Search found 42 matches

by CpuWhiz
Mon Nov 10, 2008 6:47 am
Forum: PSP Development
Topic: "ld.exe: .: No such file: Permission denied"
Replies: 5
Views: 2880

c:\pspdev\bin\..\lib\gcc\psp\4.1.2\..\..\..\..\psp\bin\ld.exe: .: No such file: Permission denied ld.exe is the program reporting the error, not the file or folder that doesn't have permissions. The "file" is "." or the current working directory. Also INCDIR and LIBDIR add the -...
by CpuWhiz
Sun May 04, 2008 5:07 am
Forum: PSP Development
Topic: StarBugz game prototype and engine (using Gu) with source
Replies: 24
Views: 18432

@willow :--) - I think it's you who has the out-dated libraries, check the latest pspsdk and they changed this. It seems dr_watson is using a somewhat stale copy of the toolchain for things. Anyway, I got this working with the latest toolchain (I recompiled the toolchain today, so I know it's recent...
by CpuWhiz
Sun May 04, 2008 2:05 am
Forum: PSP Development
Topic: Looking for something
Replies: 2
Views: 1964

Don't know if you are interested in this, but I think it would be nice to have a media player that can pull music from a DAAP share (http://en.wikipedia.org/wiki/Digital_Audio_Access_Protocol). As long as it works with Rhythmbox or Amarok and supports full unicode (I want to see my Japanese tags), I...
by CpuWhiz
Sun May 04, 2008 1:56 am
Forum: PSP Development
Topic: fopen/open vs sceIoOpen vs libjpeg
Replies: 2
Views: 2557

The SVN is still there: svn co svn://svn.ps2dev.org/psp/trunk/jpeg If you look at jpeg_stdio_src in jdatasrc.c, I am sure you can get an idea of how to create a set of functions and fill your cinfo to get it reading any way you like (memory, file, network stream, whatever you like). I'm just...
by CpuWhiz
Sat Mar 15, 2008 8:39 am
Forum: PSP Development
Topic: Help with prx plugin...
Replies: 10
Views: 3632

@FreePlay How does that require both buttons to be down? If only one of the two bits was set, it would still evaluate to > 0 and execute the if block. Or am I missing something?
by CpuWhiz
Sat Mar 15, 2008 8:29 am
Forum: PSP Development
Topic: Help with prx plugin...
Replies: 10
Views: 3632

J.F. beat me to it :( You are trying to binary or two strings and then binary and them with a unsigned integer. First off, to compare a or b it's a || b, not a | b. Second, you can't compare a string like that unless you are using the std::string class. Third, pad.Buttons is a bitmask (you should lo...
by CpuWhiz
Sat Mar 15, 2008 3:37 am
Forum: PSP Development
Topic: [SOLVED]Problem with Bin2o
Replies: 3
Views: 1789

loadImage() expects a filename instead of a pointer to the actual data. I have made a simple loadMemoryImage() for you based off the code from loadImage() . First add the following to graphics.c (I added it right above the loadImage() function): typedef struct _memory_png { char *file; png...
by CpuWhiz
Sat Mar 15, 2008 2:06 am
Forum: PSP Development
Topic: BMPlib v1.0 [BETA]
Replies: 4
Views: 1798

Normally people compile and test their code before releasing something. Looking at the first line of code in your source file shows you left out a simicolon, and why is that line even there? Also at the end of the source file you do nothing with the image data and the function doesn't even end. Now ...
by CpuWhiz
Fri Feb 29, 2008 2:34 pm
Forum: PSP Development
Topic: [SOLVED] RGB to u32 Color
Replies: 1
Views: 1346

They are in pspgu.h: /* Color Macros, maps 8 bit unsigned channels into one 32-bit value */ #define GU_ABGR&#40;a,b,g,r&#41; &#40;&#40;&#40;a&#41; << 24&#41;|&#40;&#40;b&#41; << 16&#41;|&#40;&#40;g&#41; << 8&#41;|&#40;r&#41;&#41...
by CpuWhiz
Mon Jan 21, 2008 2:23 am
Forum: PSP Development
Topic: Error Resolving ftp.gnu.org (PSP Toolchain)
Replies: 2
Views: 1590

