Search found 18 matches

by unsigned int
Thu Mar 04, 2010 6:50 pm
Forum: PSP Development
Topic: Cannot create a prx
Replies: 11
Views: 6356

Actually the only factor that controls if a prx gets created is the BUILD_PRX=1 line as far as I know.

You could manually create it by

Code: Select all

psp-prxgen input.elf output.prx
by unsigned int
Mon Mar 01, 2010 6:30 pm
Forum: PSP Development
Topic: PSPlink on Vista x64
Replies: 9
Views: 6381

Usually it is. Also when typing in the "reset" command into pspsh.exe or exiting a started prx the PSP resets itself, so this is no problem. But when you have the connection established and just close the pspsh window (by a window command, Alt-F4 or the like), no "valid" connecti...
by unsigned int
Sun Feb 28, 2010 11:39 pm
Forum: PSP Development
Topic: PSPlink on Vista x64
Replies: 9
Views: 6381

I wrote a small wrapper to redirect the libusb calls to WinUSB. It uses the the PSPdisp "PSP Type C" WinUSB driver to communicate with the device. For the PC application this is completely transparent and no configuration has to be changed. Only the file "libusb0.dll" has to be r...
by unsigned int
Thu Feb 18, 2010 12:51 am
Forum: Patch Submissions
Topic: [PSP] Addition to pspUtilityNetconfActions
Replies: 1
Views: 3767

[PSP] Addition to pspUtilityNetconfActions

This came up recently here and here . This patch adds another value to pspUtilityNetconfActions for automatically connecting to the last used access point without showing the access point list. Same behaviour as the built-in webbrowser. I am pretty sure that this was introduced with FW 2.0 because t...
by unsigned int
Wed Feb 17, 2010 9:33 pm
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 16136

Just wanted to add that I stand corrected on my previous assumption that fopen() didn't change the path when calling sceIoOpen(). I found out that the PSPSDK libc implementation does this, but (unless otherwise specified in the Makefile) it is not used, but newlib is. And in there is in fact code to...
by unsigned int
Wed Feb 17, 2010 5:15 am
Forum: PSP Development
Topic: sceDisplayEnable & sceDisplaySetBrightness in User Mode
Replies: 6
Views: 4285

There should be documentation about everything included in your PSPSDK installation (/usr/local/pspdev/psp/sdk/doc/ or c:\pspsdk\doc\pspsdk) or online http://psp.jim.sh/pspsdk-doc/ .
by unsigned int
Wed Feb 17, 2010 5:00 am
Forum: PSP Development
Topic: sceDisplayEnable & sceDisplaySetBrightness in User Mode
Replies: 6
Views: 4285

Just use

Code: Select all

scePowerTick(PSP_POWER_TICK_DISPLAY);
somewhere in your game loop to prevent the PSP from turning off the display.
by unsigned int
Tue Feb 16, 2010 5:38 am
Forum: PSP Development
Topic: Weird crash
Replies: 6
Views: 4576

This looks suspicious:
GraphicsObject::endFrame();
GraphicsObject::startFrame();
If you press X and you break out of the loop, it looks like there is still a pending startFrame() that might clash with the message drawing function? Just a guess.
by unsigned int
Tue Feb 16, 2010 2:12 am
Forum: PSP Development
Topic: sceIoDread strange behavior...
Replies: 5
Views: 5266

The "." and ".." results are normal behaviour (compare readdir()). The NULL result looks strange, might this be an error in your code? This works for me: pspDebugScreenInit(); SceUID id = sceIoDopen("ms0:/psp"); SceIoDirent entry;...
by unsigned int
Tue Feb 16, 2010 1:16 am
Forum: PSP Development
Topic: Problems with sceGuSwapBuffers
Replies: 10
Views: 12432

I guess nothing actually gets rendered at the moment if this is the whole drawing function so there shouldn't be any need for further setups. That being said, it might not be the best idea to clear the screen to black every frame as it makes it impossible to see if the problem lies in missing debug ...
by unsigned int
Tue Feb 16, 2010 12:44 am
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 16136

You should be able to use the same file names for sceIoOpen and fopen. Looking at the source code for the PSPSDK libc the fopen function just passes the path through to sceIoOpen without altering it in any way.
by unsigned int
Mon Feb 15, 2010 6:08 am
Forum: PSP Development
Topic: Problems with sceGuSwapBuffers
Replies: 10
Views: 12432

Not sure what the root problem is, but I think that change to sceGuDispBuffer() is merely circumventing it. What you are doing is basically disabling double buffering as you give the same address to the front buffer and the back buffer (both at 0). Usually you would set one to 0 and the other to 512...
by unsigned int
Fri Feb 12, 2010 6:06 am
Forum: PSP Development
Topic: PRX sample in PSPSDK
Replies: 7
Views: 4787

Re: pRX

i don't seem to understand how a prx gets loaded and unloaded and how does one export any routines from a prx? The second link I posted describes exactly these steps (hint: pspSdkLoadStartModule() and creating an .exp-file). Those informations are still relevant, the methods of creating and loading...
by unsigned int
Thu Feb 11, 2010 11:34 pm
Forum: PSP Development
Topic: PRX sample in PSPSDK
Replies: 7
Views: 4787

The sample only works on 1.50 kernel because the eboot uses some kernel functions to load the prx and display informations about it. Nice writeups on creating and using a PRX on 3.x+ firmwares are here (from the sticky of this subforum): Porting a 1.50 firmware homebrew to 3.xx firmware: http://foru...
by unsigned int
Thu Feb 11, 2010 12:59 am
Forum: PSP Development
Topic: threads
Replies: 7
Views: 3978

You are correct. The PSP incorporates cooperative multithreading, so threads have to actively give up control by sleeping. If the example was compiled like this the thread would never execute after the while loop got entered.
by unsigned int
Wed Feb 10, 2010 9:49 pm
Forum: PSP Development
Topic: threads
Replies: 7
Views: 3978

You could write your own callback mechanism using a thread that checks the keys and on changes calls another function (your callback function). Something like this (I guess this also answers how to create a thread): void inputThread(SceSize args, void *argp) { unsigned int l...
by unsigned int
Mon Nov 23, 2009 4:57 pm
Forum: PSP Development
Topic: NetDialog Auto Connect To Last AP
Replies: 2
Views: 2031

IF you set the action member to a "3" it connects to the last used network without showing the network list.

Code: Select all

pspUtilityNetconfData data;
...
data.action = 3; // connect to last used network
...
sceUtilityNetconfInitStart(&data);
by unsigned int
Sat Aug 15, 2009 5:54 pm
Forum: PSP Development
Topic: Maximum Texture Size
Replies: 24
Views: 7795

I think the PSP only supports power of two textures. That is a limitation it shares with older graphics cards on the PC (e.g. there is an OpenGL extension ARB_texture_non_power_of_two from 2004 especially for supporting that). You could further reduce the texture size to conserve memory. If it slows...