Search found 30 matches

by johnsto
Sat Jan 27, 2007 8:58 pm
Forum: PSP Development
Topic: dotOS yearly progression
Replies: 120
Views: 101731

I'm confused... all I see are screenshots and changes to colours of icons and text. Have you done any coding for this at all? Is it usable in any shape or form? You have some very high hopes/targets so it's a very interesting project but I just don't understand what you've done so far. It looks like...
by johnsto
Thu Oct 19, 2006 3:48 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Brunni I'm still using it! Something I added to the library myself was loading PNG images from an unsigned char array (so I can compile them all into the eboot). The basic code is at the bottom if anyone wants it. It would be pretty cool if the same could be done for .wav's and .bgm's? (I had a go b...
by johnsto
Sat Jun 24, 2006 4:57 am
Forum: PSP Development
Topic: oslib audio not working
Replies: 8
Views: 2167

Basically, move the oslPlaySound in front of the loop so it's only called once before the loop, rather than every single time the loop is called. i.e., try something like this: //Loop for music oslSetSoundLoop(music[0], 1); //Play music oslPlaySound(music&...
by johnsto
Sun Jun 18, 2006 7:24 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Re: ok

But it's a little different when you need to show visuals of them running diagonally. As I said before, if it checked for diagonal at the beginning of an if block with everything in it, shouldn't it work? Yep, it is and yes that should work if you do the if-statements right. It's pretty untidy (imo...
by johnsto
Sun Jun 18, 2006 7:12 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Re: ok

so, now i just add all the diagonal checks in a sperate if block and it should work? Same with the dpad right? Well, I spose that's one way of doing it. The code I showed you basically did two things - first it checks if the joystick has moved sideways. Then it checks if it has moved vertically. If...
by johnsto
Sun Jun 18, 2006 7:04 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

I've pretty much got a little guy running around one screen, and I need him to run diagonally. Ok, in that case the code I posted should definitely help you. The problem was that your code was basically only checking if the joystick had moved up OR down OR left OR right. It wouldn't detect if the j...
by johnsto
Sun Jun 18, 2006 6:56 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Zettablade wrote:really. it doesn't look like that would solve it. But what ever. i'll try it.
No it won't solve it. It's just to point you in the right direction. I don't know enough about what you're trying to do to solve it.
by johnsto
Sun Jun 18, 2006 6:48 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

The problem is you're treating X and Y as if they're the same thing... try this instead: int a; oslReadKeys&#40;&#41;; //joystick for &#40;a=60;a<=120;a+=60&#41; &#123; if &#40;osl_keys->analogX > a&#41; &#123; //Do something &#125; else if &#40;osl_keys->anal...
by johnsto
Tue Jun 06, 2006 4:33 pm
Forum: PSP Development
Topic: pspDebugInstallErrorHandler causes 80020001
Replies: 7
Views: 2220

Installing my own exception handler (from another piece of code) gave the same black screen and shutdown.

I have been using psplink, but unfortunately my program finds it hilarious if it only crashes when I'm not ready for it - especially when I'm not debugging!
by johnsto
Tue Jun 06, 2006 5:56 am
Forum: PSP Development
Topic: pspDebugInstallErrorHandler causes 80020001
Replies: 7
Views: 2220

Hmm, using:

Code: Select all

PSP_MODULE_INFO&#40;"test", 0x1000, 1, 1&#41;;
PSP_MAIN_THREAD_ATTR&#40;0&#41;;
Sort of works - it loads up immediately to an exception screen saying "Coprocessor unusable", and a couple of the registers (s6 and s7) are "DEADBEEF"...
by johnsto
Tue Jun 06, 2006 4:11 am
Forum: PSP Development
Topic: pspDebugInstallErrorHandler causes 80020001
Replies: 7
Views: 2220

pspDebugInstallErrorHandler causes 80020001

I'm betting this is really simple but it's driving me mad. My game works fine, however I'm now trying to add an exception handler to catch an occasional crash that never happens when I want it to. I've done this by adding 'pspDebugInstallErrorHandler(NULL);' at the top of main() and included pspdebu...
by johnsto
Thu May 25, 2006 5:10 pm
Forum: PSP Development
Topic: ERROR DOWNLOADING TOOLCHAIN. NEED HELP!
Replies: 3
Views: 1586

I find the 'TOOLCHIAN.SH' bit most entertaining.
by johnsto
Thu May 18, 2006 10:44 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 31321

Just a note to mention it does not load on 2.00 using the eLoader. The PSP just hangs and turns off (like most non-2.00 homebrew stuff)
by johnsto
Fri May 12, 2006 4:44 am
Forum: PSP Development
Topic: wolfenstein enemy-territory (Portable?)
Replies: 3
Views: 2331

1. ET uses modified Quake 3 engine. Even that has not yet been ported to PSP.
2. Only the GAME code for ET has been released. The ENGINE code has not. You need both to port ET to another platform.

