Search found 244 matches

by Shazz
Fri Sep 29, 2006 4:39 am
Forum: PSP Development
Topic: Gimp plugin
Replies: 37
Views: 16596

I'm happy to see some cool new features ;-)
v1.04:
- Fixed DXT1 compression and DXT3 fetching issues.
- Added an option to save pictures datas and palettes as source codes.
I'll test that asap !!!

Thanx Franck...
by Shazz
Mon Sep 25, 2006 11:56 pm
Forum: PSP Development
Topic: Using Mipmap with DXT textures...
Replies: 6
Views: 3806

ector, Using DXT1 was the goal (at least so save VRAM) but seems there si a bug somewhere in PSPTex or GU as the result is totally ugly.... which shouldn't be the case. I succeeded in tuning the stuff by manually setting the lod slope to have better performance using DXT5 textures but definitively u...
by Shazz
Mon Sep 25, 2006 10:05 pm
Forum: PSP Development
Topic: Using Mipmap with DXT textures...
Replies: 6
Views: 3806

I just tested NVDIA DXT tools (http://udn.epicgames.com/pub/Content/TextureSpecifications/DXT_TOOLS.zip) and I generated the same texture in DXT1c and DXT5 and there is no "easy-seeing' quality difference... So I guess there is a bug somewhere... I hope that's in your compressor :D By the way, ...
by Shazz
Mon Sep 25, 2006 7:01 pm
Forum: PSP Development
Topic: Using Mipmap with DXT textures...
Replies: 6
Views: 3806

Yep it helps a lot :D
It works now :D

by the way... is there a loss of quality implied with DXT1 textures ?
DXT5 textures are perfect but DXT1 is totally ugly (visible pixel blocks) whatever the LOD level
by Shazz
Mon Sep 25, 2006 5:00 pm
Forum: PSP Development
Topic: Gimp plugin
Replies: 37
Views: 16596

is there anybody who successfully compiled PSPTex for Mac OSX (PPC) ???

The plugin compiles well but requires gimp2-dev libs to link and after hours I was not able to compile gimp2-dev (from Fink) depedencies...

maybe some one tried....
by Shazz
Sun Sep 24, 2006 9:37 pm
Forum: PSP Development
Topic: Using Mipmap with DXT textures...
Replies: 6
Views: 3806

Using Mipmap with DXT textures...

Hello folks... I wonder how the GU should be set to handle a DXT texture with mipmap. Using a 1 level (no mipmap) DXT texture works, using normal 8888 textures at different size and setttign the mipmap levels works but I did not find how to set the different mipmaps textuers for 1 DXT.. What I mean ...
by Shazz
Thu Aug 31, 2006 6:43 am
Forum: PSP Development
Topic: pspaudiolib.c - some fixes
Replies: 3
Views: 2293

I can suggest another patch I have added, create the threads in user mode explicitely else, in case your main app is running in kernel mode, the audio threads will be in kernel mode too, that means :
- harder to kill
- no sound output in psplink
by Shazz
Sun Jun 18, 2006 7:39 pm
Forum: PSP Development
Topic: Extracting amplitude/tempo from mp3/sceAudio stream
Replies: 15
Views: 5440

Obviously we use classic FFT code to go from the time domain to the frequency domain in FA++.

A.T., if you need details, just send me a pm.

Shazz/FA++
by Shazz
Tue May 30, 2006 12:48 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 259770

perfect.... thx for such a quick patch !
by Shazz
Mon May 29, 2006 11:52 pm
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 259770

Wow what a quick analysis :D Update. I think it is in some way related to psplink as doing an apihook when running it from ms doesn't exhibit this issue. Ill look further. That's what makes me wonder too where the problem is.... but for some other loading data from host works.... maybe libpng uses a...
by Shazz
Mon May 29, 2006 9:37 pm
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 259770

Sorry for the delay (and interrupting this GDB discussion...) So here is a piece of code to demonstrate the issue between PSPLINK and LIBPNG (I tried various pieces of code, some by urchin... same result) while loading a PNG from host, this step fails (works well from ms0) : // block to handle libpn...
by Shazz
Thu May 25, 2006 3:58 am
Forum: PS3 Development
Topic: interesting PS3 presentation
Replies: 0
Views: 2845

interesting PS3 presentation

Crowd Simulation on PS3

http://www.research.scea.com/research/p ... dsTemp.pdf

with some cooool ps3 architecture diagrams...
by Shazz
Tue May 16, 2006 4:03 am
Forum: PSP Development
Topic: PSPSDK/Gum : Different behavior VPFU/Core
Replies: 5
Views: 2962

This is the patch I propose... #ifdef F_sceGumLookAt_vfpu void sceGumLookAt(ScePspFVector3* eye, ScePspFVector3* center, ScePspFVector3* up) { ScePspFMatrix4* t = GUM_ALIGNED_MATRIX(); ScePspFVector3 forward, side, lup,ieye; forward.x = center->x - eye->x; fo...
by Shazz
Tue May 16, 2006 3:32 am
Forum: PSP Development
Topic: PSPSDK/Gum : Different behavior VPFU/Core
Replies: 5
Views: 2962

Sorry for the dealy, some other stuff to code :D so I dumped the matrcies using CORE & VFPU impl for gum, here are the results : CORE Dump matrix : Mode [0.000 0.000 0.000 0.000] [0.000 0.000 0.000 0.000] [0.000 0.000 0.000 0.000] [...
by Shazz
Sat May 13, 2006 11:04 pm
Forum: PSP Development
Topic: Preparing Mac OS X for PSPSDK
Replies: 29
Views: 22486

Disabling the built-in implicit rules seems to work (should be finished in 1 or 2 hours) even if I have no clue of the consequences of those non used rules...
by Shazz
Sat May 13, 2006 10:31 pm
Forum: PSP Development
Topic: Preparing Mac OS X for PSPSDK
Replies: 29
Views: 22486

[quote="TyRaNiD"]Well it claims following the links that doing make -r should allow you to get it to build/quote]

what shoud I change in the toolchain script ?

