Search found 244 matches

by Shazz
Mon Feb 20, 2006 7:09 pm
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 148996

Hum, and an other little question, what's missing/the we should implement/... on the m.e side to have threads support ???? (as it's done on the core side, without reimplementing the wheel)
by Shazz
Sun Feb 19, 2006 3:48 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 148996

Short question, what do we have in 0xbc100080 ?????? (And the value 7 for ?)

Code: Select all

	li	k0, 0xbc100000
	li	t0, 7
	sw    t0, 80(k0)
Shouldn't it be 0xbc100050 to enable the ME clock ?

Thx
by Shazz
Sat Feb 04, 2006 4:18 am
Forum: PSP Development
Topic: GetVolume function?
Replies: 12
Views: 3646

That's weird... what makes you think that the voume controlled by those two ghost buttons and the volume controlled by soft are the same (and not as I was wondering speaker vs chip volumes) ? That's so strange how they seem both decoupled... Do we have some hardware audio registers ? Time to look at...
by Shazz
Mon Jan 30, 2006 4:34 am
Forum: PSP Development
Topic: GetVolume function?
Replies: 12
Views: 3646

Even in kernel mode ?
by Shazz
Sun Jan 29, 2006 6:56 am
Forum: PSP Development
Topic: GetVolume function?
Replies: 12
Views: 3646

Ok I did not catch the goal was to get the volume set by the +/- buttons... It seems (or I'm wrong) that there is physical volume (speakers) and logical volume (audio).... I did not try to catch +/- pad events to modifiy the "soft" volume instead...should be feasible, not ? Else.... dunno :D
by Shazz
Sun Jan 29, 2006 1:33 am
Forum: PSP Development
Topic: GetVolume function?
Replies: 12
Views: 3646

I agree :D That was why I mentioned "At least if your app is using pspaudiolib" as at init, the volume is init'd to the max. So that's a little virtual :D but enough ? Else.. you can use int sceAudioChangeChannelVolume(int channel, int leftvol, int rightvol); Set it then yo...
by Shazz
Sat Jan 28, 2006 5:33 am
Forum: PSP Development
Topic: GetVolume function?
Replies: 12
Views: 3646

Look in pspaudiolib static psp_audio_channelinfo AudioStatus[PSP_NUM_AUDIO_CHANNELS]; typedef struct { int threadhandle; int handle; int volumeleft; int volumeright; pspAudioCallback_t callback; void *pdata; } psp_audio_channelinfo; At least if your app is using psp...
by Shazz
Sat Jan 28, 2006 4:17 am
Forum: PSP Development
Topic: Here is gift to all programers
Replies: 31
Views: 21530

MSN said me that I should not give any code anywhere.... but I've got one too....

Bahhhh where's Mr Closer ??? :D
by Shazz
Sun Jan 22, 2006 1:49 am
Forum: PSP Development
Topic: GU Envmap "issue"
Replies: 0
Views: 773

GU Envmap "issue"

Hello, That's not exactly an issue, more a lack of understanding.... Let's say I've got a sphere, which is envmapped (as done i nthe PSPSDK sample) using a classic environment mapping texture (kind of spherical glow). So that works. But then using the world matrix (sceGumMatrixMode(GU_MODEL);) I set...
by Shazz
Thu Jan 19, 2006 12:38 am
Forum: PSP Development
Topic: Vertex Performance (Revisiting GE)
Replies: 5
Views: 2987

Again, interesting tests chp ! I looked at the test code, hard to find what to optimize to achieve the "Graphics sub-system running at 166 MHz on a 512-bit bus with 2 MB of DRAM, rendering [...] 35 million polygons per second" (sic) (what's a polygon ? 3 vertices ?) Or maybe, as the PS2, t...
by Shazz
Sat Dec 31, 2005 9:38 pm
Forum: PSP Development
Topic: Revisiting GE performance
Replies: 13
Views: 4758

