Search found 97 matches
- 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...
- Tue Jan 12, 2010 5:22 pm
- Forum: PSP Development
- Topic: shadows...
- Replies: 12
- Views: 25819
- Sat Dec 19, 2009 6:55 am
- Forum: PSP Development
- Topic: Alpha blending to draw buffer?
- Replies: 16
- Views: 25332
- Fri Dec 18, 2009 10:36 am
- Forum: PSP Development
- Topic: Alpha blending to draw buffer?
- Replies: 16
- Views: 25332
- 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...
- 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...
- Mon Dec 14, 2009 4:45 pm
- Forum: PSP Development
- Topic: How to detect memory leaks ?
- Replies: 9
- Views: 4806
- Mon Dec 14, 2009 4:18 am
- Forum: PSP Development
- Topic: How to detect memory leaks ?
- Replies: 9
- Views: 4806
- Fri Dec 11, 2009 2:47 am
- Forum: PSP Development
- Topic: Bump Mapping with GU
- Replies: 5
- Views: 3672
- 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...
- Sun Dec 06, 2009 11:53 pm
- Forum: PSP Development
- Topic: SDK ADD: VRAM MMU (valloc/vfree)
- Replies: 13
- Views: 12339
- 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...
- 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...
- Wed Dec 02, 2009 2:43 pm
- Forum: PSP Development
- Topic: [SOLVED]how can I get PBP image offset and length
- Replies: 4
- Views: 2952
- Wed Dec 02, 2009 2:37 pm
- Forum: PSP Development
- Topic: 24-bit texture swizzling?
- Replies: 11
- Views: 6747
- Tue Dec 01, 2009 1:03 am
- Forum: PSP Development
- Topic: [SOLVED] Best OpenType fonts library?
- Replies: 6
- Views: 7932
- Sun Nov 29, 2009 4:04 am
- Forum: PSP Development
- Topic: 24-bit texture swizzling?
- Replies: 11
- Views: 6747
- Thu Nov 19, 2009 1:01 am
- Forum: PSP Development
- Topic: MP3 not playing with OSLib 2.10
- Replies: 6
- Views: 3871
- Fri Nov 13, 2009 11:23 am
- Forum: PSP Development
- Topic: Development on a mac
- Replies: 8
- Views: 6142
- Fri Nov 13, 2009 5:49 am
- Forum: PSP Development
- Topic: Development on a mac
- Replies: 8
- Views: 6142
- 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...
- Thu Nov 12, 2009 11:01 am
- Forum: PSP Development
- Topic: Development on a mac
- Replies: 8
- Views: 6142
- Sun Nov 08, 2009 4:24 am
- Forum: PSP Development
- Topic: Does anyone tried CubicVR 3D engine?
- Replies: 1
- Views: 2097
- 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:~ zachrythayer$ bin2c
bin2c - from bin2s By Sjeep
Usage: bin2c infile outfile label
- Thu Nov 05, 2009 9:12 am
- Forum: PSP Development
- Topic: Global Exception handler plugin
- Replies: 6
- Views: 7972
- 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...
- 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
if PSP_CTRL_START is masked
But I could most certainly be mistaken
- Mon Nov 02, 2009 4:46 pm
- Forum: PSP Development
- Topic: PSPLink + 3000
- Replies: 5
- Views: 5516
- 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...
- 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...