Search found 87 matches

by anmabagima
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...
by anmabagima
Tue Nov 17, 2009 6:24 am
Forum: PSP Development
Topic: Error: unrecognized opcode `lv'
Replies: 15
Views: 7573

Hi, thanks for thi hints. I'm using the MinPSPW in it's latest release. I'm pretty sure its not the latest SDK version as of SVN. However, only the following code will pass the compiler without error: __asm__ volatile ( "mtv %1, S000\n" "mtv %4, S100\n" "mtv %2, S001...
by anmabagima
Mon Nov 16, 2009 4:33 am
Forum: PSP Development
Topic: Error: unrecognized opcode `lv'
Replies: 15
Views: 7573

Hi, using "lv.q" results in: "Macro lv.q not implemented yet" Therefore I need to use lv.s 3 times.....I've change the code to: __asm__ volatile ( "lv.s R000, 0 + %1\n" "lv.s R001, 16 + %1\n" "lv.s R002, 32 + %1\n" "lv.s R100, 0 + %2\n&q...
by anmabagima
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...
by anmabagima
Mon Oct 19, 2009 4:48 pm
Forum: PSP Development
Topic: What fps could achieved at maximum ?
Replies: 30
Views: 30266

Hi,

thanks for this. I will try this out.But this would mean that you setup the vertices each time before rendering - right ? Currently I setup all vertices right at the beginning and never changed this during moving over the landscape.

Regards,
AnMaBaGiMa
by anmabagima
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...
by anmabagima
Sun Oct 18, 2009 4:09 am
Forum: PSP Development
Topic: What fps could achieved at maximum ?
Replies: 30
Views: 30266

Hi,

currently I'm trying to render a heightmap using voxels to have a ground to fly over. I'll try to setup the same using triangles with 1 point in the heigth map indicating 1 vertex. But have tried it with 3 vertexes per triangle. I will look into this and try what you suggest.

Many thanks.
by anmabagima
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...
by anmabagima
Thu Oct 15, 2009 7:59 pm
Forum: PSP Development
Topic: What fps could achieved at maximum ?
Replies: 30
Views: 30266

Hi, you are all talking only about 3D stuff. Has anyone ever tried to do just an "old style" 2D graphic application /game and some experience with possible fps ? Or does it make complete now sense to think about this kind of app/game on the PSP as it is completely prepared for 3D ? Thanks....
by anmabagima
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...
by anmabagima
Wed Oct 14, 2009 4:31 pm
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 60684

Search for "VFPU" since it's in the topic title. I bet you don't have any coding experience since you are not even able to figure out what the topic title means. Usually I could start and argue why I feel I have already some code exerience - take a look at http://www.anmabagima.de/ Look f...
by anmabagima
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'...
by anmabagima
Wed Oct 14, 2009 12:32 am
Forum: PSP Development
Topic: What fps could achieved at maximum ?
Replies: 30
Views: 30266

Hi,

wow...i'm impressed and a little bit demotiveted ;o) As this would mean there is a huge space to improve my code more and more ;o)

Regards
by anmabagima
Tue Oct 13, 2009 11:53 pm
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 60684

Hi there,

this might be a stupid question of a noob: but what is the intention of this ? Where and how do I use this usually in my PSP development project?

Regards
AnMaBaGiMa
by anmabagima
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...
by anmabagima
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...
by anmabagima
Tue Oct 13, 2009 7:24 pm
Forum: PSP Development
Topic: What fps could achieved at maximum ?
Replies: 30
Views: 30266

Hi, you said:
Anyway, no use having a FPS higher than screen vertical refresh rate, because the frames will not be drawn...
But what is the PSP's vertical refresh rate ? 50 vertical refreshes per sec ? Or less ?

Thanks for your thoughts...
by anmabagima
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...
by anmabagima
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...
by anmabagima
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...
by anmabagima
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...
by anmabagima
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...
by anmabagima
Fri Oct 02, 2009 10:35 pm
Forum: PSP Development
Topic: Arithmetic seem to overwrite variable
Replies: 13
Views: 9763

For the second time, how is this going to even compile? i do not know, but the compile does not throw any error... However, I'v changed now to: struct rayDelta preDelta[480]; It still compiles without error ;o) but the behavior is the same... Here the console output after some debug...
by anmabagima
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....
by anmabagima
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&...
by anmabagima
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(

Code: Select all

d1 = (i*i + 100) / n ;
sorry...
by anmabagima
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...