Search found 646 matches
- Sun Feb 28, 2010 11:38 pm
- Forum: PSP Development
- Topic: Does the PSP have an OS running in background?
- Replies: 14
- Views: 24762
SPAM!!!! i dislike it........ i would come to believe all modern consoles such as NDS, PSP, PS2 etc. would have an OS... just like windows, they have some sort of multimedia or application access interface, for example: the PSP and PS3 has the XMB, which is used to access system settings, apps, and...
- Fri Feb 19, 2010 4:16 am
- Forum: PSP Development
- Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
- Replies: 6
- Views: 19475
- Thu Feb 18, 2010 9:36 pm
- Forum: PSP Development
- Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
- Replies: 6
- Views: 19475
Re: Try to understand eventing on PSP (sceKernelWaitEventFla
Hi there, Are the flags cleared somehow ? I've tryied the flag PSP_EVENT_WAITCLEAR, tried sceKernelClearEventFlag but nothing seem to work. Yes, PSP_EVENT_WAITCLEAR will clear all bits in the event flag that matched when checking. I guess your problem is more towards how you actually check for the ...
- Thu Feb 18, 2010 8:54 pm
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 37519
- Wed Feb 17, 2010 8:01 pm
- Forum: PSP Development
- Topic: Problems with sceGuSwapBuffers
- Replies: 10
- Views: 19130
Re: Problems with sceGuSwapBuffers
Hi, When it is in the code it crashes the second time it hits it, or well not crashes the screen just stays black, no debugtext is shown afterwards I guess your DebugOutputWait is just a wrapper for pspdebug print? In that case your screen stays black, because the gu will overdraw your debug printi...
- Wed Feb 10, 2010 9:05 pm
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19631
Re: Z-Buffer precision - some artifacts
Hi there, In addition to that I've recognised that if you are drawing objects with transparency it seem to be importand that you call the draw methods for the objects in the right Z-Order (from back to front) as otherwise there will be nothing visible beyond the transparent object. Is this a "...
- Tue Feb 02, 2010 7:57 pm
- Forum: PSP Development
- Topic: sceGuStart question
- Replies: 2
- Views: 9401
1.) because the gu hardware requires aligned memory to be able to access it. And IIRC the buffer must even be 32bit aligned, since each single gu command is stored in one single 32bit value. 2.) because sceGuGetMemory just returns a memory location *inside* the display buffer that was given by the l...
- Tue Jan 26, 2010 8:56 am
- Forum: PSP Development
- Topic: read buffer
- Replies: 1
- Views: 7946
- Tue Jan 26, 2010 8:50 am
- Forum: PSP Development
- Topic: [SOLVED] sceCtrlReadLatch() strange behavior
- Replies: 8
- Views: 12896
- Wed Jan 13, 2010 8:50 pm
- Forum: PSP Development
- Topic: shadows...
- Replies: 12
- Views: 25789
Either that, or if your objects are not tesselated enough to give good enough results, it comes down to lightmapping. In this case, yes, you need seperate (light) texture for each object, but those are relatively low-res, though require a two-pass texturing scheme. What you thought of was a one-pass...
- Sat Jan 09, 2010 2:46 am
- Forum: The Incredible Hall Of Shame
- Topic: WTFH
- Replies: 3
- Views: 15346
- Fri Jan 08, 2010 8:01 pm
- Forum: The Incredible Hall Of Shame
- Topic: WTFH
- Replies: 3
- Views: 15346
- Sun Jan 03, 2010 1:47 am
- Forum: PSP Development
- Topic: [Help] Problem in compiler
- Replies: 3
- Views: 9956
- Sat Jan 02, 2010 9:51 pm
- Forum: PSP Development
- Topic: VLF bugged?
- Replies: 11
- Views: 16973
- Thu Dec 31, 2009 11:24 am
- Forum: PSP Development
- Topic: Double Pointer Allocation, and Validity Testing Errors?
- Replies: 10
- Views: 14735
- Thu Dec 31, 2009 8:20 am
- Forum: PSP Development
- Topic: sounds
- Replies: 4
- Views: 10253
I'd rather declare it as case 1. If you look through the (mostly complete) pspsdk docs, you won't find any function like that. That's because they don't exist. When the PSP plays the click sounds (or any other sounds for that matter), then it's a sound file (a .wav most of the time) being played bac...
- Mon Dec 28, 2009 12:13 am
- Forum: PSP Development
- Topic: Eboot launch help
- Replies: 25
- Views: 38017
He doesn't even have a PSP to test his code on: http://www.psp-programming.com/forums/index.php/topic,4597.0.html So he's basically asking to get already working code and then find someone to test it for him. Nothing I will support really. @SALVAT10N: As I already told you on psp-programming, better...
