Search found 97 matches

by a_noob
Sun Feb 14, 2010 10:46 am
Forum: PSP Development
Topic: Alpha texture on a 3D object with PSPGU library
Replies: 3
Views: 6814

Hi, yes - if the texture is fully transparent you can view through. But there are some contraint. You really need to pass the far awy object - the once beyond the cube first, and than the cube... If you wont to make the cube transparent like glass you should first render the backfaces with eg. sceG...
by a_noob
Tue Jan 12, 2010 5:22 pm
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 25819

In all honesty most scenes can just have baked shadows, then you can just do real time/dynamic shadows on a few select objects that move, saving performance.
by a_noob
Sat Dec 19, 2009 6:55 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 25332

oh its my bad for the b alpha you need to do 1 - the alpha. So unsigned int alphaBlend(unsigned int a, unsigned int b){ float aa = 255.f/(a>>24&0xff);// A colors alpha channel as a float 0 - 1 float ba = 1.f-(255.f/(b>>24&0xff)...
by a_noob
Fri Dec 18, 2009 10:36 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 25332

Its possible but it would be much better to use the GU. alpha blending would be something like. inline unsigned int RGBA&#40;unsigned int R, unsigned int G, unsigned int B, unsigned int A&#41; &#123; return &#40;unsigned int&#41;&#40;&#40;A & 0xFF&#41; << 24 | &am...
by a_noob
Thu Dec 17, 2009 4:34 am
Forum: PSP Development
Topic: out of core data storage
Replies: 5
Views: 10755

I am not to sure about via the sceIo, I think it would need to use some reversing because it just returns a handle no actual data, but if you where to use stdio maybe, unless it was just hacked to store the handle and then accessed, but it it is properly used/coded then here is the FILE datatype wic...
by a_noob
Tue Dec 15, 2009 12:58 am
Forum: PSP Development
Topic: How to detect memory leaks ?
Replies: 9
Views: 4806

It has a few functions. But it basically can log every malloc/calloc and it can also catch memory leaks by watching the pointers handed out via these functions. I have not used it in a while, but I think you could alter some of the code,if it doesn't already have callback support, to cause a callbac...
by a_noob
Mon Dec 14, 2009 4:45 pm
Forum: PSP Development
Topic: How to detect memory leaks ?
Replies: 9
Views: 4806

It's cool you do not have to listen to me or Raph. We both answered this question.
by a_noob
Mon Dec 14, 2009 4:18 am
Forum: PSP Development
Topic: How to detect memory leaks ?
Replies: 9
Views: 4806

You can also use mmgr to look for memory leaks if you still believe that is the cause.
by a_noob
Fri Dec 11, 2009 2:47 am
Forum: PSP Development
Topic: Bump Mapping with GU
Replies: 5
Views: 3672

Cheers raph! I think I might just give that a go, could never hurt as another feature to my engine ;) Along with my fullscreen 4xAA and fullscreen and or selective glow/bloom. If both are ran together I get about 60fps if they are seperate I can get about 260fps, gfx are fun to play with kids!
by a_noob
Tue Dec 08, 2009 6:53 am
Forum: PSP Development
Topic: Running homebrew on the PSP
Replies: 10
Views: 6363

Unless you specifically install a custom firmware, it should not modify what is currently present. Now being able to actually run code is a different story, I have not paid much attention to what models and fw's have loaders and what not, recently since I still have a original psp. So assuming you c...
by a_noob
Sun Dec 06, 2009 11:53 pm
Forum: PSP Development
Topic: SDK ADD: VRAM MMU (valloc/vfree)
Replies: 13
Views: 12339

First of all you should probably update it to a more current version, and then you would use vGuPointer(void *) and vCpuPointer(void*). Or you can do
vfree((void*)((u32)fbp0 | 0x04000000)); This will convert it from a relative to a absolute pointer.
by a_noob
Sat Dec 05, 2009 6:49 pm
Forum: PSP Development
Topic: Why doesn't this draw a triangle? (Probably stupid mistake)
Replies: 5
Views: 4574

- disable blending (each frame, as intraFont will probably enable it again) - disable depth testing (each frame, as intraFont will enable it each time) Surely you would know this wouldn't change much, unless he is using 0 alpha without knowing, also why would intraFont enable depth testing?? Its 2D...
by a_noob
Thu Dec 03, 2009 2:42 pm
Forum: PSP Development
Topic: sceGuClear and alpha
Replies: 2
Views: 2583

To be short, alpha is not ignored, but it is also not factored in. ClearColor is basically just fills the current buffer with what ever color you specify, no blending or math is done, just a fill. Which is why it will never only partially clear. So the difference between 0x00000000 and 0xaa000000 is...
by a_noob
Wed Dec 02, 2009 2:37 pm
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 6747

