Search found 33 matches

by carl0sgs
Sun Feb 28, 2010 6:34 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 37529

I'll certainly do. Just few days to see if I can also get the relative paths work for different devices, storing them during chdir's. Great! Thanks :-) I think it is a needed function that is usually replaced with an "easy fix", but it is definitely much more elegant and stable this way. ...
by carl0sgs
Sun Feb 28, 2010 2:46 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 37529

Ok great :-) I think you should post the function once done, since it sounds helpful :-P how's it going on your multitasking thing? Looks amazing. There is also another big project, very similar: NanoDesktop, but as far as I can see your one looks nicer (althou' I would change a bit the graphics, bu...
by carl0sgs
Sat Feb 27, 2010 8:11 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 37529

Alberto wrote:Am I stupid or what? ;-).
Of course not!
It was just that I had posted about getcwd here twice, and didn't got an answer xD

good luck
by carl0sgs
Sat Feb 27, 2010 6:31 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 37529

I don't see why can't you use getcwd.
by carl0sgs
Sun Feb 21, 2010 9:38 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 37529

carl0sgs wrote:I think this is what you need:

Code: Select all

#include <dirent.h> // for getcwd
char buffer&#91;601&#93;;
getcwd&#40;buffer, 600&#41;;
(not sure of the values 600 & 601)

Hope it is useful
I repeat, getcwd() works for me.
by carl0sgs
Sun Feb 21, 2010 9:36 am
Forum: PSP Development
Topic: sceDisplayEnable & sceDisplaySetBrightness in User Mode
Replies: 6
Views: 4201

I use scePowerTick(0); and -i think- it prevents the psp from suspending and everything (like if you pressed a button.

Cheers
by carl0sgs
Sat Feb 20, 2010 6:49 am
Forum: PSP Development
Topic: paths
Replies: 35
Views: 37529

I think this is what you need:

Code: Select all

#include <dirent.h> // for getcwd
char buffer&#91;601&#93;;
getcwd&#40;buffer, 600&#41;;
(not sure of the values 600 & 601)

Hope it is useful
by carl0sgs
Wed Feb 17, 2010 8:12 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 11446

Yes, actually I would like to make an opensource project about this, but for that I need first to have something stable, the "main structure". It would be really awesome to have even 3D drawing capabilities in the windows, maybe I'm pointing too high with this >< I'm thinking a lot about h...
by carl0sgs
Tue Feb 16, 2010 12:43 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 11446

Ok I'll take a look when I have time.

Thanks again!
by carl0sgs
Sun Feb 07, 2010 9:48 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 11446

Thanks! Great idea :-P Right now the windows are structures, so thats not a problem xD For drawing in the windows I have thought about making "drawing" and "reading" buffers, two lists with the window's content. (One of them would be printed out in the main "printing" t...
by carl0sgs
Sat Feb 06, 2010 7:35 pm
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 11446

I think i'm going to make a semaphore, so you can "lock" the GU if it is been used.
Something like "MTimageGuStart" and "MTimageGuEnd" before and after using image functions.
by carl0sgs
Fri Feb 05, 2010 2:22 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 11446

thanks for the source! but i think i haven't explained myself correctly the problem is that the sceGU is needed in different threads, and when it is started in one thread you cannot use it from other threads. This is solved by making objects lists wich are printed all at a time in the screen. But! w...
by carl0sgs
Fri Feb 05, 2010 2:17 am
Forum: PSP Development
Topic: freetype
Replies: 6
Views: 3240

Hi alberto using freetype lib is really easy to use with a lib called "fontloader" but freetype is really slow the fastest is intrafont (psp's internal fonts), wich is also easy to use sample fontloader use: initGraphics&#40;&#41;; // Create a &#40;graphics lib&#41; image '...
by carl0sgs
Thu Feb 04, 2010 3:11 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 11446

