Search found 86 matches

by CyberBill
Wed Nov 02, 2005 11:52 am
Forum: PSP Development
Topic: How do you load BOOT/EBOOT.BINs
Replies: 9
Views: 4041

EBOOT.BIN is not the executable, BOOT.BIN is... That'll narrow down your tests some. :)
by CyberBill
Mon Oct 31, 2005 9:04 am
Forum: PSP Development
Topic: PSP restrictions & possibilites in numbers
Replies: 8
Views: 3286

Most 3D engines on the PSP are seeing performance around 1mil polys a second. You are seeing about 600,000 polys a second (30k * 20fps)... Definately some room for improvement. :)

However most games are not a bunch of models, its mostly ground terrain and stuff.
by CyberBill
Sun Oct 23, 2005 5:33 am
Forum: PSP Development
Topic: bind failed
Replies: 10
Views: 3895

Thats very strange that you cant do a delay. Oh, I think I know why. err = sceNetApctlInit(0x1000, 0x42); Change 0x42 to something much lower. 0x10 perhaps. And change: err = sceNetInit(0x20000, 0x20, 0x1000, 0x20, 0x1000); to have the two 0x20s be something more like 0x12. That will ensure that you...
by CyberBill
Thu Oct 20, 2005 7:36 am
Forum: PSP Development
Topic: bind failed
Replies: 10
Views: 3895

okay, Id really recomend taking a look at this with ethereal or some other TCP/IP packet sniffer. THey can tell you a lot about whats going on with the connection, so you can verify whether or not its actually closing.

-Bill
by CyberBill
Mon Oct 17, 2005 3:33 pm
Forum: PSP Development
Topic: bind failed
Replies: 10
Views: 3895

If you are calling 'Close' and still getting the problem, it may be necessary to continue calling recv on the socket until it gracefully disconnects (either will turn a 0, or will return an error) before actually quitting the application. or... you just just call sceKernelDelayThread(2000); ;) but h...
by CyberBill
Sun Oct 16, 2005 6:46 am
Forum: PSP Development
Topic: Arguments to main()
Replies: 4
Views: 1414

Yeah, it was very confusing the first time I used it too. You expect it to use the COUNT in number of arguments, but it doesnt. Its just the count in bytes.

Internally it does a copy, too, which can throw you off but is expected.
by CyberBill
Sun Oct 16, 2005 6:44 am
Forum: PSP Development
Topic: using namespace or class?
Replies: 3
Views: 1321

Dont use .c, use .cpp.

You probably need to change some stuff in your makefile to allow for C++ code, too.

But that is the correct syntax.
by CyberBill
Sun Oct 16, 2005 6:41 am
Forum: PSP Development
Topic: shouldnt fgets ignore newline characters?
Replies: 2
Views: 1405

Thats whats supposed to happen: http://www.mkssoftware.com/docs/man3/fgets.3.asp Do something like: fgets(strbuff, 1024, file); strbuff[strlen(strbuff)-1] = 0; or... Walk through your string and patch any nonreadable text with spaces int len = strlen&a...
by CyberBill
Mon Oct 10, 2005 5:21 am
Forum: PSP Development
Topic: Anoying clipping problems
Replies: 5
Views: 2039

Ok thanks, it seems that the 2 points of my lines are offscreen so the line is clipped. Its sad but i can handle it, the grid is just for debug purpose, the real geometry will be far away from the camera so it should be ok. Is there more features in PSPGL than Gu? (i.e DXTn compression, multitextur...
by CyberBill
Sun Oct 09, 2005 3:13 am
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 9672

Rusty, if you are in a situation like that, my recomendation is to turn off clipping. If it runs too slowly, then work on optimizing the sprites/quads/triangles yourself, by implementing clipping somehow. Or maybe you just need to split up each triangle into 4 (imagine the TriForce). This effectivel...
by CyberBill
Sat Oct 08, 2005 5:48 pm
Forum: PSP Development
Topic: PSP Wifi code
Replies: 11
Views: 4377

Ooops, I jumped the gun. I thought it had been added but it has not. Heres the link:

http://aibohack.com/psp/wifitest.htm
by CyberBill
Sat Oct 08, 2005 5:40 pm
Forum: PSP Development
Topic: PSP Wifi code
Replies: 11
Views: 4377

There is wifi sample code in the PSPSDK.
by CyberBill
Sat Oct 08, 2005 3:37 pm
Forum: PSP Development
Topic: big triangles with gu
Replies: 17
Views: 9672

The PSP does (pitiful) hardware clipping. If you zoom into any triangle enough, eventually it'll disappear. The only way to get around it is to make your triangles in the scene small enough, and to keep your camera away from triangles. The check is that it tests all 3 points to see if they are on th...
by CyberBill
Fri Oct 07, 2005 3:08 am
Forum: PSP Development
Topic: PSPUptime
Replies: 11
Views: 3328

Get the tick counter, divide by the tick frequency. Thats uptime. Each time you restart the PSP its counter goes back to 0. This works the same on most platforms. timeGetTime on the PC for example. This is all really dumb though, because there is no way you are going to hack the kernel/os like you t...
by CyberBill
Thu Oct 06, 2005 1:48 pm
Forum: PSP Development
Topic: PSPUptime
Replies: 11
Views: 3328

