Search found 87 matches

by anmabagima
Fri Feb 19, 2010 6:22 pm
Forum: PSP Development
Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
Replies: 6
Views: 9994

Hi Raphael, thanks. The iteration is pretty much simplyfied and off course the main thread does some delays before setting the event flag again. The reason for doing this in a "loop" is that I try to fade the music out in decreasing the volume. However, during writing this post I just imag...
by anmabagima
Fri Feb 19, 2010 12:43 am
Forum: PSP Development
Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
Replies: 6
Views: 9994

Hi, thanks for your hints Raphael. I'm also trying to use it for my MP3 playing thread but not only for start/stop but for adjusting volume eg. While the mainthread eg. is moving from menu state to load a level the currently playing background music should go smooth to mute. Therefore I'm setting th...
by anmabagima
Thu Feb 18, 2010 6:55 am
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 13517

Hi,

thanks. will try this out.

Regards...
by anmabagima
Thu Feb 18, 2010 6:39 am
Forum: PSP Development
Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
Replies: 6
Views: 9994

Try to understand eventing on PSP (sceKernelWaitEventFlag)

Hi there, I try to use PSP events to controll threads. However, I've created a thread that uses sceKernelWaitEventFlag to wait for a certain event. However, in the mainthread I'm setting the event flag pattern with sceKernelSetEventFlag only once. But the thread again and again recieves the same eve...
by anmabagima
Wed Feb 17, 2010 8:27 pm
Forum: PSP Development
Topic: What fps could achieved at maximum ?
Replies: 30
Views: 21268

Hi there, I was successful in implementing a LOD engine - based on Peter Lindstrom and Valerio Pascucci SOAR algorithm and LOD papers - for the PSP. Unfortuntely I've lost my coding due to a hardware issue with my Laptop...I need to start again from scratch, but may be I will sometimes post my proje...
by anmabagima
Wed Feb 17, 2010 8:15 pm
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 13517

Hi,

sorry for asking a stupid question, but what does this actually mean ?
Do I need to have a branch on each file activity statement which choses f* if compiling and running using PSPLINK and sceIo* when compiling finally fpr PSP memory stick ?

Thanks.
by anmabagima
Tue Feb 16, 2010 6:37 pm
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 13517

Hi victorprosa, thanks for your reply. It is exactly what I've assumed and what I'm trying. I'm calling sceIoOpen( "myFile.lol", PSP_O_RDONLY, 0777 ); which results in the error mentioned. However, fopen("myFile.lol", "rb") does work. In both cases it was tested using P...
by anmabagima
Tue Feb 16, 2010 6:45 am
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 13517

Hi, I've tried sceIoOpen as I have used fopen. However, this results in error: 0x8002032c fopen( params->fileName, "rb" ); works but sceIoOpen( params->fileName, PSP_O_RDONLY, 0777 ); does not. Any ideas ? params->fileName = "testfile.txt" Google returns "No Cwd ??" whe...
by anmabagima
Tue Feb 16, 2010 1:07 am
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 13517

Hi,

thanks for confirmation. I will give it a try :)
by anmabagima
Tue Feb 16, 2010 12:16 am
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 13517

Hi there, thanks for your replies. Just one thought: could I use sceIoOpen with PSPLINK in the same way I would use fopen ? I just have seen that you need to pass a full qualified path to sceIoOpen in all the threads (starting whith device). I would assume that the device is different when using the...
by anmabagima
Mon Feb 15, 2010 10:54 pm
Forum: PSP Development
Topic: fopen VS. sceIoOpen ?
Replies: 20
Views: 13517

fopen VS. sceIoOpen ?

Hi there, I'm not sure whether this question was ever asked in this forum. However, I would like to understand why and when it is best suited to use either fopen or sceIoOpen to access files in read mode (and the corresponding functions to write etc...) What is the difference between the functions -...
by anmabagima
Sun Feb 14, 2010 6:29 am
Forum: PSP Development
Topic: Alpha texture on a 3D object with PSPGU library
Replies: 3
Views: 2440

Hi, yes - if the texture is fully transparent you can view through. But there are some contraint. You really need to pass the far awy object - the once beyond the cube first, and than the cube... If you wont to make the cube transparent like glass you should first render the backfaces with eg. sceGu...
by anmabagima
Fri Feb 12, 2010 6:09 pm
Forum: PSP Development
Topic: Z-Buffer precision - some artifacts
Replies: 9
Views: 9873

Hi again, thanks for your valuable inputs... Once your objects are transformed, what's the minz and maxz? The minz is 0.05787 and the maxz is -89.91268 in worldspace coordinates and assuming the view is along the negative z axis.... My projection matrix initially was set to 0.1f near and 1000.0f far...
by anmabagima
Thu Feb 11, 2010 5:40 pm
Forum: PSP Development
Topic: Z-Buffer precision - some artifacts
Replies: 9
Views: 9873

Hi Jim, I'm still not sure whether I get you right or not ... sorry.. My model is loaded from an external 3D Modeling tool into the GU kind of handling 3D object within a mesh. However, as the modeling tool does not provide you with a functionality of placing your objects to a grid of say 0.0001f pr...
by anmabagima
Thu Feb 11, 2010 5:28 pm
Forum: PSP Development
Topic: Using a sprite for rendertarget ?
Replies: 23
Views: 34933

