Search found 144 matches

by be2003
Tue Apr 08, 2008 12:17 pm
Forum: PSP Development
Topic: SDL tearing/flickering during update
Replies: 15
Views: 4734

hmm... does pspgl even support gl quads?
by be2003
Fri Jul 06, 2007 3:12 pm
Forum: PSP Development
Topic: Problem puzzle me. Reading Tga file and caculate data size..
Replies: 10
Views: 4475

idk... i must be really out of it right now. but it seems to me that you are reading into a structure called "f" instead of "Head", which would be the appropriate structure. since you are not reading anything to "Head" then all of the values in "Head" are stil...
by be2003
Tue Jun 26, 2007 6:47 pm
Forum: PSP Development
Topic: GU 3D object drawing program?
Replies: 5
Views: 2870

oh ouch
i imagine it would be a wonderful pain to try to draw intricate fonts...

it looks like some n64 games implement that, i wanna say mario kart but i am not for sure
by be2003
Tue Jun 26, 2007 4:55 pm
Forum: PSP Development
Topic: GU 3D object drawing program?
Replies: 5
Views: 2870

Hello again :) Well thanks for the reply. I would have thought someone would do a Windows program for it. I wonder why noone uses a 3D font this way? like this: http://www.youtube.com/watch?v=XQfMWIoYyRI http://www.youtube.com/watch?v=DqMcCRgZi_k I think idealy, each letter would be it's own object...
by be2003
Wed Jun 13, 2007 7:30 am
Forum: PSP Development
Topic: Trying to load an elf
Replies: 10
Views: 7058

u did use all the patches in the pspsdk utility library right?
by be2003
Wed Jun 13, 2007 5:42 am
Forum: PSP Development
Topic: Trying to load an elf
Replies: 10
Views: 7058

why dont u try using some of the functions in the pspsdk utility library?
by be2003
Tue Jun 12, 2007 11:02 am
Forum: PSP Development
Topic: Trying to load an elf
Replies: 10
Views: 7058

man, i constantly feel like an idiot
by be2003
Tue Jun 12, 2007 7:34 am
Forum: PSP Development
Topic: Trying to load an elf
Replies: 10
Views: 7058

my guess is that you cannot load and start an elf the same way you load and start a prx module

im pretty sure you can load a 1.00 eboot using sceKernelLoadExec
the prototype is in psploadexec.h
by be2003
Tue Jun 12, 2007 6:17 am
Forum: PSP Development
Topic: Can't seem to draw lines :S
Replies: 24
Views: 10509

no problem
just make sure you enable GU_DEPTH_TEST when you arent drawing anything 2D
by be2003
Tue Jun 12, 2007 5:45 am
Forum: PSP Development
Topic: Can't seem to draw lines :S
Replies: 24
Views: 10509

a nice square drawn with GU_SPRITES:

Image
by be2003
Tue Jun 12, 2007 5:35 am
Forum: PSP Development
Topic: Can't seem to draw lines :S
Replies: 24
Views: 10509

LOL! so i stopped being lazy and made a nice example... the example is the cube demo from the pspsdk with the following added after the cube is drawn... //draw line sceGuDisable(GU_TEXTURE_2D); unsigned int color = 0xff000000; colorVertex* DisplayVertices = (colorVertex*&...
by be2003
Tue Jun 12, 2007 4:41 am
Forum: PSP Development
Topic: Can't seem to draw lines :S
Replies: 24
Views: 10509

hmm... very weird

could u post how u setup the gu?
by be2003
Mon Jun 11, 2007 1:16 pm
Forum: PSP Development
Topic: Can't seem to draw lines :S
Replies: 24
Views: 10509

lol just a thought... try this? typedef struct { unsigned int color; float x, y, z; } colorVertex; int Engine2D::Render2DLineOn3D(float x1, float y1, float x2, float y2, unsigned int color) { colorVertex* DisplayVertices = (colorVert...
by be2003
Mon Jun 11, 2007 12:56 pm
Forum: PSP Development
Topic: Can't seem to draw lines :S
Replies: 24
Views: 10509

drawing a line directly to vram is fairly simple if that is the case...

this is very weird though, have you tried disabling GU_CULL_FACE? im not quite sure if the rasterizer takes care of that aspect either....
by be2003
Sun Jun 10, 2007 4:25 pm
Forum: PSP Development
Topic: Can't seem to draw lines :S
Replies: 24
Views: 10509

hmm about the GU_TRANSFORM_2D, i wasnt really sure how that flag affected the rendering so i wasnt sure if it was getting clipped because of the near maybe there is some firmware glitch in it, like single lines dont show when they arent rasterized try to draw a triangle instead and make the third po...
by be2003
Sat Jun 09, 2007 4:53 pm
Forum: PSP Development
Topic: Can't seem to draw lines :S
Replies: 24
Views: 10509

since you are mixing 2d and 3d i guess you are making a call to: void gumPerspective(ScePspFMatrix4* m, float fovy, float aspect, float near, float far); now keep in mind your near is probably 1.0f or 0.5f or whatever, so anything with a z less than your near will be gone, and also k...
by be2003
Sat May 19, 2007 8:55 am
Forum: PSP Development
Topic: Yeti3D port
Replies: 10
Views: 8364

i was thinking about just leaving the color 565 and porting a different engine but i wasnt sure what engine i should port

but i think i will go ahead with the cube engine, but if i remember properly it uses gl, so eventually im going to have to convert it to gu...
by be2003
Sat May 19, 2007 8:52 am
Forum: PSP Development
Topic: strange behavior when using psp-g++ without -fno-exceptions
Replies: 17
Views: 14940

