Search found 2908 matches

by J.F.
Tue Dec 01, 2009 3:51 am
Forum: PSP Development
Topic: [SOLVED] Best OpenType fonts library?
Replies: 6
Views: 928

Check psplibraries out of the repo and run the libraries script. That will build and install most of the major libs, including freetype.
by J.F.
Tue Nov 10, 2009 3:14 am
Forum: General Discussion
Topic: Registration shenanigans
Replies: 11
Views: 2232

I'd probably try something like this: setup a gmail account for appeals from people with blocked email sites; set the sign-up page so that when it tells them the email site is blocked, it uses Captcha to direct them to a page that tells them the appeal account url. Then PM old-time members (like moi...
by J.F.
Sat Nov 07, 2009 10:52 am
Forum: PS1 Development
Topic: Dev links that still exist
Replies: 5
Views: 2290

Note - some pages from James Home Page are still up.

http://jum.pdroms.de/PSX/psxdevstart.html
http://jum.pdroms.de/PSX/psxprog.html
by J.F.
Sat Nov 07, 2009 2:48 am
Forum: General Discussion
Topic: Registration shenanigans
Replies: 11
Views: 2232

It's also not stopping spammers - hell, there's spam right under this thread today!
by J.F.
Fri Nov 06, 2009 3:14 am
Forum: PS1 Development
Topic: Dev links that still exist
Replies: 5
Views: 2290

Dev links that still exist

Let's start the new forum off with a thread on PSX development pages that are still around. Padua Playstation Resource - the quintessential development page for the PSX Home of the Hitmen - PSX Page - yet another quintessential development page for the PSX James Home Page - home for one of the best ...
by J.F.
Wed Nov 04, 2009 6:19 am
Forum: PSP Development
Topic: Global Exception handler plugin
Replies: 6
Views: 1043

initExceptionHandler() is loading and starting the prx, but your module_start() is calling initExceptionHandler() making it recursive. Instead, initExceptionHandler() should be setting the exception vector, not loading the already loaded module.
by J.F.
Mon Nov 02, 2009 2:47 am
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 2106

The compiler doesn't clear uninitialized variables... ever. It's not up to the compiler. Uninitialized variables merely go into the BSS. It's up to the start code linked to the head of the program to clear the BSS segment. Look in crt0 or crt1 files for that code. I've seen some that rely on the me...
by J.F.
Sun Nov 01, 2009 4:05 am
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 2106

The compiler doesn't clear uninitialized variables... ever. It's not up to the compiler. Uninitialized variables merely go into the BSS. It's up to the start code linked to the head of the program to clear the BSS segment. Look in crt0 or crt1 files for that code. I've seen some that rely on the mem...
by J.F.
Fri Oct 30, 2009 5:48 am
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 2106

Haven't tried it. In fact, I don't even have the psp toolchain setup on this computer (yet).

Have you tried some of the existing samples to see if you're even making properly working executables?
by J.F.
Mon Oct 26, 2009 10:32 am
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 2106

Your init doesn't seem very complete. Here's the one in the "standard" graphics.c: sceGuInit(); guStart(); sceGuDrawBuffer(GU_PSM_8888, (void*)FRAMEBUFFER_SIZE, PSP_LINE_SIZE); sceGuDispBuffer(SCREEN_WIDTH, SCREEN_HEIG...
by J.F.
Sat Oct 24, 2009 2:38 am
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 2106

How about some shots of what the "wrong" thing looks like. Your description doesn't really help.
by J.F.
Thu Oct 22, 2009 12:46 pm
Forum: PSP Development
Topic: psp-ar buffer overflow fixed
Replies: 1
Views: 591

Great work! That bug caught a bunch of folks from the posts seen.
by J.F.
Thu Oct 22, 2009 12:44 pm
Forum: PSP Development
Topic: Flicker problem driving me crazy!
Replies: 7
Views: 1041

Well, you could edit the post and put it in code tags. :)

Try flipping these two lines around

Code: Select all

    sceDisplayWaitVblankStart();
    sceGuSwapBuffers(); 
by J.F.
Thu Oct 22, 2009 12:39 pm
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 2106

From the docs: void sceGuCopyImage ( int psm, int sx, int sy, int width, int height, int srcw, void * src, int dx, int dy, int destw, void * dest ) Image transfer using the GE. Note: Data must be aligned to 1 quad word (16 bytes) Example: Copy a fullsc...
by J.F.
Tue Oct 20, 2009 2:45 am
Forum: PSP Development
Topic: Ubuntu 9.10 and PSPLIBRARIES
Replies: 2
Views: 668

Or build your toolchain in a directory in your user home... or chown the directory if not in your user home. Then you'll never need to worry about sudo again. For the last year or two, I've been using ~/Tools/pspgen as my path. Try it, you'll like it.
by J.F.
Thu Oct 15, 2009 2:19 am
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 28853

