I proposed a...
by patpsp
Mon May 01, 2006 6:56 pm
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 52368

read the source people! you can easily integrate this into your own homebrew! ...its all there and there is already pspatrac3.h in pspsdk ! I've read the source, and my question shows it. This forum is about "Homebrew PS2 & PSP Development Discussions", so I suppose that I can ask que...
by patpsp
Sun Apr 30, 2006 6:08 pm
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 52368

Sorry, to post again here, but I really think this libatrac3 can really be a must in homebrew devs.

Do someone currently work on the full pspsdk integration of this lib ?
by patpsp
Fri Apr 28, 2006 6:40 pm
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 52368

I'm not sure whether i understand your answer. My question was about the the possibility to write a library like libmad, using the libatrac3 stuff, integrated to the pspsdk. When i look at the moonlight's sample 2, I see that it generates a prx module, which is not easy to implement in another proje...
by patpsp
Thu Apr 27, 2006 10:28 pm
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 52368

Very interesting !! Do you think, it can be easy to use in the future ? For example, simple functions in the pspsdk like at3_init(), at3_play(char * music), at3_stop() ? I've tried your sample n°2, it works like a charm :) Just a little bug, when i browse to the music it has detected, some music are...
by patpsp
Sun Feb 19, 2006 9:35 pm
Forum: PSP Development
Topic: libpng png_set_read_fn troubles
Replies: 6
Views: 2790

If you say this because of my post, please read again what I wrote :

I asked him to give his corrected code, so that it could be a sample.
I never asked him to use search function.

Please read !!!!!
by patpsp
Fri Feb 10, 2006 11:23 pm
Forum: PSP Development
Topic: Modifying roms to set up framespeed ??
Replies: 3
Views: 1435

I can be wrong but here is my thoughts : The only difference between a PAL and a NTSC game version is the graphic engine initialisation. Something like : Init_Graphic_Library(PAL) or Init_Graphic_Library(NTSC) These modes are "coded" in the bios of the console, so i think you can't change ...
by patpsp
Sat Feb 04, 2006 9:46 pm
Forum: PSP Development
Topic: PSPLINK ? how doest it work ?
Replies: 1
Views: 1109

by patpsp
Sat Feb 04, 2006 6:54 pm
Forum: PSP Development
Topic: libpng png_set_read_fn troubles
Replies: 6
Views: 2790

Please post your corrected code, so that it could be a sample for people searching this functionality.

thanks
by patpsp
Thu Jan 26, 2006 7:23 pm
Forum: PSP Development
Topic: Slow PNG encode? Memory stick issue?
Replies: 30
Views: 9165

bulb -> ok, i have looked at libpng, and as you said, only two functions uses fread / fwrite : - pngwio.c : #if !defined(PNG_NO_STDIO) /* This is the function that does the actual writing of data. If you are not writing to a standard C stream, you should create a replacement write_da...
by patpsp
Thu Jan 26, 2006 8:13 am
Forum: PSP Development
Topic: Slow PNG encode? Memory stick issue?
Replies: 30
Views: 9165

thanks for your answer jonny

the fact is libpng uses fread and fwrite, so we would load our png textures faster whether we rewrite libpng with write/read instead of fwrite/fread, or we find a solution to implement fwrite/fread with same efficiency
by patpsp
Thu Jan 26, 2006 7:24 am
Forum: PSP Development
Topic: Slow PNG encode? Memory stick issue?
Replies: 30
Views: 9165

sorry, to post again here, but
i think the problem is not solved

bulb's tests revealed that sceIoWrite() gives better performance than using fwrite(). Is it normal ? Do someone know why or is it an unknown bug ?
by patpsp
Mon Jan 23, 2006 7:08 am
Forum: PSP Development
Topic: Slow PNG encode? Memory stick issue?
Replies: 30
Views: 9165

nullp01nter wrote:Try __attribute__((aligned(64)))

Thoralt
where do you put that code ?
by patpsp
Sat Jan 14, 2006 2:30 am
Forum: PSP Development
Topic: Romdisk ?
Replies: 0
Views: 780

Romdisk ?

Hello,

Does the romdisk system is implemented in PSPSDK ?

A romdisk is a directory "linked" in the executable.

Thanks for your answer
by patpsp
Sat Jan 14, 2006 2:20 am
Forum: PSP Development
Topic: Ogg Vorbis sample
Replies: 1
Views: 1529

Ogg Vorbis sample

Does anyone know how to easily use Ogg vorbis ? I know SDL_mixer handles it, but i'd like not to link SDL just for SDL_mixer, as I use PSPGL. An intermediate library, which helps using Ogg Vorbis could help using this format. The header could be : sndoggvorbis_init(); // to inialize vorbis sndoggvor...
by patpsp
Sat Jan 14, 2006 2:13 am
Forum: PSP Development
Topic: advantages / disadvantages of ST3C compressed textures ?
Replies: 0
Views: 823

advantages / disadvantages of ST3C compressed textures ?

