Search found 144 matches

by sg57
Tue Mar 13, 2007 10:28 am
Forum: PSP Development
Topic: Using lighting and colours with pspgl
Replies: 8
Views: 4589

So there is no wayaround it? :( I made a 3d break out clone, and the ball emits light with a 0.2 attentuation. The walls are gray so they are affected by the balls light perfectly. But the bricks and paddel, both not being gray, dont change whatsoever when disabling lighting when rendierng them sinc...
by sg57
Mon Mar 12, 2007 6:51 am
Forum: PSP Development
Topic: Using lighting and colours with pspgl
Replies: 8
Views: 4589

Is there a way around it? Or would I have to disable lighting when drawing models with colors :-\
by sg57
Sun Mar 11, 2007 11:37 pm
Forum: PSP Development
Topic: Using lighting and colours with pspgl
Replies: 8
Views: 4589

Im having the same problem. Im going to experiement around. Tell me if you get it working as well ;)
by sg57
Sat Nov 11, 2006 8:49 am
Forum: PSP Development
Topic: 2.71 se-b" module: vsh usb
Replies: 4
Views: 1838

Nice

anywya you can release the source? That flashy white & black text telling me what to do is annoying :P
by sg57
Wed Nov 08, 2006 4:37 pm
Forum: PSP Development
Topic: grr.... General C - 1D array to 2D array nothing is working!
Replies: 8
Views: 3004

Ya - ive been told to use memcpy. i have no experience with it. as for fgets - i dont have access to that rather sceIo* calls, so i should be fine. just need to practice with memcpy
by sg57
Wed Nov 08, 2006 10:21 am
Forum: PSP Development
Topic: grr.... General C - 1D array to 2D array nothing is working!
Replies: 8
Views: 3004

AHH! That must be it... I knew each line has a \n at the end, but i didnt know Windows has it \r\n or some variation. Ill try it out :) EDIT Ah, your right (3 posts above me). i/z is still incrementing... Therefore, my new version: j=0; for&#40;i=0; i<19; i++&#41; &#123; for &#40;z=0...
by sg57
Tue Nov 07, 2006 7:54 pm
Forum: PSP Development
Topic: grr.... General C - 1D array to 2D array nothing is working!
Replies: 8
Views: 3004

Yes it is using Character Return Line Feed. Im guessing that is just the new line char right? Cause ive done an if statement saying whether map[j] == '\n' then just dont transfer it over

It, is, one character right? CRLF?
by sg57
Tue Nov 07, 2006 4:09 pm
Forum: PSP Development
Topic: grr.... General C - 1D array to 2D array nothing is working!
Replies: 8
Views: 3004

grr.... General C - 1D array to 2D array nothing is working!

Ok, Ive asked around alot, tried alot of variations, etc yet I still cant get it working like it should. All the results i get are *** * ** ** * *** When it should be *** *** *** *** I have this one array that gets a files data loaded into it. map[592]; An example ofa map is: ##### ## ## # # ##### #...
by sg57
Fri Nov 03, 2006 5:44 pm
Forum: PSP Development
Topic: sceIo function able to load data at custom address in RAM?
Replies: 2
Views: 1369

Of course... declaring a buffer does the memory placement for you, but its just memory right?

I feel like an idiot, yet ive learned something so... Im ok with that. Thanks alot! Seriosuly.
by sg57
Fri Nov 03, 2006 2:49 pm
Forum: PSP Development
Topic: sceIo function able to load data at custom address in RAM?
Replies: 2
Views: 1369

sceIo function able to load data at custom address in RAM?

Hey. I need to store/load data to a specified address in RAM. I need to use the sceIo* functions so... Ive been reading the docuemenation on them but it seems they dont have a parameter for where/what offset to store/load it into. Any help? If this cant be done in C using sceIo* functions, how would...
by sg57
Wed Oct 11, 2006 4:22 pm
Forum: PSP Development
Topic: Emulation - What next?
Replies: 4
Views: 2854

Emulation - What next?

Ive written a Chip 8 interpreter thanks to the many useful documents on its processes... I enjoyd creating it since its just a rush seeing what wasn't meant to be done, actually done :) So, does anyone have any recommendations as what to do next? Im still a novice at emulators as like I said, I need...
by sg57
Thu Sep 07, 2006 8:39 am
Forum: PSP Development
Topic: which is the pastest 3D model to render?
Replies: 3
Views: 2028

It souly depends on the routines used to render the model I thought...

Size and quantity of pollys count as well ;) ?
by sg57
Wed Sep 06, 2006 1:46 pm
Forum: PSP Development
Topic: Quick question about rendering triangles
Replies: 4
Views: 1920

How are they 'very' much slower? It really depends on what your trying to render and the overall size, right? Also, since were on the matter real quick, doesnt PSPGL use the same SendCommand() function to send commands to the GPU, just as the GU does? If so, then the only explanation for a slower re...
by sg57
Thu Aug 31, 2006 2:05 pm
Forum: PSP Development
Topic: libgim_picture - Info and a question...
Replies: 6
Views: 2328

You and your mind games groepaz ;-) Im 45% sure someone will accept this and edit the makefile to extract appropriately (currently its designed to compile straight into the directory folder) and 55% sure this will be turned down on the count of its leaked from Sony. It's ironic this download came fr...
by sg57
Thu Aug 31, 2006 1:16 pm
Forum: PSP Development
Topic: libgim_picture - Info and a question...
Replies: 6
Views: 2328

libgim_picture - Info and a question...

