Search found 87 matches
- Wed Nov 18, 2009 5:48 pm
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 7573
Hi there, I'm using MinPsP(w) version 0.9.5 I guess this is the latest one. However, I would try to lokate heimdall's and give him a try. EDIT: After research in the net I come to the conclusion that MinPSP(w) is the one from heimdall ;o) any other Ideas ? Re-Installing havn't solved the issue.. Add...
- Tue Nov 17, 2009 6:24 am
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 7573
- Mon Nov 16, 2009 4:33 am
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 7573
- Sun Nov 15, 2009 6:29 am
- Forum: PSP Development
- Topic: Error: unrecognized opcode `lv'
- Replies: 15
- Views: 7573
Error: unrecognized opcode `lv'
Hi there, I'm using MinPSPW SDK with eclipse and getting the error: Error: unrecognized opcode `lv' when I try to compile: float clVfpuTool::distanceVector3(ScePspFVector3 *v1, ScePspFVector3 *v2) { float result; __asm__ volatile ( "lv.t C000, %1...
- Mon Oct 19, 2009 4:48 pm
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
- Sun Oct 18, 2009 8:12 pm
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
Hi, thanks a lot for your proposal. I've tried it on my own and get 128x128 height map with triangle strips to work and its really fast. Wow, it's really amazing and impressive. It's not only faster it looks pretty much better ;o).. Now I will start to optimize my engine a bit. and enable the viewer...
- Sun Oct 18, 2009 4:09 am
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
- Sun Oct 18, 2009 12:51 am
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
Hi thanks for this tips. @Criptych I'm trying to do landscape. However, using triangles for this will end up in a very huge amount of them which I feel the PSP is nat able to hanle..I tried with 127*127*2 triangles and the PSP is not able to handle them....Therefor I decided to go with a VoxelEngine...
- Thu Oct 15, 2009 7:59 pm
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
- Wed Oct 14, 2009 5:26 pm
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
Hi, thanks very much for this post and this is not useless for me. I've started to write a voxelengine for my PSP and this would write pixel mor or less direct to the vram buffer. I have read a lot of things that PSP is not optimated to run lots of code within loops etc. manipulating pixelsl, but ha...
- Wed Oct 14, 2009 4:31 pm
- Forum: PSP Development
- Topic: VFPU diggins
- Replies: 81
- Views: 60684
- Wed Oct 14, 2009 1:30 am
- Forum: PSP Development
- Topic: VFPU diggins
- Replies: 81
- Views: 60684
Hi, thanks for this hint....I've done a research and found this topic. I've searched for something like ASM to be used within PSP development to speed things up. However, the results I get pointed me to this thread. But what is this telling me ? What I've found out so far is that the PSP do have it'...
- Wed Oct 14, 2009 12:32 am
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
- Tue Oct 13, 2009 11:53 pm
- Forum: PSP Development
- Topic: VFPU diggins
- Replies: 81
- Views: 60684
- Tue Oct 13, 2009 11:47 pm
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
Hi, the refresh rate of the psps display is 60Hz Would this mean - if you make the assumption that you need some time to calculate and render some stuff - it should be possible to achieve 50fps and above ? I would curently say:I'cant imagine ;o) Or had someone already reached this ? Regards, AnMaBaG...
- Tue Oct 13, 2009 7:27 pm
- Forum: PSP Development
- Topic: [HELP] How to test your applications
- Replies: 6
- Views: 2339
Hi, I'm using eclipse and pspsdk. All testing is done using PSPLink and it works very well. I would not do it completely on a PC as the performance on the PC could be very much missleading as well as the memory you have their available. I would prefer PSPLink as it is easy to use and most of the tim...
- Tue Oct 13, 2009 7:24 pm
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
- Tue Oct 13, 2009 6:04 pm
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 30266
What fps could achieved at maximum ?
Hi there, I've done a little animation on my PSP with simple graphics. Putting pixel direct to vRam-Buffer and displaing them on the screen using sceDisplaySetFrameBuf(...). However, I've started to investigate on performance improvements. But now I would like ask: what is the target ? I've read thr...
- Thu Oct 08, 2009 6:39 am
- Forum: PSP Development
- Topic: Flickering with backbuffer usage[SOLVED]
- Replies: 2
- Views: 3971
SOLVED
Hi, I've solved it in using the Parameter PSP_DISPLAY_SETBUF_IMMEDIATE instead of PSP_DISPLAY_SETBUF_NEXTFRAME within sceDisplaySetFrameBuf. However, the double buffering is there: Color *pgGetVramAddr() { if (pg_drawframe) return pg_vramtop + FRAMESIZE / siz...
- Thu Oct 08, 2009 12:52 am
- Forum: PSP Development
- Topic: Flickering with backbuffer usage[SOLVED]
- Replies: 2
- Views: 3971
Flickering with backbuffer usage[SOLVED]
Hi there, i'm started the first PSP development in drawing some animated pixels to the PSP screen. I'm using draw buffer and backbuffer. After everything was drawn to the backbuffer I flip them. It's nothing really using GU and very simple. However, if I do NOT use sceDisplayWaitVblankStart(); the s...
- Mon Oct 05, 2009 9:51 pm
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 9763
solved.....somehow
Hi all, now I was able to compare an eclipse running on JRE1.4.2_13 and JRE1.5.0_11.... The good news: the result at the end seem to be compiled all right (as EBOOT). However, the strange compiler/debugger issue occures on JRE1.4.2_13 ... the debugger jumps between random code lines and initialize/o...
- Sat Oct 03, 2009 9:04 pm
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 9763
Hi, you are absolutely right. I should have posted as much as possible right in teh beginning to save some time ;o) Here is the full stuff. To be able to visualize what the code is doing without debugging I've added some code to draw some pixel on the calculated values. First of all the ../common/ca...
- Fri Oct 02, 2009 10:35 pm
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 9763
- Fri Oct 02, 2009 5:12 pm
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 9763
Code
Hi, thanks for the reply. I 've further tried to simpliy and have put all code into main.cpp now. This is not "best practice" and once I know the root cause of the issue I would like to split the whole code accross several files again for better readability...However..It compiles as it is....
- Fri Oct 02, 2009 4:51 am
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 9763
Resuable example
Hi, I've tried to simplify my code as much as possible... Know I give you my code snippets (the usual code which is in any example the same is not shown as I would not expect the issue there) the main.cpp int main(int argc, char* argv[]) { pspDebugScreenInit&...
- Fri Oct 02, 2009 3:27 am
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 9763
sorry error in code
Hi,
sorry - there was an tiny error in the code :o(
sorry...
sorry - there was an tiny error in the code :o(
Code: Select all
d1 = (i*i + 100) / n ;
- Thu Oct 01, 2009 8:58 pm
- Forum: PSP Development
- Topic: Arithmetic seem to overwrite variable
- Replies: 13
- Views: 9763
Arithmetic seem to overwrite variable
Hi, i've started PSP developemnt recently and are now faced with a strange issue, which I'm not sure how to call. I've following situation: many loops are calculation floats and double values. However, after a certain number of iterations this operation seem to overwrite different values. Example: i...