Hello, i wonder whether the S3TC compressed textures are useful or not. From what i've understood : - DXT1 is for opaque textures, or transparency with just 1 bit (no level of transparency). It compresses 4x. - DXT3 and DXT5 are for transparent textures with different transparency levels. It compres...
by patpsp
Sat Jan 14, 2006 2:06 am
Forum: PSP Development
Topic: PSPGL news
Replies: 1
Views: 1158

Very good news ! Thanks for your work !
by patpsp
Sat Jan 14, 2006 2:05 am
Forum: PSP Development
Topic: EBOOT Startup Splashscreen & sound?
Replies: 4
Views: 2059

If i have understood your question, the answer is in the Makefile of the project.
by patpsp
Mon Dec 19, 2005 7:46 am
Forum: PSP Development
Topic: In-Game Music Playing
Replies: 7
Views: 4101

Can you share your work to play ogg and wave files ?
by patpsp
Sun Dec 04, 2005 7:19 am
Forum: PSP Development
Topic: How to install pspgl?
Replies: 5
Views: 2168

did you use a toolchain ?

if so, just "make install"
by patpsp
Wed Nov 09, 2005 6:32 am
Forum: PSP Development
Topic: Mikmod troubles
Replies: 6
Views: 1894

I had exactly the same problem, but i didn't have answers here. I searched a lot, and I made a lot of tests to find that you have to define the PSP_MODULE_INFO("NAME", 0, 1, 1); at the beginning of your program (just after the declaration like #include or #define), and not to define the mo...
by patpsp
Sat Nov 05, 2005 9:53 am
Forum: PSP Development
Topic: Problem "relocation truncated to fit",please help,
Replies: 4
Views: 1629

Well, i'm sorry, but i've just tested my app, and my psp reboots... So my new makefile, which allows me to compile fine, doesn't work as well as i thougt. All compile fine, but the execution failed... So, i start again with the old makefile, which just compiles fine my app before the need of using l...
by patpsp
Fri Nov 04, 2005 11:11 pm
Forum: PSP Development
Topic: Problem "relocation truncated to fit",please help,
Replies: 4
Views: 1629

well, i wrote my Makefile again, including the build.mak this time and it now compiles just fine. I don't have the old makefile, so i can't tell you my previous mistake. So it is resolved. If someone has the same problem, i advice him to test whether the screenshot program included in libpng compile...
by patpsp
Fri Nov 04, 2005 8:48 pm
Forum: PSP Development
Topic: Problem "relocation truncated to fit",please help,
Replies: 4
Views: 1629

thanks for your answer jimparis i've tried, but same error : $ make psp-gcc test.o -O2 -G0 -DMODULE_NAME="test" psp-setup.c -L.. -L/usr/local/pspdev/psp/sdk/lib -lglut -lGLU -lGL -lpng -lz -lm -lpspdebug -lpspge -lpspdisplay -lpspctrl -lpspsdk -lpsplibc -lpspuser -lpspkernel -lpsprtc -o te...
by patpsp
Fri Nov 04, 2005 9:25 am
Forum: PSP Development
Topic: Problem "relocation truncated to fit",please help,
Replies: 4
Views: 1629

Problem "relocation truncated to fit",please help,

Hello, i have a problem with libpng. when i compile my program, it says : /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngerror.o): da ns la fonction « png_warning »: pngerror.c:(.text+0x14c): référence indéfinie vers « _impure_ptr » pngerror.c:(.text+0x14c): relocalisation tronq...
by patpsp
Sat Oct 29, 2005 8:41 am
Forum: PSP Development
Topic: 2D accelerated Sample ?
Replies: 14
Views: 4840

thanks !
by patpsp
Fri Oct 28, 2005 7:22 pm
Forum: PSP Development
Topic: 2D accelerated Sample ?
Replies: 14
Views: 4840

great to see that you try to improve the 2d code !

please don't hesitate to release some demo code.
perhaps a good thing is a "benchmark" code, in which we can see the different framerates with the different solutions to render 2d

Thanks for your work !
by patpsp
Fri Oct 28, 2005 7:19 pm
Forum: PSP Development
Topic: Textures in RAM (not VRAM)
Replies: 8
Views: 2551

It will be nice if you edit the first post to put the corrected code.
So if someone else has the same problem, he could have a look at the bad code and its correction.

Thanks
by patpsp
Wed Oct 26, 2005 10:53 pm
Forum: PSP Development
Topic: 2D accelerated Sample ?
Replies: 14
Views: 4840

thanks for your answer i like sdl, but i really think that it is a good idea to start a project using the more acceleration avalaible. i know the dreamcast scene, and the first sdl libs weren't hardware accelerated. chui recently released a sdl lib with hardware acceleration and it's very fast. I ho...