- Sat Dec 26, 2009 8:00 am
- Forum: PSP Development
- Topic: Rotating images with the GU?
- Replies: 9
- Views: 16635
- Sat Dec 26, 2009 7:47 am
- Forum: PSP Development
- Topic: dest alpha
- Replies: 2
- Views: 8265
- Sat Dec 26, 2009 6:16 am
- Forum: PSP Development
- Topic: Rotating images with the GU?
- Replies: 9
- Views: 16635
1.) you seem to try to save some vertices for your particles, to build them all as one large triangle-strip and only adding the bottom-left and top-right vertex. This won't work . You need to render each particle as a seperate triangle-strip or triangle-fan with four vertices. The only option is to ...
- Wed Dec 23, 2009 7:48 pm
- Forum: PSP Development
- Topic: [QUESTION] How to flush instruction cache?
- Replies: 4
- Views: 10613
Following the description of cacheflush, it would rather be sceKernelDCacheInvalidateRange(*addr, size); sceKernelICacheInvalidateRange(*addr, size); or sceKernelDCacheWritebackInvalidateRange(*addr, size); sceKernelICacheWritebackInvalidateRange(*addr, size); depending on need. Write a wrapper func...
- Tue Dec 22, 2009 4:50 am
- Forum: PSP Development
- Topic: shadows...
- Replies: 12
- Views: 25789
Who says shadow mapping depends on pixel shaders?
http://www.paulsprojects.net/tutorials/smt/smt.html
Also, there are other methods to achieve shadows that don't depend on shaders.
http://www.paulsprojects.net/tutorials/smt/smt.html
Also, there are other methods to achieve shadows that don't depend on shaders.
- Sun Dec 20, 2009 7:47 am
- Forum: PSP Development
- Topic: Swapping palettes for each texture
- Replies: 10
- Views: 17625
- Sun Dec 20, 2009 6:26 am
- Forum: PSP Development
- Topic: Swapping palettes for each texture
- Replies: 10
- Views: 17625
Well... we see how the textures flicker, but we can't say what the reason is, since we don't know how you handle the palettes. Do you have them in sys ram or vram? Do you have all palettes in their own location and upload from there or do you copy to your global palette each texture swap? Do you set...
- Sun Dec 20, 2009 5:30 am
- Forum: PSP Development
- Topic: Alpha blending to draw buffer?
- Replies: 16
- Views: 25267
pspsdk/samples/gu is your first source of information. Afterwards, there are lots of open source graphical engines available, that you can learn from, like OSlib or triEngine to name only two. Using gu is very simple. It's just a matter of a little time investment to learn the concepts of a state ma...
- Sat Dec 19, 2009 8:09 am
- Forum: PSP Development
- Topic: RAM issue with PRX modules
- Replies: 12
- Views: 25251
Hi, (~50MB, assuming you're on a PSP 3k with the extended memory) I've seen on a wiki that the PSP-2000 has already 64MB of RAM. Is it possible to use this on PSP-2000 nearly complete ? Or is it limmeted to some value. Regards AnMaBaGiMa As far as I'm aware of, you have around 50MB of that availabl...
- Sat Dec 19, 2009 8:06 am
- Forum: PSP Development
- Topic: Alpha blending to draw buffer?
- Replies: 16
- Views: 25267
- Thu Dec 17, 2009 6:28 am
- Forum: PSP Development
- Topic: out of core data storage
- Replies: 5
- Views: 10725
What you talk about is not possible on the PSP, because it does not have an MMU, especially not one that is capable of memmapping files . So there is no direct way of pointer->file mapping, unless you write your own software layer, which pipes an smart pointer abstraction through sceIo function call...
- Wed Dec 16, 2009 5:11 am
- Forum: PSP Development
- Topic: RAM issue with PRX modules
- Replies: 12
- Views: 25251
Thanks for the explanation. But I still don't understand why the memory goes next to 0, if the defaults are 24MB and 64Kb. It should go to 26MB when called from the main app :-S That 24MB default was meant for PSPs with 32MB of RAM (24MB User memory + 8MB Kernel memory), while for the PSPs with 64M...
- Tue Dec 15, 2009 9:40 am
- Forum: PSP Development
- Topic: RAM issue with PRX modules
- Replies: 12
- Views: 25251
Well, the problem is not printf or your program running from a seperate thread or not - the problem is your misunderstanding of sceKernelTotalFreeMemSize() and the memory management of the PSP and the PSPSDK. When the first allocation takes place in an application, the heap with a specific size, def...