What I've found out so far is that the PSP do have it's own dialect of assembler. It seem not to be comparable with ix86 assembler where you accessing registers like AX, BX, ESI and all this stuff The PSP uses a MIPS 32bit processor. So in assembler program you can use all MIPS commands and more: F...
by J.F.
Tue Oct 13, 2009 9:22 am
Forum: PSP Development
Topic: Text-To-Speech open sources also for Sony PSP?
Replies: 45
Views: 6778

Been very busy, but I'll try to look at it myself sometime in the next few weeks.
by J.F.
Mon Oct 12, 2009 3:10 pm
Forum: PSP Development
Topic: Text-To-Speech open sources also for Sony PSP?
Replies: 45
Views: 6778

Frankly, I got busy on other things and forgot all about it. :D

By the way, flite's new address is: http://www.speech.cs.cmu.edu/flite/
by J.F.
Sun Oct 11, 2009 12:25 pm
Forum: PSP Development
Topic: Porting android OS to PSP?
Replies: 6
Views: 1473

Re: 64M IS ENOUGH

Of course NOT minimal 64M. I run Android on my HP mobile phone(originally running on Windows mobile) with 64M memory without problem. That's because the linux kernel provides virtual memory... which requires an MMU which doesn't exist on the PSP as mentioned earlier. Uclinux was made specifically f...
by J.F.
Sat Oct 10, 2009 4:05 am
Forum: PSP Development
Topic: Porting android OS to PSP?
Replies: 6
Views: 1473

No. Cell phones running something like Android will have a minimum of 128 MB. Also, you forget that all the Phat PSPs out there only have 32 MB.
by J.F.
Fri Oct 09, 2009 12:27 pm
Forum: PSP Development
Topic: Porting android OS to PSP?
Replies: 6
Views: 1473

Wrong. From the Android About page: Android relies on Linux version 2.6 for core system services such as security, memory management, process management, network stack, and driver model. The kernel also acts as an abstraction layer between the hardware and the rest of the software stack. The PSP's C...
by J.F.
Thu Oct 08, 2009 6:21 am
Forum: PSP Development
Topic: Flickering with backbuffer usage[SOLVED]
Replies: 2
Views: 569

Your code snippet doesn't show the double-buffering you claim to be doing, just single buffering. Please post enough of the code that we can see how your program REALLY handles the buffers.
by J.F.
Wed Oct 07, 2009 2:45 am
Forum: PSP Development
Topic: Difference between sceIoLseek32 and sceIoLseek
Replies: 2
Views: 581

32 bit seeking only allows for +/- 2GB seeking. With sticks out that are greater than 4GB, it's quite likely 32 bit seeking won't hack it for some things (videos, databases, etc). That's when you go to 64 bit seeking. However, for most apps, +/- 2GB is WAAAAAAAY more than they need, so 32 bit seekin...
by J.F.
Sat Oct 03, 2009 2:29 am
Forum: PSP Development
Topic: Arithmetic seem to overwrite variable
Replies: 13
Views: 1316

Uh, I've always needed to wrap main() and any callback stuff in extern "C" { } to get it to work in a C++ project. You might at least try that.
by J.F.
Sat Oct 03, 2009 2:22 am
Forum: PSP Development
Topic: Using compressed textures
Replies: 20
Views: 3240

That's where it get's complicated as it not like just loading a png due to the different endian they hove to be loaded convert then pushed to the texel memory. Not sure where they are loaded, but they are converted in ImageConvert.cpp (Trying to find the issue with CI4 textures leaving spots right ...
by J.F.
Fri Oct 02, 2009 2:28 am
Forum: PSP Development
Topic: Using compressed textures
Replies: 20
Views: 3240

Where in the code do you make the textures? I'll take a look to see about making compressed textures.
by J.F.
Fri Oct 02, 2009 2:22 am
Forum: PSP Development
Topic: PSPlink + OSLib Mod + Tinyxml
Replies: 8
Views: 1359

What macros are you using for the module header in main.c?
by J.F.
Fri Oct 02, 2009 2:16 am
Forum: PSP Development
Topic: Arithmetic seem to overwrite variable
Replies: 13
Views: 1316

There's no such thing as a douple, and j isn't defined either.
by J.F.
Thu Oct 01, 2009 3:02 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 72942

I tried a variety of things to shut down the ME, but nothing ever worked. Once the ME was activated, nothing short of exiting the app would shut it done. This area needs more disassembly of the ME libs.
by J.F.
Thu Oct 01, 2009 3:00 am
Forum: PSP Development
Topic: Using compressed textures
Replies: 20
Views: 3240

Yeah, I've just been taking a short break to work on SEGA consoles for a while. Much of the work that is being done on DX64 is in an area that didn't concern me anyway (rendering support and optimization).