## Build the source.
$MAKE clean; $MAKE -r || { echo "ERROR BUILDING BINUTILS"; exit; }

?
by Shazz
Sat May 13, 2006 10:14 pm
Forum: PSP Development
Topic: Preparing Mac OS X for PSPSDK
Replies: 29
Views: 22486

Arrrrgh latest toolchain canot be compiled on mac OSX... Due to binutils 2.16.1 and an issue with apple make : gcc -g -O2 -c -o flat_bl.o ../../gprof/flat_bl.m ../../gprof/flat_bl.m:2: error: parse error before '%' token make[3]: *** [flat_bl.o...
by Shazz
Tue May 09, 2006 4:54 pm
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 259770

I'll do that asap (but basically I use the

Code: Select all

void showImage(const char* filename)
from svn->libpng/screenshot/main.c
by Shazz
Mon May 08, 2006 7:13 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 259770

a friend told me he has the same issue with the Windows version while loading png. So it is not only mac related it seems.
by Shazz
Sun May 07, 2006 4:29 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 259770

So based on great urchin's discoveries and libusb distrib, I played with psplink/usbhost for a few hours... Basically it works perfectly with some limitations : - fread freezes after some calls, use sceIoRead instead - impossible to load a PNG from host: if ( setjmp( pPngStruct->jmpb...
by Shazz
Thu May 04, 2006 12:17 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 259770

If I can provide any help in testing something on the mac, Tyranid, just ask.... (debug version of usbhostfs_pc...)
by Shazz
Mon Apr 24, 2006 6:24 pm
Forum: PSP Development
Topic: PSPSDK/Gum : Different behavior VPFU/Core
Replies: 5
Views: 2962

no crash, only a black screen. So something got wrong but no bus error or something like that, the GU seems to refuse the stuff. For the moment I have recopied the "generic" gumLookAt => pspGumLookAt) with some matrix store/load : sceGumMatrixMode(GU_VIEW); sceGumLoadIdenti...
by Shazz
Mon Apr 24, 2006 1:56 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 259770

Ep Tyranid, I add to modify a few stuff to get the gost drivers compiling on Mac OSX (PowerPC) : #include <netdb.h> #define SOL_TCP getprotobyname&#40;"TCP"&#41;->p_proto /* SOL_TCP and SOL_IP undefined */ To get PCTERM compiling I had to add <string.h> and remove the references to...
by Shazz
Sun Apr 23, 2006 6:06 am
Forum: PSP Development
Topic: PSPSDK/Gum : Different behavior VPFU/Core
Replies: 5
Views: 2962

PSPSDK/Gum : Different behavior VPFU/Core

When I use sceGumLookAt(), it works with the core impl, but black screen when the VFPU handles it. (other sceGum* work well) Was the VFPU implementation tested ? #ifdef F_sceGumLookAt_vfpu void sceGumLookAt&#40;ScePspFVector3* eye, ScePspFVector3* center, ScePspFVector3* up&#41; &#123; S...
by Shazz
Tue Apr 18, 2006 5:00 pm
Forum: General Discussion
Topic: Congrats to the ps2dev folks !
Replies: 5
Views: 4791

Thx Oobles ! Yep I helped those TRSI PSP newbies (Ayatollah, Mike, Steve, h2o) :D Here are the links : http://breakpoint.i2knet.de/2006/Console_Real_Wild/trsi_bm_psp.zip http://breakpoint.gwendoline.at/2006/Console_Real_Wild/trsi_bm_psp.zip http://breakpoint.untergrund.net/releases/2006/Console_Real...
by Shazz
Tue Apr 18, 2006 2:34 am
Forum: General Discussion
Topic: Congrats to the ps2dev folks !
Replies: 5
Views: 4791

Congrats to the ps2dev folks !

Just a quick word to congrats you boys (emoon, chip,...), wonderful PS2 demo !!!!

You rock !!!! :D

PS: I hope you noticed that a PSP demo was released too at the BP06 using of course the pspsdk :D
by Shazz
Tue Apr 11, 2006 7:14 pm
Forum: PSP Development
Topic: NO-KXploit Patcher for 1.50
Replies: 14
Views: 11253

Hum, yep extracting the ELF from the archive may be slow... Why not writing our own process ? The PBP archive can contains only a tiny loader which loadExec something called EBOOT.ELF or whatever located in the same directory ? EBOOT.ELF should be, obviously, the homebrew stuff to run. Those EBOOT.P...
by Shazz
Mon Apr 03, 2006 11:39 pm
Forum: PSP Development
Topic: sceGuTexWrap Question!
Replies: 2
Views: 1722

Try v=196.... I think the U,V coords are wrapped based on the texture W,H values using a simple mod. And not based on the sprite coords.

But I may be wrong ;-)
by Shazz
Sat Apr 01, 2006 5:58 am
Forum: PSP Development
Topic: WiFi Delivery of Homebrew Updates
Replies: 9
Views: 3005

Look at Titan Hombrew Manager, released by McZonk for the Neoflash compo. It downloads PSP apps from a website and copy them thru wifi/cURL to the MS. That's a nice idea, unfortunately the 802.11b is quite "slow" (~220Kb/s), be patient if you want to download movies or music to the ms. But...
by Shazz
Tue Feb 21, 2006 4:21 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 145032

Thanks for the tip ;-)