libgim_picture IS a leaked library from Sony, but it is quite amazing... ( If this has been discussed before, feel free to delete this. Or if this is not allowed to be discussed here, just delete it ) Looking through the un-compiled library, it has just about everything you need to load and display ...
by sg57
Tue Aug 22, 2006 9:29 pm
Forum: PSP Development
Topic: coding help
Replies: 3
Views: 1639

Pardon my french, but can't that LoadExec function only load the disc0:/..../BOOT.BIN?
by sg57
Fri Aug 18, 2006 12:23 pm
Forum: PSP Development
Topic: Default Settings
Replies: 6
Views: 2336

I, too, would like to know :) No doubt encrypted so you can't really edit it with breaking that signiture?
by sg57
Thu Aug 17, 2006 1:42 pm
Forum: PSP Development
Topic: Sound Libraries?
Replies: 4
Views: 2628

Yes, they all have seperate playing threads, last time i checked, so you should be good. I, personally, use libmad for background music playing from the music directory, and mikmod for sounds.
by sg57
Wed Aug 16, 2006 1:15 pm
Forum: PSP Development
Topic: Compile for psp from linux
Replies: 41
Views: 15011

Installi 'il cygwin 'allora installano 'lo psptoolchain '.
by sg57
Sun Aug 13, 2006 6:46 pm
Forum: PSP Development
Topic: Get time in Mili Sec. since EBOOT started SCE func name?
Replies: 3
Views: 1769

I searched for sceKernel, didn't find it after searching through :(

Thx though :)
by sg57
Sun Aug 13, 2006 6:43 pm
Forum: PSP Development
Topic: ASM in C program? Include it externally? Some info plz?
Replies: 27
Views: 14170

I can see how. Assembly is pretty Low-level, right? C is a pretty medium level language while Python and LUA are way up there in the high-classes. I still can't believe that is true <astonished> How long ago were developers sitting there, looking at a bunch of symbols and numbers, a few real strings...
by sg57
Sun Aug 13, 2006 12:27 pm
Forum: PSP Development
Topic: Get time in Mili Sec. since EBOOT started SCE func name?
Replies: 3
Views: 1769

Get time in Mili Sec. since EBOOT started SCE func name?

Ive been searching for this for quite sometime and have gotten nothing. The online PSP API hasn't produced it, and searching through pspkernel.h hasn't done anything for me, so I came here, sorry if that isn't 'allowed', but anyway.... What's the name of the function again? sceKernelLibc*********** ...
by sg57
Sun Aug 13, 2006 4:01 am
Forum: PSP Development
Topic: ASM in C program? Include it externally? Some info plz?
Replies: 27
Views: 14170

So, there's no real need to learn all of ASM, but only in those areas you specified? (I don't care about sizing either)
by sg57
Sat Aug 12, 2006 5:28 am
Forum: PSP Development
Topic: ASM in C program? Include it externally? Some info plz?
Replies: 27
Views: 14170

That was what I was aiming for really... I just want to know it incase I want/need to use it somewhere where Im stuck.

Is there any real place to use ASM rather than C/C++, as in a more efficient place?
by sg57
Sat Aug 12, 2006 4:14 am
Forum: PSP Development
Topic: ASM in C program? Include it externally? Some info plz?
Replies: 27
Views: 14170

ASM in C program? Include it externally? Some info plz?

Just for fun, I want to learn the basics of ASM and have gotten down variable manipulations and thought I'd make a small calculator application to test my knowledge on it. I don't know enough to make an entire PSP application out of ASM (don't know how to include, start main, program, loop, etc.) so...
by sg57
Thu Aug 10, 2006 8:32 pm
Forum: PSP Development
Topic: Makefile error including SDL - [NOT RESOLVED]
Replies: 8
Views: 3569

The only thing i havent tried is the extern C thing, but where should i put it? Around the including of SDL?
by sg57
Wed Aug 09, 2006 8:19 pm
Forum: PSP Development
Topic: Makefile error including SDL - [NOT RESOLVED]
Replies: 8
Views: 3569

Just tried yours and nothing :(

All im getting is inside SDL_image's IMG_Load function, there are undefined references to jpeg and png calls/functions...
by sg57
Wed Aug 09, 2006 1:28 am
Forum: PSP Development
Topic: Makefile error including SDL - [NOT RESOLVED]
Replies: 8
Views: 3569

Makefile error including SDL - [NOT RESOLVED]

Im using SDL as a backbone for both sounds and textures, and Im getting undefined references to jpeg and png calls from cygwin when compiling. So i go and set it up by including: -lSDL_image -lSDL_mixer -lpng -lz -ljpeg Im still getting hte exact same error after adding those... Any idea how to get ...
by sg57
Tue Aug 08, 2006 8:25 am
Forum: PSP Development
Topic: Joystick/analog stick in PSPGL----Cant get it right... Help?
Replies: 0
Views: 958

Joystick/analog stick in PSPGL----Cant get it right... Help?

I have 4 variables, per say, I want them to individually to be manipulated for each direction the analog is pointing... Directions being down/backward, left, right nad forward/up... The original function supplied by the port of nehe tutorials on lesson 10 uses the analog stick, so ive looked there m...
by sg57
Tue Aug 08, 2006 8:15 am
Forum: PSP Development
Topic: How many levels of re-direction until stack space runs out?
Replies: 3
Views: 1518

I dont really see an easy way, unless you, by hand, type it all up to 3,000 or however many...

Unless you make an array of pointers, all pointing to the element below them... In theory...