Search found 22 matches

by __count
Mon Jun 04, 2007 8:01 pm
Forum: PSP Development
Topic: Is it possible that port the Bos Wars Game to PSP?
Replies: 3
Views: 3093

Sure its possible. Why wouldn't it be?
by __count
Thu Sep 21, 2006 7:18 pm
Forum: PSP Development
Topic: std::vector?!
Replies: 9
Views: 3877

^^^ what he said

Also you need to add an empty constructor to your PlayerObject. This is required because the vector will instantiate PlayerObject objects.

// empty constructor
PlayerObject(){}
by __count
Sun Sep 17, 2006 5:20 am
Forum: PSP Development
Topic: Hardware per pixel lighting (2D)
Replies: 8
Views: 3957

Yay, it works :)
Image
I use a 256*256 32 bit texture as light buffer which gets stretched to full screen.

By the way: the framebuffer's alpha DOES get filled, provided you use GU_TCC_RGBA with sceGuTexFunc.
by __count
Thu Sep 14, 2006 1:24 am
Forum: PSP Development
Topic: Compile for psp from linux
Replies: 41
Views: 17179

Did you install the PSP toolchain and have you run toolchain.sh?
by __count
Thu Sep 14, 2006 12:20 am
Forum: PSP Development
Topic: Hardware per pixel lighting (2D)
Replies: 8
Views: 3957

I'm not 100% sure but I think the framebuffer alpha will be used for the stencil buffer, even if you're rendering to texture since the GE doesn't really differentiate between the two. Making the lightbuffer smaller is a good call... I could use floats in the vertices to get subpixel precision preven...
by __count
Thu Sep 14, 2006 12:10 am
Forum: PSP Development
Topic: Hardware per pixel lighting (2D)
Replies: 8
Views: 3957

One problem with treating the light-buffer as 32-bit is that you could only offset the buffers for every 4th pixel which would become quite choppy unless you have 4 different textures covering those cases (and you can forget about subpixling, scaling lights, etc). Good points... also I think you'll...
by __count
Wed Sep 13, 2006 8:49 pm
Forum: PSP Development
Topic: Hardware per pixel lighting (2D)
Replies: 8
Views: 3957

Some pics to clarify what I'm trying to accomplish

The frame as rendered so far
Image

The light buffer, rendered using multiple point lights (using texture in 1st post)
Image

Result
Image
by __count
Wed Sep 13, 2006 7:17 pm
Forum: PSP Development
Topic: Hardware per pixel lighting (2D)
Replies: 8
Views: 3957

Hardware per pixel lighting (2D)

I am making a sidescrolling 2D game and I'm trying to do per pixel lighting. Reason: vertex lighting wouldn't look very nice since my vertices can be far apart and aside from that I'm rendering in screenspace right now so it would be hard to implement. What I've come up with is to create an extra 8 ...
by __count
Sat Jul 29, 2006 12:26 am
Forum: PSP Development
Topic: Another World Collector's Edition
Replies: 10
Views: 10572

Nice work!

And yeah NDA/noncompete clauses suck.
by __count
Wed Jun 28, 2006 1:38 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 163209

BRUNNI, ton anglais et marvelous, puis arret de dir votre anglais et pas bon, parceque mon francais is WORSE!!! ;) Your lib kicks ass. Love it. I have a couple of questions. 1) what does oslCreateSwizzledImage do? is this meant for loading images into VRAM ? there seems to be no documentation on th...
by __count
Tue May 16, 2006 9:18 pm
Forum: PSP Development
Topic: Problem with PSPLINK please help.
Replies: 10
Views: 6040

magic values are often used as a sanity check or sometimes as a version check.

Make sure the psplink, usbhostfs and pcterm are all of the same svn revision.
by __count
Mon May 01, 2006 9:59 pm
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 52367

moonlight wrote:About the perfomance... I've set the processor to only 12/6 Mhz and it's playing fine :)) The search of files is slower, but the play is really good :)
That's awesome :)

Do you think it would be difficult to stream at3's (instead of loading the whole thing in a static buffer)?
by __count
Mon Apr 24, 2006 4:55 pm
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 52367

Just a FYI if anyone else is having problems with EAC (it goes into an infinite loop on my machine); here is a codec you can use to encode/decode AT3. It worked well for me with audiograbber.
by __count
Thu Apr 20, 2006 12:10 am
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 52367

Any clues on the performance of this built in lib? Does it look like it outperforms libmad?
thanatos wrote::P come on ,have further try
?
by __count
Wed Apr 19, 2006 1:04 am
Forum: PSP Development
Topic: C++ on PSP
Replies: 5
Views: 2090

easy fix:

#include <memory.h>
void *operator new(size_t size){ return malloc(size); }
void operator delete(void *ptr){ free(ptr); }

an alternative is to include the C++ library

Also this has been asked many times, please use the search first next time.
by __count
Thu Apr 06, 2006 9:21 pm
Forum: PSP Development
Topic: Am I mad? - linux on PSP...
Replies: 36
Views: 18021

The low amount of memory is going to be the main problem, especially if you're planning on running gcc.

It would be an interesting project though. I say go for it and obtain the respect of neckbearded linux fans worldwide! ;)
by __count
Wed Apr 05, 2006 2:32 am
Forum: PSP Development
Topic: strange 3d issue (please help)
Replies: 5
Views: 2282

Define 'wont work'. You don't see anything?

If so, I say its likely a Z-buffer, culling or a matrix transform issue.

Z-buffer seems especially likely since that could be caused by your gu init code.

Also try to memset your display list to 0 before you run your app.
by __count
Sat Apr 01, 2006 11:25 pm
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 300324

I finally sat down and setup PSPLINK and was it ever worth it. My usual turnaround time of 15 seconds practically disappeared. The pdf manual is great too. Thanks so much TyRaNiD and others who contributed. One note to other WinXP/Cygwin users, if you find inf-wizard.exe (of the usb-win32 lib) keeps...
by __count
Fri Mar 31, 2006 11:33 pm
Forum: PSP Development
Topic: WiFi Delivery of Homebrew Updates
Replies: 9
Views: 4349

Re: WiFi Delivery of Homebrew Updates

Has anyone bothered with this? The USB on my Win2K op system only works as USB1, and can't transfer a working PSP program. I wonder it a PSP app could be used to simply save apps straight into the Game folder ready to run. Uh yeah I guess so but why don't you just install USB 2.0 drivers? They shou...
by __count
Thu Mar 23, 2006 10:18 pm
Forum: PSP Development
Topic: MMU for dynamic VRAM usage
Replies: 16
Views: 7699

However I can't think of any other useable solution to this atm, other than leaving compacting alltogether to the overlaying program, which will be good enough for texture managers, which anyway may want to do their allocation strategy in a way that avoids defragmentation to the most. Agreed. I thi...
by __count
Thu Mar 23, 2006 8:50 pm
Forum: PSP Development
Topic: [Question] C++ Objects ?
Replies: 2
Views: 1671

LuMo wrote:you can use cpp and objects for sure, as i use em too ;)
you have to add the cpp lib to your makefile

LIBS= -lstdc++

greets
lumo
Only if you use the C++ library (stuff like cin/cout etc). Otherwise it suffices to define the new and delete operators.
by __count
Thu Mar 23, 2006 8:46 pm
Forum: PSP Development
Topic: an opinion about this code [crash!]
Replies: 5
Views: 3042

Raphael wrote: char realpath[256];
realpath = '\0';
That won't compile.
Either do

*realpath = '\0';

or

realpath[0] = '\0';