Search found 86 matches
- Wed Nov 02, 2005 11:52 am
- Forum: PSP Development
- Topic: How do you load BOOT/EBOOT.BINs
- Replies: 9
- Views: 4041
- Mon Oct 31, 2005 9:04 am
- Forum: PSP Development
- Topic: PSP restrictions & possibilites in numbers
- Replies: 8
- Views: 3286
- 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...
- Thu Oct 20, 2005 7:36 am
- Forum: PSP Development
- Topic: bind failed
- Replies: 10
- Views: 3895
- 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...
- Sun Oct 16, 2005 6:46 am
- Forum: PSP Development
- Topic: Arguments to main()
- Replies: 4
- Views: 1414
- Sun Oct 16, 2005 6:44 am
- Forum: PSP Development
- Topic: using namespace or class?
- Replies: 3
- Views: 1321
- Sun Oct 16, 2005 6:41 am
- Forum: PSP Development
- Topic: shouldnt fgets ignore newline characters?
- Replies: 2
- Views: 1405
- 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...
- 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...
- 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
http://aibohack.com/psp/wifitest.htm
- Sat Oct 08, 2005 5:40 pm
- Forum: PSP Development
- Topic: PSP Wifi code
- Replies: 11
- Views: 4377
- 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...
- 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...
- 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...
- 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...
- Wed Oct 05, 2005 11:34 am
- Forum: PSP Development
- Topic: Wifi fun and games
- Replies: 4
- Views: 3014
- Mon Oct 03, 2005 1:29 pm
- Forum: PSP Development
- Topic: Multiple sceGumTranslate's
- Replies: 7
- Views: 2354
- 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.
- 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...
- Thu Sep 29, 2005 12:53 pm
- Forum: PSP Development
- Topic: Cursor Without Refreshing the screen
- Replies: 3
- Views: 1411
- Mon Sep 26, 2005 5:52 am
- Forum: PSP Development
- Topic: Between sceGuStart and sceGuFinish
- Replies: 17
- Views: 3902
- Mon Sep 26, 2005 5:48 am
- Forum: PSP Development
- Topic: Coordinate system
- Replies: 7
- Views: 3173
- 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...
- Wed Sep 21, 2005 5:23 pm
- Forum: PSP Development
- Topic: sceIoRead question
- Replies: 2
- Views: 1520
- Wed Sep 21, 2005 5:17 pm
- Forum: PSP Development
- Topic: Buffer width and u32
- Replies: 5
- Views: 1909
- Wed Sep 21, 2005 5:14 pm
- Forum: PSP Development
- Topic: sceWlanGetEtherAddr error?
- Replies: 2
- Views: 1884
- Mon Sep 19, 2005 12:54 pm
- Forum: PSP Development
- Topic: Can't Compile
- Replies: 3
- Views: 1688
- Mon Sep 19, 2005 12:00 pm
- Forum: PSP Development
- Topic: Alignment and debug question
- Replies: 8
- Views: 2265
- Mon Sep 19, 2005 7:26 am
- Forum: PSP Development
- Topic: Alignment and debug question
- Replies: 8
- Views: 2265