I don't know what your connection issues are, but if here is what you could try. Edit all the scripts in the scripts folder with a text editor. You will see lines like the following: ## Download the source code. wget --continue ftp&#58;//ftp.gnu.org/pub/gnu/binutils/binutils-2.16.1.tar.bz2 || &a...
by CpuWhiz
Mon Dec 10, 2007 2:53 am
Forum: PSP Development
Topic: Problems with compiling my engine.
Replies: 14
Views: 7521

Join #ubuntu or #kubuntu then and mention my name - CpuWhiz and I will help you register. It's freenode.net BTW, but I will assume you got connected anyway.
by CpuWhiz
Mon Dec 10, 2007 2:13 am
Forum: PSP Development
Topic: Problems with compiling my engine.
Replies: 14
Views: 7521

I am currently hanging out in #pspdev on freenode if you want to venture x-chat in there. Also it would go faster if I had the source and could try it on my system and fiddle with the LIBS line. If you don't want to share your source, that's fine, I understand. I am not too keen on sharing source to...
by CpuWhiz
Mon Dec 10, 2007 1:49 am
Forum: PSP Development
Topic: Problems with compiling my engine.
Replies: 14
Views: 7521

No, just the main function. It's expecting the main function to be a C symbol and not a C++ symbol, but everything else wouldn't be referenced by other libraries, so they don't need it (unless you get a weird linker error for them). I am rebuilding my ubuntu gutsy package that includes psptoolchain,...
by CpuWhiz
Mon Dec 10, 2007 1:22 am
Forum: PSP Development
Topic: Problems with compiling my engine.
Replies: 14
Views: 7521

That is where the source file was when you (more like the psplibraries script) compiled the library. It gets added in as debug info to tell you line numbers. That is why it mentions that directory in the errors. It sounds like you have your main error again. I don't use SDL for my PSP apps, but I am...
by CpuWhiz
Sun Dec 09, 2007 11:21 am
Forum: PSP Development
Topic: psplink on 3.71 m33-3
Replies: 1
Views: 1858

You have to compile the app into a 3.xx user mode prx and run the prx file from psplink, not the EBOOT, and not the elf file. Look around the forums for how to build your app into a prx, there is tons of threads talking about how to do that.
by CpuWhiz
Sun Dec 09, 2007 11:19 am
Forum: PSP Development
Topic: Problems with compiling my engine.
Replies: 14
Views: 7521

Re: Problems with compiling my engine.

Music.cpp&#58;&#40;.text+0xfc&#41;&#58; undefined reference to `operator delete&#40;void*&#41;' -lstdc++ /home/oguz/Downloads/ps2dev/SDL_mixer/timidity/filter.c&#58;88&#58; undefined reference to `sin' -lm Some of the others will go away when you add these. Not so su...
by CpuWhiz
Thu Nov 29, 2007 3:56 am
Forum: PSP Development
Topic: Howto set text higher, for each messange (like afkim) ?
Replies: 10
Views: 4384

Regarding the VM, It could be done and maybe some people would find it useful, n00b and non-n00b alike. You could setup a Ubuntu/Debian/Fedora/whatever system in a VM and make sure USB and samba were working. Maybe install the openssh-server package so they can ssh in with PuTTY. Then they could jus...
by CpuWhiz
Sun Nov 25, 2007 2:00 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39232

Edit: As a lame workaround to my problem, I expressed my sceGuCopyImage call for the indexed texture in terms of GU_PSM_8888 so that it would add up to the proper amount of bytes. This is not ideal but seems to solve my problem. sceGuCopyImage&#40;GU_PSM_8888, 0, 0, 64, 32, 64, texture2, 0, 0, ...
by CpuWhiz
Sat Nov 24, 2007 1:31 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39232