That should do the trick, also don't forget to tell the GPU that the texture is swizzled when binding it.
by a_noob
Tue Dec 01, 2009 1:03 am
Forum: PSP Development
Topic: [SOLVED] Best OpenType fonts library?
Replies: 6
Views: 7932

well they would require the freetype library, but the best psp front end would most likely be pgeFont, by InsertWittyName.
by a_noob
Sun Nov 29, 2009 4:04 am
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 6747

The psp's gpu does not support 24 bit images. You will need to upsample it to to 32bit or down sample it to 16 or palletted. And yes you can swizzle 32 and 16bit unpalletted.
by a_noob
Thu Nov 19, 2009 1:01 am
Forum: PSP Development
Topic: MP3 not playing with OSLib 2.10
Replies: 6
Views: 3871

The EPC

run this in psplink
calc $epc-$mod
psp-addr2line -e youapp.elf (addr from calc)

and it will tell you the line of code you need to look at.

The problem is a bad pointer.

you have v0 as null then you are trying to reference v0 + 104 which is an invalid memory address.
by a_noob
Fri Nov 13, 2009 11:23 am
Forum: PSP Development
Topic: Development on a mac
Replies: 8
Views: 6142

heh, not quite. put it in /usr/local/ and then add the proper paths to your bash shell ;)
by a_noob
Fri Nov 13, 2009 2:37 am
Forum: PSP Development
Topic: Development on a mac
Replies: 8
Views: 6142

Armagetron Advanced is wayy too bloated and poorly coded to run properly on the psp, you would need to do alot more than just port, you would need to rework a lot of the main systems for it to run at a decent speed. And thats a funny overlap as I was just asked to help on dx64 :P Ill get you the sdk...
by a_noob
Thu Nov 12, 2009 11:01 am
Forum: PSP Development
Topic: Development on a mac
Replies: 8
Views: 6142

Give me a little while, I have it all built on my laptop, ill upload it soon for you. Old powerbook 15" ppc, it should work like a charm.
by a_noob
Sun Nov 08, 2009 4:24 am
Forum: PSP Development
Topic: Does anyone tried CubicVR 3D engine?
Replies: 1
Views: 2097

Judging from that video it is an insanely slow engine, LTE would be a much better choice, or openTri or PGE or JGE++ I would offer my engine but its still in the works.
by a_noob
Sat Nov 07, 2009 1:29 am
Forum: PSP Development
Topic: How to use bin2c?
Replies: 1
Views: 1972

Honestly? Did you even try running it in a shell? It gives you

Code: Select all

zachry-thayers-imac-6&#58;~ zachrythayer$ bin2c
bin2c - from bin2s By Sjeep
Usage&#58; bin2c infile outfile label
by a_noob
Thu Nov 05, 2009 9:12 am
Forum: PSP Development
Topic: Global Exception handler plugin
Replies: 6
Views: 7972

jojojoris wrote:I want it in the screen because the windows BSOD is cool.
I'll take some of whatever you are smoking.

Also im not sure if its 1.50 only. Its possible.
by a_noob
Thu Nov 05, 2009 12:50 am
Forum: PSP Development
Topic: Global Exception handler plugin
Replies: 6
Views: 7972

THis has been done before, but not quite as a plugin I don't think, in pspradio and many other apps. The functions you need are already coded for you. int pspDebugInstallErrorHandler (PspDebugErrorHandler handler) Install an error handler to catch unhandled exceptions. void pspDebugDumpException (Ps...
by a_noob
Wed Nov 04, 2009 6:54 am
Forum: PSP Development
Topic: 3 NIDs - what is this doing?
Replies: 6
Views: 4553

Well it says SystemCtrl meaning input, so I assume PSP_CTRL_START = 0x000008 and the function to be int sceCtrl_driver_5E77BC8A (unsigned int mask) which gets the given mask, so this essentially is saying

if PSP_CTRL_START is masked

But I could most certainly be mistaken
by a_noob
Mon Nov 02, 2009 4:46 pm
Forum: PSP Development
Topic: PSPLink + 3000
Replies: 5
Views: 5516

That makes no sense, as psplink will still be loaded, so maintaining HEN is not a problem. Using psplink to begin you should pretty much kiss goodbye that hen stays in memory. So, I do not get what the problem is.
by a_noob
Sun Nov 01, 2009 3:38 pm
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 30230

Wether or not the compiler or system does it, adding = 0 isnt hard, and can avoid these problems ;D. Especially with pointers, assumptions can be bad. Wether it's 0 or not by default is not the case. Setting it your self is always a better programming practice because then you know that it is always...
by a_noob
Sun Nov 01, 2009 2:07 pm
Forum: PSP Development
Topic: PSPLink + 3000
Replies: 5
Views: 5516

you will realize, that if your 1000 worked still and you launched the vsh from psplink that it would crash or error out when trying to launch a homebrew from the vsh game menu, logically this is pointless as well. Psplink and vsh should work fine with your hen'd 3000. So, really if you require furth...