Hi, thanks to all for the different approaches and ideas how to achive anti aliasing. However, I've tried Raphael's idea to change the FOV. This looks great if the objects are close to the virtual camera/viewport. If they are more far away they starts to get more blured than "anti aliased"...
by anmabagima
Thu Feb 11, 2010 5:20 am
Forum: PSP Development
Topic: sceIoOpen failed to read my file...
Replies: 12
Views: 6728

If you are running a prx using your debugger with SAPLINK the file should be in the root directory of the local (hard disk) drive mounted with usbhost. I've currently only used fopen and it works fine for me. If you run the eboot from PSP the file need to be in the same folder as your eboot on the P...
by anmabagima
Thu Feb 11, 2010 12:19 am
Forum: PSP Development
Topic: sceIoOpen failed to read my file...
Replies: 12
Views: 6728

Hi,

have you tried fopen from stdio.h ?

Regards,
AnMaBaGiMa
by anmabagima
Thu Feb 11, 2010 12:15 am
Forum: PSP Development
Topic: Z-Buffer precision - some artifacts
Replies: 9
Views: 9873

Hi there, thanks for your replies. Dam, I have assumed this but have hoped that I can do something. @Jim: If I decrease the depth range to smaller value the "poke-through" is much more strange. However, what do you mean by then you can always fix the view matrices to scale it for you Usual...
by anmabagima
Wed Feb 10, 2010 6:19 pm
Forum: PSP Development
Topic: Z-Buffer precision - some artifacts
Replies: 9
Views: 9873

Z-Buffer precision - some artifacts

Hi there, I'm playing around with 3D objects in my homebrew. Unfortunately some objects are very close to each other or overlapping which causes some strange behavior during rendering. I would have assumed this is due to the precision of the Z Buffer. However I've set the maximum depth range with sc...
by anmabagima
Mon Jan 25, 2010 7:56 pm
Forum: PSP Development
Topic: hello everyone, i have a problem on thread.
Replies: 4
Views: 2446

Hi,

this will just make the thread do nothing for the specified time.
It has nothing to do with sleep mode of PSP. There is a thread dealing with sleep mode, check out this one...
http://forums.ps2dev.org/viewtopic.php?t=12766
by anmabagima
Fri Jan 22, 2010 7:53 pm
Forum: PSP Development
Topic: Debugging issue...
Replies: 2
Views: 1674

Hi,

could you post a bit more context, please ?
by anmabagima
Fri Jan 22, 2010 7:52 pm
Forum: PSP Development
Topic: [release] PSPHBC - homebrew common
Replies: 5
Views: 3429

CHERTS wrote:show the full Makefile

thanks!
Hi,

thanks for posting the makefile. It really looks similar to mine ;O)

Sorry that I've missed it.

Regards
by anmabagima
Fri Jan 22, 2010 5:07 am
Forum: PSP Development
Topic: [release] PSPHBC - homebrew common
Replies: 5
Views: 3429

Thanks....
by anmabagima
Thu Jan 21, 2010 2:12 am
Forum: PSP Development
Topic: simple gu question
Replies: 14
Views: 6278

Hmm... could you try to add a color component to your vertice like: typedef struct { int color;float x, y, z; } vType; setting up your vertices with color = 0xffffffff; which should make them white. However, if the string is written to the screen than Alpha blending works for them ...
by anmabagima
Wed Jan 20, 2010 11:49 pm
Forum: PSP Development
Topic: simple gu question
Replies: 14
Views: 6278

Hi, I've wrapped the intraFont in a texthelper class to use it properbly in my GU developments. The Output-Method looks like following: void clTextHelper::writeText(fontType ft, const char *text, short tx, short ty){ //assuming sceGuSart was already called .....
by anmabagima
Wed Jan 20, 2010 9:21 pm
Forum: PSP Development
Topic: simple gu question
Replies: 14
Views: 6278

Hi maybe you need to set the alpha check function: sceGuEnable(GU_ALPHA_TEST); sceGuAlphaFunc(GU_GREATER, 0, 0xff); Using intrafont you should set the following after writing your string to restore your current GU behavior (this was my finding): sceGuTexFilter&#40...
by anmabagima
Wed Jan 20, 2010 6:32 pm
Forum: PSP Development
Topic: [release] PSPHBC - homebrew common
Replies: 5
Views: 3429

[release] PSPHBC - homebrew common

Hi there, I've always got very good support in this community and I guess it's time to give something back ;o) I've seen that there are very often always the same steps needed to get started with a homebrew...As I'm using objec oriented C to develop I've created a "hombrew common" library ...
by anmabagima
Tue Jan 19, 2010 1:41 am
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 14336

Hi, yes I'm using the SDK samples with some minor adjustments ;) I've read the article on shadow mapping posted at the beginning of this thread. This is using a multi pass approach which looked very similar to the one implemented in the SDK example. But as I'm a beginner in using GU and all the matr...
by anmabagima
Sun Jan 17, 2010 6:36 am
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 14336

Hi, sure. I'm interested in, as in my current code I've currently no real clue how to deal with the following issues (may be you have solved them). Rendering the shadow caster from light point of view results in strange block shadows if the object is far away from light source (due to the resolution...
by anmabagima
Wed Jan 13, 2010 10:23 pm
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 14336

Hi,

thanks to both of you. Now I've a clear picture in my mind :o)

Great - maybe I will try that in my currentproject as I've 1 ore 2 lightsources and only 1 moving object ;o)