I wasn't clearing the depth buffer.
by CpuWhiz
Sat Nov 24, 2007 6:48 am
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39232

Ok, so do it use sceGuDepthMask(1) and disable depth testing to properly rid myself of the depth buffer? Also, I added the depth buffer back in and I still have this issue.
by CpuWhiz
Sat Nov 24, 2007 6:26 am
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39232

Allow me to be more specific. I have depth testing disabled. I assume if I leave it disabled I don't need to allocate memory for it? src/psp/renderer.cpp&#58;50&#58; Draw buffer at 0x04000000 &#40;557056 bytes&#41; src/psp/renderer.cpp&#58;51&#58; Display buffer at 0x04088000...
by CpuWhiz
Sat Nov 24, 2007 12:49 am
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39232

As I already mentioned, I was setting the texture mode and I had already looked in the intraFont source for what needed to be set. It turns out my problem was as follows: I was copying the textures I needed to render once into vram and then just using the copy from vram to render each frame. Seems t...
by CpuWhiz
Fri Nov 23, 2007 4:05 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39232

I am finally getting around to trying out your library. My project is using GU_PSM_8888 textures. When I tried to add in your library the text displays fine but everything else is rendering wrong. Before rendering my other content, I made sure to set sceGuTexMode, sceGuTexFilter, sceGuTexWrap, and s...
by CpuWhiz
Thu Nov 22, 2007 12:47 pm
Forum: PSP Development
Topic: physfs + squirrel libraries
Replies: 5
Views: 4692

CpuWhiz wrote:I already made psplibraries scripts for myself (they are not that hard to make) with my own internal svn repo.
I just have the utopia.net domain pointing to a server on my LAN.
by CpuWhiz
Sat Nov 17, 2007 8:50 am
Forum: PSP Development
Topic: Help Problem
Replies: 2
Views: 2494

My guess is you need libusb-dev. Here is the packages I installed to meet any dependencies you need to compile the toolchain: [code[sudo aptitude install tofrodos libtool autoconf automake bison flex gcc make libncurses-dev patch libreadline-dev subversion texinfo wget doxygen graphviz libusb-dev bu...
by CpuWhiz
Sat Nov 17, 2007 5:42 am
Forum: PSP Development
Topic: physfs + squirrel libraries
Replies: 5
Views: 4692

I already made psplibraries scripts for myself (they are not that hard to make) with my own internal svn repo. All you would have to do is change the svn location. I don't have svn access so if someone wants to give me access or add the libraries for me, I am fine with that. #!/bin/sh # physfs.sh by...
by CpuWhiz
Thu Nov 15, 2007 3:30 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 169570

I was thinking about how to call kernel functions from the ME. I warn you now that I am not the best at understanding low level hardware or assembly, but I try my best. The following could be wrong, totally off, or just plain stupid. Tell me what you think. The ME program could be a separate elf wit...
by CpuWhiz
Wed Nov 14, 2007 8:13 am
Forum: PSP Development
Topic: Displaying japanese characters in homebrews
Replies: 12
Views: 15030

An array of unsigned shorts encoded with UTF-16LE works good. I have been using libxml2 and iconv to parse xml files into a simple binary file with UTF-16LE strings that I load into an array. I load a different file per language. It's working for what I need. You could use this for "Hello World...
by CpuWhiz
Tue Nov 13, 2007 3:23 pm
Forum: PSP Development
Topic: Displaying japanese characters in homebrews
Replies: 12
Views: 15030

For inputing you could just use the built-in input dialog. If you are interested I figured out which "unknown" option you need to set to 1 to get the input method working (so you can type kanji). As for displaying Japanese text, you could always use a character map texture for hiragana and...
by CpuWhiz
Wed Oct 24, 2007 4:12 am
Forum: PSP Development
Topic: Oopo,README.txt in Toolchain.sh script should Look Like THIS
Replies: 3
Views: 3169

If it's a whitepsace issue, you can try quoting it:

Code: Select all

export PATH="$PATH&#58;$PSPDEV/bin"