Combination of the two above points mean this is very unlikely to happen.
by johnsto
Tue May 09, 2006 3:49 am
Forum: PSP Development
Topic: Python UDP sockets
Replies: 5
Views: 1981

Have you tried a different port? Just a complete shot in the dark, but try something much much higher (I seem to recall something about ports < 1024 being reserved)
by johnsto
Sat May 06, 2006 5:42 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

That's very strange, looks like you have no access to the VRAM (??). To make sure, can you try this please? (in a simple program that does this and exits then). u32 *ptr = &#40;u32*&#41;0x04110000; *ptr = 0xaaaaaaaa; Does it crash? Nope, it went back to the eLoader normally. It did not crash.
by johnsto
Thu May 04, 2006 6:20 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Oh, also, the test image I'm using is a 480x272 loaded as 8888... so a bit heavy :)
by johnsto
Thu May 04, 2006 8:04 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Are you checking if your file has loaded into VRAM or do you just assume that it did and it crashes when you try to draw or do something with the image ? I have an oslAssert check the pointer that oslLoadImage gives me back. However, this isn't throwing up anything so you're right - it's not clear ...
by johnsto
Wed May 03, 2006 5:08 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Yep, I think it crashes as soon as it tries to load the first file into VRAM.
by johnsto
Wed May 03, 2006 6:27 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Does using VRAM give the same problem? Hmm, whenever I try to load or create an image in VRAM, I get a crash. Sometimes it shows an error box. Sometrimes it shows is a black screen and then my PSP turns off. Sometimes it just shows black and I have to use L+R+Start to get back to the eLoader. (My p...
by johnsto
Tue May 02, 2006 8:55 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Hm that's strange, you said just before that it worked 10 times? Anyway oslLoadImageFile does a lot of things. Are your images in RAM or VRAM? Does using VRAM give the same problem? Can you try to create empty images (oslCreateImage) of the same dimension/pixelformat/location instead and tell me wh...
by johnsto
Tue May 02, 2006 5:10 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Brunni: Some more discoveries. I've added oslAssert()'s after all my image/sound loads just to make sure they load ok. Again, the program works fine 2 or 3 times, but next time it will throw up a fatal error naming the file it just tried to load. So it sounds like it's failing to load the images aft...
by johnsto
Mon May 01, 2006 8:35 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

Brunni: I compiled your code, copied it across and it runs fine. I'm able to run it over and over again (about 10 times so far) without any problems. It has not crashed yet. I also just noticed that eLoader's memory indication does not decrease if I keep running an oslib app. It always says 23.6mb e...
by johnsto
Sun Apr 30, 2006 9:35 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 162964

I get a similar problem to hardhat, on firmware 2.00 using eLoader as well, but I don't get any crashes. If I load up the eLoader, I can successfully get into Test_oslib quite happily. However, if I quit Test_oslib, and then try to load it up again, all I get is a black screen. Pressing L+R+Start ge...
by johnsto
Sat Apr 29, 2006 4:51 am
Forum: PSP Development
Topic: Plasma Pong on PSP, doable ?
Replies: 5
Views: 2374

That game struggled a little on the 3.2GHz 6800GT machine I use at work... getting it to run on a PSP would be an interesting challenge...
by johnsto
Mon Apr 24, 2006 8:32 am
Forum: PSP Development
Topic: animated splash screen
Replies: 3
Views: 1899

I'm doing pretty much the same thing, using Blender for some 'busy' animations in an app I'm writing. What I've resorted to doing is having Blender spit out a sequence of PNGs, using ImageMagick ('convert -append *.png output.png') to join them altogether into a tall image, and then blitting a frame...
by johnsto
Mon Apr 24, 2006 7:55 am
Forum: General Discussion
Topic: bitwise and hexadecimal :S
Replies: 31
Views: 15198

Well, first, think of decimal. 10 is a 1 and a 0. It means add 1 ten and 0 ones... (1 * ten) + (0 * one) = ten 24 is a 2 and a 4. It means add 2 tens and 4 ones... (2 * 10) + (4 * 1) = twenty-four 321 is a 3, 2 and a 1. It means add 3 hundreds, 2 tens and 1 one... (3 * 100) + (2 * 10) + (1 * 1) = th...
by johnsto
Mon Mar 06, 2006 3:29 am
Forum: PSP Development
Topic: [Announce] PSP-Python with network support
Replies: 2
Views: 3823

Fantastic! Been waiting for this :)
by johnsto
Thu Jan 19, 2006 5:54 pm
Forum: PSP Development
Topic: How to compile, link and transfer PSP programs from VS.NET
Replies: 71
Views: 126213

Dr. Vegetable wrote:The answer to your question can be found here.
cheers, i missed that.
by johnsto
Thu Jan 19, 2006 4:12 am
Forum: PSP Development
Topic: How to compile, link and transfer PSP programs from VS.NET
Replies: 71
Views: 126213

compile error

right, i've got cygwin and the toolchain installed and setup, that's all ok. I used the MSI to install the other stuff into VS2003. Created new project... compile... and.. ------ Build started: Project: PSP Project1, Configuration: Debug Win32 ------ Performing Makefile project actions Converting PS...