You do not understand how the PSP works. Any time you run a program (a UMD game, a homebrew app, ANYTHING) the PSP completely resets itself, resetting the internal clock in the process. Also, editing the main menu/ PSP Operating System is not easy. I have not seen ANYONE do it with the single except...
by CyberBill
Wed Oct 05, 2005 11:45 am
Forum: PSP Development
Topic: TFT Internal Connections?
Replies: 17
Views: 6863

You cannot hook up a standard retail PSP to the devkit. The devkit-psp looks just like a retail PSP except with no Memory stick slot (which is on the devkit itself) and no battery compartment (as its always connected to the devkit). The 'controller' port is connected from the devkit to the devkit-ps...
by CyberBill
Wed Oct 05, 2005 11:34 am
Forum: PSP Development
Topic: Wifi fun and games
Replies: 4
Views: 3014

The adhoc network is definately limited to 3 channels (to avoid overlap) but it can log on to any access point on any channel.
by CyberBill
Mon Oct 03, 2005 1:29 pm
Forum: PSP Development
Topic: Multiple sceGumTranslate's
Replies: 7
Views: 2354

If you have a matrix and you make it a translation matrix, it overwrites the previous settings.

So doing another sceGumTranslate will just overwrite it.

You need to make a new matrix, put hte new translation in it, multiply the two matrices together, and put the result on the matrix stack.
by CyberBill
Thu Sep 29, 2005 4:57 pm
Forum: PSP Development
Topic: C++ dynamic array, new[]/delete[] not working properly.
Replies: 4
Views: 1548

Code: Select all

extern "C" {

new and delete are not valid C operators. They only work in C++. Be sure your file is named .cpp, and not .c.
by CyberBill
Thu Sep 29, 2005 1:54 pm
Forum: PSP Development
Topic: Cursor Without Refreshing the screen
Replies: 3
Views: 1411

Create a temporary buffer that is 512*4*272 (the absolute biggest back buffer you can have). Draw directly to it. (access it just like VRAM) Every frame, copy (memcpy) this buffer to VRAM, and then blit your cursor to VRAM. Note: This is slow and horrible, but you'll understand it all instead of usi...
by CyberBill
Thu Sep 29, 2005 12:53 pm
Forum: PSP Development
Topic: Cursor Without Refreshing the screen
Replies: 3
Views: 1411

Dont draw directly to the back buffer. Draw to a texture that is blit to the screen, and then the cursor is blit on top of this.
by CyberBill
Mon Sep 26, 2005 5:52 am
Forum: PSP Development
Topic: Between sceGuStart and sceGuFinish
Replies: 17
Views: 3902

Dont make your array static!!!!

Static arrays (in global scope) mean that the data is only accessable to THAT FILE.

Same goes with static global scope functions.

Make your array non-static, and then extern it at the top of your other file.
by CyberBill
Mon Sep 26, 2005 5:48 am
Forum: PSP Development
Topic: Coordinate system
Replies: 7
Views: 3173

PSP Matrices are directly in line with OpenGL matrices, but yes, D3D matrices have their axis reversed.
by CyberBill
Wed Sep 21, 2005 5:35 pm
Forum: PSP Development
Topic: How to make memory efficient and fast sprites?
Replies: 3
Views: 1627

Its not going to make a difference on the PSP because I dont believe it has dedicated memory for surfaces. Its all just memory. Allocate it from anywhere and use it as a texture on a quad... Whether you use one big one or many small ones wont make a difference. I suggest coding it in the most simpli...
by CyberBill
Wed Sep 21, 2005 5:23 pm
Forum: PSP Development
Topic: sceIoRead question
Replies: 2
Views: 1520

SceOff sceIoLseek(SceUID fd, SceOff offset, int whence); long sceIoLseek32(SceUID fd, long offset, int whence); But just to let you know, unless you absolutely have to, reading from a file this way isnt goign to be fast. Read the file from flash fully into a RAM, usi...
by CyberBill
Wed Sep 21, 2005 5:17 pm
Forum: PSP Development
Topic: Buffer width and u32
Replies: 5
Views: 1909

I'm sorry, I might be completely wrong here, but I dont believe its in bytes, I believe its in PIXELS. In which case it should always be 512, unless you are... for some reason... not using a 480x272 screen.

It does the internal conversion since it knows the size of each pixel.
by CyberBill
Wed Sep 21, 2005 5:14 pm
Forum: PSP Development
Topic: sceWlanGetEtherAddr error?
Replies: 2
Views: 1884

This is because you are outputing the string incorrectly... sceWlanGetEtherAddr fills in a 12-byte unsigned char array. To output it, doing: char addr[12]; unsigned short* saddr = (unsigned short*)addr; sceWlanGetEtherAddr(&addr); sprintf(b...
by CyberBill
Mon Sep 19, 2005 12:54 pm
Forum: PSP Development
Topic: Can't Compile
Replies: 3
Views: 1688

.bat files are windows batch files... just double click it in windows explorer, although really you need to figure out how they are compiling it and do the same. Not everyone is using the same compilation environment.
by CyberBill
Mon Sep 19, 2005 12:00 pm
Forum: PSP Development
Topic: Alignment and debug question
Replies: 8
Views: 2265

The SDK available here is pretty close to being the pro SDK with some holes here and there.
by CyberBill
Mon Sep 19, 2005 7:26 am
Forum: PSP Development
Topic: Alignment and debug question
Replies: 8
Views: 2265

Ahh yes. You cant open just "file.ext"... must be FULL PATH. Kinda sucks, really. It would be nice to have multiple games in whatever directory you want.

I think there are functions which return the path of the current executable/module though, which would be kinda nice.