Search found 500 matches
- Sat Nov 26, 2005 8:58 am
- Forum: General Discussion
- Topic: PSP bios recovery, is it possible
- Replies: 2
- Views: 2399
- Sat Nov 26, 2005 8:51 am
- Forum: PSP Development
- Topic: psphrpm.h Error - Change u32 with unsigned int
- Replies: 5
- Views: 2072
thanx for this quick fix i experienced similar problems before ... which resulted in me just creating my own custom header but im sure glad that this has been changed to a more logical method which will make this bug inexistant Q: im taking a wild guess... but was u32 something that had been passed ...
- Wed Nov 23, 2005 1:00 pm
- Forum: PSP Development
- Topic: PSP 2 PSP communication example with IrDA
- Replies: 11
- Views: 13341
this thread has digressed over towards portals and what not.... i wouldnt be surprised that these two are one in the same ...if so shame on you anyway back to topic :P if IrDA cannot exceed 30 cm distance is this a problem with the above example or is this the brick wall that is the PSP hardware to ...
- Fri Nov 18, 2005 10:27 am
- Forum: PSP Development
- Topic: Does anyone recognize any of this?
- Replies: 27
- Views: 12588
- Tue Nov 15, 2005 1:13 pm
- Forum: PSP Development
- Topic: pspGL Texture problem
- Replies: 10
- Views: 3352
- Wed Nov 09, 2005 8:32 am
- Forum: PSP Development
- Topic: Learning C
- Replies: 6
- Views: 3486
i wouldnt recommend any other programming physical book for C than o'reillys excellent practical C programming 3rd edition ....as far as learning C is concerned it has excellent coverage and well paced coherent chapters that should get you programming in no time i highly recommend you learn also abo...
- Tue Nov 08, 2005 7:01 am
- Forum: PSP Development
- Topic: Wrighting to flash0 | Source
- Replies: 16
- Views: 7435
- Sun Oct 23, 2005 8:13 am
- Forum: PSP Development
- Topic: Animated BG
- Replies: 1
- Views: 1220
Note: irrelevant to psp software dev there does exist this program to remove those lines ... i have them removed now... if you would like to remove them yourself then a simple pm to me is fine but for a public release i just do not see why to risk everyones psps cuz this does write to flash and a lo...
- Thu Oct 13, 2005 3:16 pm
- Forum: PSP Development
- Topic: 3 PSPGL demos: bezier patches, spotlights and texture copies
- Replies: 1
- Views: 1170
excellent analysis jsgf ;) this brings pspgl much closer to great efficiency on psp since the beginning of the pspgl ports it has seem to me that they are much lagging in full support or efficiency for general opengl 3d programming for psp, and so i waited or more acurately used the excellent libgu ...
- Mon Oct 10, 2005 8:00 am
- Forum: PSP Development
- Topic: Test Program
- Replies: 15
- Views: 5157
a simple read of the included README file within the toolchain tarball would have told you enough information but just for clarity please input these into your bash shell while cwd in psptoolchain directory: Installation from Subversion 1.) svn co svn://svn.pspdev.org/psp/trunk/pspsdk (that will che...
- Thu Oct 06, 2005 1:14 pm
- Forum: PSP Development
- Topic: VFPU playground, code generation for gas-unsupported opcodes
- Replies: 81
- Views: 31819
- Tue Oct 04, 2005 6:46 am
- Forum: PSP Development
- Topic: CLUT Optimization
- Replies: 4
- Views: 1475
you should see a good speed advantage by loading clut in user space mem (24MB) and then transfer to VRAM(2MB) since transfer from main mem to gu mem is around 150MB/s bandwidth ;) of course you could just load direct to VRAM and use your color lookup table through there and keeping it a constant add...
- Tue Oct 04, 2005 6:35 am
- Forum: PSP Development
- Topic: build a PSP file
- Replies: 7
- Views: 2082
if your running cygwin you can create a directory holding your project files anywhere on any drive just cd to that dir and build as usual your project/s as you did the pspsdk samples (make kxploit)....just make sure you have makefile in order and all needed includes and data in that current project ...
- Tue Oct 04, 2005 6:15 am
- Forum: PSP Development
- Topic: Multiple sceGumTranslate's
- Replies: 7
- Views: 2143
-_- lets get somethings straight with using gl matrices 1.)glLoadIdent() or similar pspfunction replaces the current matrix with the identity matrix -- also take note initially each of the stacks per mode contains one matrix, an identity matrix ;) <--do not forget this It is equivalent to calling gl...
- Mon Oct 03, 2005 8:46 pm
- Forum: PSP Development
- Topic: VFPU playground, code generation for gas-unsupported opcodes
- Replies: 81
- Views: 31819
excellent documentation and analysis of vfpu holger ;) this is (imho) the single most important coprocessor in the psp you are doing a terrific work of documenting registers and instruction set (i especially like your commenting ... mantissa and all :) one question: could be usefull to use gdb with ...
- Mon Oct 03, 2005 8:26 pm
- Forum: PSP Development
- Topic: Window Toolkit for PSP
- Replies: 6
- Views: 2428
for windoze ;) users there are a variety of IDE's you can use on top of PSPSDK as long as your IDE is pointing to the PSPSDK libraries and compiler and other tools any IDE can be used, including visual studio.net, DC++ and others there are currently all-in-one packages around the net that focus on p...
- Sun Oct 02, 2005 5:24 am
- Forum: PSP Development
- Topic: Decrypting IPL
- Replies: 22
- Views: 23459
- Sat Oct 01, 2005 1:39 am
- Forum: PSP Development
- Topic: Putting textures in VRAM
- Replies: 14
- Views: 5734
Not sure texture are faster in VRAM Make a test .... texture reads from user memory (mem range 0×08800000 - 0×01800000) have a bandwidth of 50MB/s texture reads from GE memory or VRAM (mem range 0×04000000 - 0×00200000) have a bandwidth of 500MB/s :) if you have a texture in user memory it is possi...
- Fri Sep 30, 2005 4:30 pm
- Forum: PSP Development
- Topic: PSAR Dumper 2.0 (PRX 2.0 format decrypted)
- Replies: 60
- Views: 114930
- Fri Sep 30, 2005 8:38 am
- Forum: PSP Development
- Topic: Putting textures in VRAM
- Replies: 14
- Views: 5734
Re: Putting palettized textures in VRAM
Does anyone have any idea how this works with a palettized texture? Specifically, I mean how to copy both the texture and the palette to VRAM using sceGuCopyImage? Right now, I'm copying the texture to VRAM before usage, but keeping the palette (CLUT) in main RAM because I don't know how to put it ...