Hey guys, do you know how to load a 2 channel wav file with MikMod?
When I try to do it, I get an error message saying the format is not valid.
What gives?
Thanks.
Search found 19 matches
- Tue Mar 10, 2009 5:29 pm
- Forum: PSP Development
- Topic: 2 channel wav file with MikMod
- Replies: 2
- Views: 1484
- Mon Mar 17, 2008 7:50 am
- Forum: PSP Development
- Topic: PSP Controller code with sensitivity.
- Replies: 7
- Views: 2110
You are right, however, this simulates sensitivity, I don't think there's any other way to measure it other than timing (at least not on psp), since that requires voltage variation or some mechanical feedback being interpreted by the kernel. If there is something like that I'd like to check it out f...
- Mon Mar 17, 2008 4:28 am
- Forum: PSP Development
- Topic: PSP Controller code with sensitivity.
- Replies: 7
- Views: 2110
- Sun Mar 16, 2008 2:40 pm
- Forum: PSP Development
- Topic: PSP Controller code with sensitivity.
- Replies: 7
- Views: 2110
PSP Controller code with sensitivity.
I wrote this for for use in games and thought it maybe useful for others.
http://devrc.org/pub/pspctrl/ (has eboot, makefile and source)
Have fun.
http://devrc.org/pub/pspctrl/ (has eboot, makefile and source)
Have fun.
- Wed Mar 12, 2008 4:38 pm
- Forum: PSP Development
- Topic: PSPLINK adventures
- Replies: 3
- Views: 1407
- Wed Mar 12, 2008 4:07 pm
- Forum: PSP Development
- Topic: PSPLINK adventures
- Replies: 3
- Views: 1407
PSPLINK adventures
Hey guys, I am running 3.80 - m33 CFW with 1.5 kernel addon, all apps, every single one that i've downloaded run perfectly. My problem is this, If I wrote a simple program that uses file io functions such as, sceIoOpen/Close/Read/Write ... THe wierd thing is when i compile my program WITHOUT: BUILD_...
- Sat Jul 15, 2006 6:07 am
- Forum: General Discussion
- Topic: Tetris game (almost done, damn work)
- Replies: 1
- Views: 3411
Tetris game (almost done, damn work)
This is a tetris game I wrote just for fun.
I got the music off of some website.
The only things missing are the high scores and time.
Ill add that when I get a chance.
Have fun :) (I do hehe)
here's the download location ---> http://devrc.org/pub/psptetris/
I got the music off of some website.
The only things missing are the high scores and time.
Ill add that when I get a chance.
Have fun :) (I do hehe)
here's the download location ---> http://devrc.org/pub/psptetris/
- Mon Jun 05, 2006 12:16 pm
- Forum: PSP Development
- Topic: Controller stuff.
- Replies: 0
- Views: 844
Controller stuff.
I've written a little test program for psp controller. It's useful in game. I've used the psp latch status functions, which I haven't seen used before, they aren't well documented, but are very usefull. Anyway, I just posted this here for everyone, hope it comes in useful to someone. Cheers. http://...
- Mon May 15, 2006 5:46 am
- Forum: PSP Development
- Topic: padding images with less than 16 pixel dimentions?
- Replies: 5
- Views: 2365
- Sun May 14, 2006 6:22 pm
- Forum: PSP Development
- Topic: padding images with less than 16 pixel dimentions?
- Replies: 5
- Views: 2365
- Sun May 14, 2006 7:18 am
- Forum: PSP Development
- Topic: padding images with less than 16 pixel dimentions?
- Replies: 5
- Views: 2365
Another thing I've noticed is when blitting a bunch of small sprites, one after the other (not in coord. sense, but sequence wise), some sprites don't show up on the screen... I hope it's me doing something wrong :/ How would u sequence drawing an image made of 4 images? lets say each image is 32 pi...
- Sat May 13, 2006 12:22 pm
- Forum: PSP Development
- Topic: padding images with less than 16 pixel dimentions?
- Replies: 5
- Views: 2365
padding images with less than 16 pixel dimentions?
This is wierd but i've found that i need to pad the textures that are less than 16 pixels in width/height.
Is that because of the alignment? cuz I wasted lots of time before i figured that i needed to do that... :/
Is that because of the alignment? cuz I wasted lots of time before i figured that i needed to do that... :/
- Fri May 12, 2006 4:15 am
- Forum: PSP Development
- Topic: The Frame buffer proxy hehe
- Replies: 6
- Views: 3055
- Fri May 12, 2006 1:21 am
- Forum: PSP Development
- Topic: The Frame buffer proxy hehe
- Replies: 6
- Views: 3055
Hmm, I'm definately going to try that today. About the swizzling mode; from the sdk source all I can tell is that it's a switch, does it tell the psp to to flush the contents of a memory region vram or ram, to the screen, in that specific way to output it in chunks? That would make sense, and if it'...
- Fri May 12, 2006 12:39 am
- Forum: PSP Development
- Topic: The Frame buffer proxy hehe
- Replies: 6
- Views: 3055
So then it would be faster to 'set' the frame pointer to an already allocated and color loaded 512 * 272 * 4 memory region then to memmove it to vram frame buffer? Also then, once that's done, the frame is .5~MB so there is room in vram for 3 such regions. Then would it be faster setting the frame p...
- Thu May 11, 2006 1:53 pm
- Forum: PSP Development
- Topic: The Frame buffer proxy hehe
- Replies: 6
- Views: 3055
The Frame buffer proxy hehe
Can someone explain or maybe show how to use sceDisplaySetFrameBuf() function please? Also, does the vram on psp have 2 buffers for screen? I mean like literall 2 buffer..? If so, Is there a way (without using the gu/ge/gum libraries) to write to one of vram's frame buffers, for example, the one tha...
- Wed May 10, 2006 6:57 am
- Forum: PSP Development
- Topic: swizzle for 32 bit textures?
- Replies: 2
- Views: 2431
- Wed May 10, 2006 6:35 am
- Forum: PSP Development
- Topic: swizzle for 32 bit textures?
- Replies: 2
- Views: 2431
swizzle for 32 bit textures?
Anyone know if it's possible and if so, how to, swizzle pixels for a 32 bit image ?
- Tue May 09, 2006 2:51 pm
- Forum: PSP Development
- Topic: Swizzled pixels...how does that work?
- Replies: 1
- Views: 1422
Swizzled pixels...how does that work?
Hey guys, Can anyone please tell me (in lamen's terms hehe), how the swizzled pixels work in psp sdk's "blit.c" example. Is it how they are copied into the buffer? Are they arranged a certain way to make faster blitting? That example is mega low on comments, and I'd really appreciate some ...