Search found 244 matches
- Mon Feb 20, 2006 7:09 pm
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 148996
- 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 ?)
Shouldn't it be 0xbc100050 to enable the ME clock ?
Thx
Code: Select all
li k0, 0xbc100000
li t0, 7
sw t0, 80(k0)
Thx
- 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...
- Mon Jan 30, 2006 4:34 am
- Forum: PSP Development
- Topic: GetVolume function?
- Replies: 12
- Views: 3646
- Sun Jan 29, 2006 6:56 am
- Forum: PSP Development
- Topic: GetVolume function?
- Replies: 12
- Views: 3646
- Sun Jan 29, 2006 1:33 am
- Forum: PSP Development
- Topic: GetVolume function?
- Replies: 12
- Views: 3646
- Sat Jan 28, 2006 5:33 am
- Forum: PSP Development
- Topic: GetVolume function?
- Replies: 12
- Views: 3646
- Sat Jan 28, 2006 4:17 am
- Forum: PSP Development
- Topic: Here is gift to all programers
- Replies: 31
- Views: 21530
- 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...
- Thu Jan 19, 2006 12:38 am
- Forum: PSP Development
- Topic: Vertex Performance (Revisiting GE)
- Replies: 5
- Views: 2987
- 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...
- 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...
- 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...
- 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 ...
- Mon Dec 05, 2005 7:25 pm
- Forum: PSP Development
- Topic: GU/GE/GUM Measuring perfs & GU good programming
- Replies: 8
- Views: 2610
- 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 ...
- 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...
- 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 : ...
- 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'...
- Fri Nov 25, 2005 7:53 pm
- Forum: PSP Development
- Topic: Timer Interrupts
- Replies: 3
- Views: 1411
- Tue Nov 22, 2005 5:40 am
- Forum: PSP Development
- Topic: GNU lib C inet functions ?
- Replies: 2
- Views: 1231
- 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
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
- 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...
- 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 ?
Calling sceDmacMemcpy, causes a bus error in my app... :(
is the linkage module flag 0x40010000 wrong ?STUB_START "sceDmac",0x40010000,0x00010005
STUB_FUNC 0x617f3fe6,sceDmacMemcpy
STUB_END
Calling sceDmacMemcpy, causes a bus error in my app... :(
- Tue Oct 18, 2005 4:51 am
- Forum: PSP Development
- Topic: PSPLINK
- Replies: 313
- Views: 270166
- Sun Oct 16, 2005 4:23 am
- Forum: PSP Development
- Topic: stdlib.h & malloc.h : when & why...
- Replies: 5
- Views: 1720
- Sat Oct 15, 2005 12:22 am
- Forum: PSP Development
- Topic: Checking libz using standard configure
- Replies: 2
- Views: 1051
- 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 :
What should we put into pdata ????
Can someone provide a short example ?
Now the callback registration process need one more arg :
Code: Select all
void pspAudioSetChannelCallback(int channel, pspAudioCallback_t callback, void *pdata);
Can someone provide a short example ?
- 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...
- Fri Oct 14, 2005 5:12 pm
- Forum: PSP Development
- Topic: stdlib.h & malloc.h : when & why...
- Replies: 5
- Views: 1720