Re: strange behavior when using psp-g++ without -fno-excepti

what you guys has done to this flag? without this flag we can't find many symbols! but it's not the original purpose for this flags in g++. Code: #include <pspstdio.h> #include <pspkernel.h> #include <pspuser.h> PSP_MODULE_INFO("Zhen Han Zi", 0x1000, 1, 1); PSP_MAIN_THREAD_ATTR(0); main()...
by be2003
Thu May 17, 2007 1:06 pm
Forum: PSP Development
Topic: Problem building ODE
Replies: 3
Views: 2195

i was briefly looking at this and i got the same error. but it looks like the library is being compiled fine, just not one of the tests (named .exe but is actually an elf) so just go into the ode directory and look around, you should find the library and header files very quickly and then just place...
by be2003
Wed May 16, 2007 8:56 am
Forum: PSP Development
Topic: when calling time(NULL) error linking in pspsdk
Replies: 9
Views: 4603

im not sure....

try linking you're project with the kernel libc instead
by be2003
Thu May 03, 2007 9:05 am
Forum: PSP Development
Topic: pspsdk on psp
Replies: 4
Views: 2734

lol
i thought about that along time ago...

generally speaking it is possible but probably involves porting alot of command line utilities, including bash... maybe
by be2003
Mon Apr 30, 2007 4:22 pm
Forum: PSP Development
Topic: psptoolchain status?
Replies: 4
Views: 3275

i say... yes

lets keep everything up to date

and isnt the toolchain beta anyway? (rhetorical)
by be2003
Mon Apr 30, 2007 1:36 pm
Forum: PSP Development
Topic: Yeti3D port
Replies: 10
Views: 8364

update :]

I believe Yeti3D deserves a respective namechange due to the major source changes… so i guess Yeti-PSP works… So the updates of the engine to date (altough there is no release) are: 1. Engine no longer uses debug library to initialize framebuffer. 2. All source code remains in the “source” directory...
by be2003
Sun Apr 29, 2007 10:23 am
Forum: PSP Development
Topic: Yeti3D port
Replies: 10
Views: 8364

Cpasjuste wrote:http://forums.qj.net/showpost.php?p=1445611&postcount=1

:p

Edit : mine is sdl based and i havnt ported all the buttons function lol ..
lol
i wanted to make a port that was 100% psp
or whatever percent it is...
by be2003
Sat Apr 28, 2007 12:38 pm
Forum: PSP Development
Topic: Yeti3D port
Replies: 10
Views: 8364

Yeti3D port

I just ported the Yeti3D engine to the PSP... yes... i know... but this port isnt dependent on SDL! yes, it is a pure PSP port! the zip package below contains the source and compiled eboot if anyone wants to take a look the regular EBOOT.PBP runs very smooth and the FAST_EBOOT.PBP is the same but wi...
by be2003
Sat Apr 28, 2007 9:58 am
Forum: PSP Development
Topic: what is Function sceSyscon_driver_44439604 () use for
Replies: 3
Views: 2386

Re: what is Function sceSyscon_driver_44439604 () use for

Today i look up the pspsdk-doc and find a function named "sceSyscon_driver_44439604 (int power)" in debug->sio.c file(the doc didn't say what it used for ). But when i look up the sio.c file , i didn't find this function !! Instead it include a H file <pspsyscon.h>. So i want to find this...
by be2003
Tue Apr 24, 2007 2:55 pm
Forum: PSP Development
Topic: SDK ADD: VRAM MMU (valloc/vfree)
Replies: 13
Views: 11947

ill try it out
can u please post a download link?
by be2003
Tue Apr 24, 2007 2:26 pm
Forum: PSP Development
Topic: SDK ADD: VRAM MMU (valloc/vfree)
Replies: 13
Views: 11947

i like that idea to

as long as raphael submits this version rather than the newer one
because i for one like having more vram space to allocate
it doesnt really matter how long it takes to allocate it
as long as i get to keep what little space the vram provides
by be2003
Tue Apr 24, 2007 2:23 pm
Forum: PSP Development
Topic: Accessing the extra 4Megs of RAM on 1.5+
Replies: 18
Views: 23814

Re: Accessing the extra 4Megs of RAM on 1.5+

As some will know on 1.0 there was an extra 4megs of RAM from 0x8400000 which you could access, on 1.5 if you access it you get an exception, what is going on here? Well I just added the functions to the SDK to allow access to these areas, there are in sceSuspendForUser for usermode calls and scePo...
by be2003
Mon Apr 23, 2007 3:57 pm
Forum: PSP Development
Topic: SDK ADD: VRAM MMU (valloc/vfree)
Replies: 13
Views: 11947

its a little late...

but I LOVE YOU!