480x272 could be a bad size since it clips the last 64-width block in half, which makes 32-texel slices better when going fullscreen directly. Have you seen the presentation about the PSP from Breakpoint 2005? Yes really makes sense... I'll try to test the stuff in 448x256, just to see... if it's l...
by Shazz
Sat Dec 31, 2005 12:49 am
Forum: PSP Development
Topic: Revisiting GE performance
Replies: 13
Views: 4758

I took a few minutes to pass all the tests...results are interesting :D Forgive me, I just took the integer value :D Results are in frames per second, red is the best value, texture is 512x512 http://tmpstore.free.fr/blog/BenchsSpeed.png So 64 pixels slices seems still to be the best value except fo...
by Shazz
Fri Dec 30, 2005 9:58 pm
Forum: PSP Development
Topic: Revisiting GE performance
Replies: 13
Views: 4758

Good job chp ! And it answers top my past question ( http://forums.ps2dev.org/viewtopic.php?t=4368 ) ! I did some tests too (not so precise unfortunately) and yes I found too that sometimes slices of 64 pixels is not a good choice (5551). But not always... Interesting thing maybe to test (as I found...
by Shazz
Wed Dec 14, 2005 8:11 pm
Forum: PSP Development
Topic: Swizzled Textures (again, and again...) & VRAM
Replies: 1
Views: 1726

Swizzled Textures (again, and again...) & VRAM

I know many posts were already posted on the topic but... still very unclear for me as I never solved the following issue. If a texture is directly set in VRAM (not using sceGuCopyImage but directly writing the texture in the VRAM address), is it : - possible to swizzle it (I was not able..) ? - if ...
by Shazz
Mon Dec 05, 2005 7:25 pm
Forum: PSP Development
Topic: GU/GE/GUM Measuring perfs & GU good programming
Replies: 8
Views: 2610

oh that's interesting... I did not try using a "column" approach... I'll try too !
by Shazz
Sun Dec 04, 2005 9:46 pm
Forum: PSP Development
Topic: GU/GE/GUM Measuring perfs & GU good programming
Replies: 8
Views: 2610

Obviously, rather than only asking questions, I write some tests... And despite many some wrong conclusions, here are some stuff I found and many some talks would confirm or not... 1. It seems better to call sceGuGetMemory() one time with a bigger vertex list than in a loop (for smaller vertex list ...
by Shazz
Sat Dec 03, 2005 1:55 am
Forum: PSP Development
Topic: GU/GE/GUM Measuring perfs & GU good programming
Replies: 8
Views: 2610

Thanks both for the answers... it really helps. Maybe can I add some new questions ? 1. Swizzling textures : So whatever the format, that's better, but, according to the time needed to swizzle a texture, should we swizzle only static textures (images...) or realtime generated textures too (render ta...
by Shazz
Mon Nov 28, 2005 7:53 pm
Forum: PSP Development
Topic: GU/GE/GUM Measuring perfs & GU good programming
Replies: 8
Views: 2610

Humm that's an idea... I was thinking more of measuring the time of my different routines than the time that the GE/GU takes to handle the display lists... but that's a very fair statement... thx ! So while speaking of this kind of stuff, maybe you'll have some answers to a list of dumb questions : ...
by Shazz
Mon Nov 28, 2005 2:11 am
Forum: PSP Development
Topic: GU/GE/GUM Measuring perfs & GU good programming
Replies: 8
Views: 2610

GU/GE/GUM Measuring perfs & GU good programming

Hello, I'd like to know what is the easiest way to measure graphical routines CPU(/GPU ?) usage (not using PSPGL, only PSPSDK/GU/GUM libs). If it's still possible to measure, like in the old days, more or less tme used by each routine by changing the bgcolor, stuff like that... Thanks ! (And if you'...
by Shazz
Fri Nov 25, 2005 7:53 pm
Forum: PSP Development
Topic: Timer Interrupts
Replies: 3
Views: 1411

what a good question :D

I wonder if the timers are configurable as they were on the PS2 (bus clock, HBL, VBL,...), the resolution (16b ? 32b ?) and so on...
by Shazz
Tue Nov 22, 2005 5:40 am
Forum: PSP Development
Topic: GNU lib C inet functions ?
Replies: 2
Views: 1231

Ah ah works perfect !

