Search found 17 matches

by rasmus
Fri Jul 15, 2005 9:21 pm
Forum: PSP Development
Topic: Lighting with GU, specular and diffuse?
Replies: 5
Views: 2490

I've done a bit of experimenting and here are my results: On the light type register (0x5f on light 0) it seems bit 1 switches between specular and diffuse lighting (1 is specular, 0 is diffuse). Bit 8-9 changes the light direction somewhat, so I guess it changes point / directional / spot light or ...
by rasmus
Fri Jul 15, 2005 7:35 pm
Forum: PSP Development
Topic: How to compile, link and transfer PSP programs from VS.NET
Replies: 71
Views: 113028

Make sure that psp-make.bat states the correct path of your cygwin installation, ie begins with @c:\cygwin\bin\bash ... or if cygwin is installed on d: @d:\cygwin\bin\bash ... If that doesn't work, please try to specify your problem in more detail, what happens for example if you run...
by rasmus
Fri Jul 15, 2005 7:40 am
Forum: PSP Development
Topic: How to compile, link and transfer PSP programs from VS.NET
Replies: 71
Views: 113028

This is my kxploit rule (full patch here: http://forums.ps2dev.org/viewtopic.php?t=2474 ) KXTARGET = $(shell echo $(TARGET)000000 | cut -b1-6) KXDIR = $(KXTARGET)_________________________1 KXDUMMY = $(KXTARGET)~1% kxploit: $&...
by rasmus
Fri Jul 15, 2005 3:05 am
Forum: PSP Development
Topic: Lighting with GU, specular and diffuse?
Replies: 5
Views: 2490

Lighting with GU, specular and diffuse?

First of all, big thanks to chip for the outstanding work on libGU. I've been experimenting a bit with lighting, but I can't seem to get a light to be specular and diffuse at the same time. Is it possible? Basically, this code gives nice diffuse lighting: ScePspFVector3 lpos = { 5, 0, -20 &...
by rasmus
Wed Jul 13, 2005 8:41 pm
Forum: PSP Development
Topic: New Function: sceGzipDecompress?
Replies: 8
Views: 3490

It is used in LoadExecAction right before rebooting. I _think_ it unpacks a fresh kernel image.

(LoadExecAction is the meat of the LoadExecBody worker thread started by sceKernelLoadExecThread, which does the work of the well known sceKernelLoadExec :)
by rasmus
Mon Jul 11, 2005 3:51 am
Forum: PSP Development
Topic: How to compile, link and transfer PSP programs from VS.NET
Replies: 71
Views: 113028

So that it worked for me I had to change (KXDIR) by (TARGET) and (KXDUMMY) by (TARGET)%. Where is KXDIR and KXDUMMY supposed to be defined? I looked at the build.mak and it's not there. Am I missing something? No, you're absolutely right. They're defined in my suggested patch to build.mak, like thi...
by rasmus
Thu Jul 07, 2005 3:19 am
Forum: PSP Development
Topic: How to compile, link and transfer PSP programs from VS.NET
Replies: 71
Views: 113028

How to compile, link and transfer PSP programs from VS.NET

I just hacked together a way to run the psp toolchain under cygwin from inside visual studio.net. It includes converting gcc error messages to something visual studio can parse. If anyone comes up with a cleaner way to accomplish this it would be great, but at least this works. This assumes that the...
by rasmus
Tue Jul 05, 2005 11:22 pm
Forum: PSP Development
Topic: Suggestion for improved build.mak script
Replies: 3
Views: 3904

Suggestion for improved build.mak script

Hi! I have made some changes to build.mak in pspsdk, for easier use on v1.5 psp. In the target kxploit I have changed the path names in order to hide the "corrupted data" entries in the vsh. I have added the target kx-install which installs the kx directories to the user specified PSP_MOUN...
by rasmus
Fri Jun 17, 2005 5:13 am
Forum: PSP Development
Topic: UMD use instead of swap MS
Replies: 36
Views: 15500

You never expect the Spanish inquisition!
by rasmus
Thu Jun 16, 2005 12:48 am
Forum: PSP Development
Topic: Library function list
Replies: 100
Views: 72648

ThreadManForKernel: 0x278c0df5 sceKernelWaitThreadEnd sceSuspendForKernel: 0x98A1D061 sceKernelPowerRebootStart Edit 1, added some more: memlmd: 0x8BDB1A3E sceUtilsGetLoadModuleABLength ModuleMgrForKernel: 0xA6E8C1F5 sceKernelRebootPhaseForKernel UtilsForKernel: 0x78934841 sceKernelGzipDecompress Sy...
by rasmus
Sat May 21, 2005 12:48 am
Forum: PSP Development
Topic: PSP Blue Screen of Death?
Replies: 17
Views: 7154

I think thay may be be what we are seeing in the photo.
What does this sentence mean?
by rasmus
Wed Jan 12, 2005 7:53 pm
Forum: General Discussion
Topic: NEW AT THIS NEED HELP WITH SOFTWARE AND ETC
Replies: 5
Views: 3888

If Oobles' post seems too complicated and long (chances are it does), then maybe Mr. Period could help?
by rasmus
Thu Jan 06, 2005 10:11 am
Forum: PS2 Development
Topic: Newbie question about hard drives...
Replies: 16
Views: 7692

Which we don't talk about here either, since as far as I can tell nobody here ever plays games ;)
by rasmus
Tue Jan 04, 2005 10:55 am
Forum: PS2 Development
Topic: padPortOpen failure
Replies: 13
Views: 3931

This sounds very much like the stack is unaligned, or rather not aligned strictly enough. A non-static local variable as well as a member variable in a local object are allocated by reserving space on the stack. If the stack for example is guaranteed to be 8 byte aligned then there is only a 1-in-8 ...
by rasmus
Tue Nov 23, 2004 8:33 pm
Forum: PS2 Development
Topic: Proper C++ support in ee-gcc?
Replies: 25
Views: 18872

I am sorry if I was unclear. I didn't expect x to be destroyed when the function exits, but when the program exits. A global instance of Bar is destructed properly after main() with Stefan's fixes. x does never get destructed though. Please see this test program: #ifdef _EE #include <tamtypes.h> #in...
by rasmus
Tue Nov 23, 2004 10:05 am
Forum: PS2 Development
Topic: Proper C++ support in ee-gcc?
Replies: 25
Views: 18872

The constructors and destructors are working very well for me now, thanks a lot Stefan! The only thing I noticed is that static objects at function-level does not get destructed at all, ie void foo&#40;&#41; &#123; static Bar x; &#125; The Bar destructor is never called for x even th...
by rasmus
Wed Jul 21, 2004 9:39 am
Forum: PS2 Development
Topic: PS2SDK with C++ problem
Replies: 2
Views: 2091

I pulled my hair slightly before I found a solution to this. The problem is the link order of the libraries. When you link with ee-g++ it adds libstdc++ to the link automatically, but unfortunately in the wrong order. Link with ee-gcc instead and add libstdc++ manually before any other libraries in ...