Search found 500 matches

by dot_blank
Sat Nov 26, 2005 8:58 am
Forum: General Discussion
Topic: PSP bios recovery, is it possible
Replies: 2
Views: 2399

there is no current "re-flashing" of your psp ...sorry but until there is a method to recover your one sad person ;) i dont find that it would be impossible tho currently im looking into a possible wifi recovery of sorts ....reason is that most bricks are the same although i have one that ...
by dot_blank
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 ...
by dot_blank
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 ...
by dot_blank
Fri Nov 18, 2005 10:27 am
Forum: PSP Development
Topic: Does anyone recognize any of this?
Replies: 27
Views: 12588

that has copyright information
by dot_blank
Tue Nov 15, 2005 1:13 pm
Forum: PSP Development
Topic: pspGL Texture problem
Replies: 10
Views: 3352

there are many known memorystick root
absolute paths you can use

different name, same story ;)

ms0:/
fatms0:/
ftms0:/
ms1:/
etc...

i generally just use ms0:/

OT: i like your coding style more more people
should comment properly as you do ....really
adds class in my opinion to some sources ;)
by dot_blank
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...
by dot_blank
Tue Nov 08, 2005 7:01 am
Forum: PSP Development
Topic: Wrighting to flash0 | Source
Replies: 16
Views: 7435

i HIGHLY do not recommend
anyone to attempt any of these
sample code snippets...they are
guaranteed psp brick ...if that is what
you want then have a blast ;)

but dont start crying if not and
dont say you havent been warned
by dot_blank
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...
by dot_blank
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 ...
by dot_blank
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...
by dot_blank
Thu Oct 06, 2005 1:14 pm
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 31819

8) looks good to me
by dot_blank
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...
by dot_blank
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 ...
by dot_blank
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...
by dot_blank
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 ...
by dot_blank
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...
by dot_blank
Sun Oct 02, 2005 5:24 am
Forum: PSP Development
Topic: Decrypting IPL
Replies: 22
Views: 23459

terrific discovery
tested for kboot.bin files
comparable information ;)

thank you nem!
by dot_blank
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...
by dot_blank
Fri Sep 30, 2005 4:30 pm
Forum: PSP Development
Topic: PSAR Dumper 2.0 (PRX 2.0 format decrypted)
Replies: 60
Views: 114930

i must say this is dev
now this is absolutely wonderful
source you have here pspet 8)

excellent info, you continue to
impress members such as myself
by dot_blank
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 ...