You're a master Marcus ;-)

Many thanks !
by Shazz
Sun Nov 20, 2005 4:12 am
Forum: PSP Development
Topic: GNU lib C inet functions ?
Replies: 2
Views: 1231

GNU lib C inet functions ?

Hello,

I'm porting a piece of code using ntohl, ntohs Byte Order Conversion functions. Shouldn't we have then in the toolchain ? Else does somebody have a simple stub or implementation for them ?

Thanks
by Shazz
Sat Oct 29, 2005 12:31 am
Forum: PSP Development
Topic: ODE in ps2dev.org svn compilation error
Replies: 7
Views: 1862

ODE in ps2dev.org svn compilation error

I was wondering if ODE examples should compile, I've got this pspgl error : $ make drawstuff-test psp-ar rc lib/libdrawstuff.a drawstuff/src/drawstuff.o drawstuff/src/psp.o psp-ranlib lib/libdrawstuff.a psp-gcc -c -Wall -fno-rtti -fno-exceptions -Wall -I/usr/local/pspdev/psp/sdk/include -g -Iinclude...
by Shazz
Sun Oct 23, 2005 1:58 am
Forum: PSP Development
Topic: DMAC stub
Replies: 2
Views: 1610

DMAC stub

Can somebody tell me what's wrong with this stub ?
STUB_START "sceDmac",0x40010000,0x00010005
STUB_FUNC 0x617f3fe6,sceDmacMemcpy
STUB_END
is the linkage module flag 0x40010000 wrong ?

Calling sceDmacMemcpy, causes a bus error in my app... :(
by Shazz
Tue Oct 18, 2005 4:51 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 270166

Congrats Tyranid !

Good work, I'm hurry to get Tmator build the SIO cable... I'm slap him hard if needed !

Good work as usual !
by Shazz
Sun Oct 16, 2005 4:23 am
Forum: PSP Development
Topic: stdlib.h & malloc.h : when & why...
Replies: 5
Views: 1720

It should but it seems newlib libc is not supported by the pspsdk PRX... (see raf posts)
by Shazz
Sat Oct 15, 2005 12:22 am
Forum: PSP Development
Topic: Checking libz using standard configure
Replies: 2
Views: 1051

Perfect :D

Thanks Jim !
by Shazz
Fri Oct 14, 2005 9:23 pm
Forum: PSP Development
Topic: audiolib changed...
Replies: 1
Views: 879

audiolib changed...

I saw that audiolib changed...

Now the callback registration process need one more arg :

Code: Select all

void pspAudioSetChannelCallback(int channel, pspAudioCallback_t callback, void *pdata);
What should we put into pdata ????

Can someone provide a short example ?
by Shazz
Fri Oct 14, 2005 6:20 pm
Forum: PSP Development
Topic: Checking libz using standard configure
Replies: 2
Views: 1051

Checking libz using standard configure

Using this configuration line : LDFLAGS="-L`psp-config --pspsdk-path`/lib -lz -lc -lpspdebug -lpspdisplay -lpspge -lpspctrl -lpspsdk -lpsputility -lpspuser -lpspkernel" CFLAGS="-G0 -I`psp-config --pspsdk-path`/include -I`psp-config --pspdev-path`/psp/include" ./configure --host p...
by Shazz
Fri Oct 14, 2005 5:12 pm
Forum: PSP Development
Topic: stdlib.h & malloc.h : when & why...
Replies: 5
Views: 1720

Ok found, it was due to this include : -I/usr/local
/pspdev/psp/sdk/include/libc as the pspsdk libc doesn't implement malloc

Is it something missing ? Who's working on the pspsdk libc ? Maybe I can help...