Hi again! So I've been thinking about how to implement widgets ;-) I have the idea, (i've added simple buttons support) and now I just need some speed. Here is a screenshot: http://carlosgs.no-ip.org:8080/PSPhomebrew/multiTasKing/multiTasKing1-EN-3-feb.jpg (The buttons keep count of the times they'v...
by carl0sgs
Tue Jan 19, 2010 9:35 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 19028

Edit: Ok the following was not true, just ignore it :-S I'll continue looking for a solution. I found the way to fix this :-P Just made this functions: SceUID MTsceKernelCreateThread &#40;const char * name, SceKernelThreadEntry entry, int initPriority, int stackSize, SceUInt attr, SceKernelThrea...
by carl0sgs
Sat Dec 19, 2009 7:44 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 19414

Good!
Thanks for the updated function ;-)
by carl0sgs
Sat Dec 19, 2009 5:31 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 19414

I think you should change the alpha values
by carl0sgs
Sat Dec 19, 2009 5:16 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 19414

Nevermind, resolved... But now I get something like: http://img163.imageshack.us/img163/8893/snap000d.png There's a way to do something like this funct but with only one color? sceGuTexImage Like a monocrome texture? No idea of how did you got that :-S It is not possible to do that alpha blending w...
by carl0sgs
Sat Dec 19, 2009 5:13 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 19414

OK You have to mix two colors because you want to put one color over the other one. I don't know why that is not working, I let you this piece of code: #define RGBA&#40;r, g, b, a&#41; &#40;&#40;r&#41;|&#40;&#40;g&#41;<<8&#41;|&#40;&#40;b&#41;<<16&...
by carl0sgs
Sat Dec 19, 2009 4:06 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 19414

OK, it works!
Thanks to both of you, you helped me a lot :-P
Now I can blend alpha images in multitasking :-)

@ne0h Good luck with Xplora, it is a really useful program :-D

Thanks again,
Carlos
by carl0sgs
Sat Dec 19, 2009 3:34 am
Forum: PSP Development
Topic: [SOLVED] User prx stack limit?
Replies: 5
Views: 2982

Don't worry about your english, it is good! ;-) (Im spanish lol) I have a similar problem with the memory in MultiTasKing, the function malloc() does something strange and the free memory becomes 0 :-S If you find a solution that would be great! By the way, what is the program you are working on? (&...
by carl0sgs
Sat Dec 19, 2009 3:30 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 19414

I think the function that a_noob wrote is for blending two colors. Like this: mixedColor = alphaBlend&#40;RGB&#40;100,200,50&#41;, RGB&#40;200,100,150&#41;&#41;; Should return the resulting color. So you would have this function (i think): unsigned int RGBA&#40;unsigned i...
by carl0sgs
Fri Dec 18, 2009 7:44 am
Forum: PSP Development
Topic: [SOLVED] User prx stack limit?
Replies: 5
Views: 2982

I think I have exactly the same problem :-S
Can you explain me how to fix it?
Thank you :-)
by carl0sgs
Thu Dec 17, 2009 3:58 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 19028

Nope, it doesn't work :-S

Still wondering why can't I use the Curl and the openDir() functions from a .prx

Please help me :-S
by carl0sgs
Wed Dec 16, 2009 8:54 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 19028

Ok thank you both.
I'm going to define the heap in the PRX to see if it makes a difference :-)
by carl0sgs
Wed Dec 16, 2009 12:50 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 19028

Thanks for the explanation. But I still don't understand why the memory goes next to 0, if the defaults are 24MB and 64Kb. It should go to 26MB when called from the main app :-S Am I defining the heap with this?: int thid = sceKernelCreateThread("multiTasKing", main_thread, 0x18, (heap siz...
by carl0sgs
Tue Dec 15, 2009 8:34 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 19028

Re: RAM issue with PRX modules

I have realized that some functions, when used from .prx modules, get too much RAM (sprintf function, printf function). What do you mean by "get too much RAM"? In my program, you can see the free RAM in the desktop (usually ~5.125mb). When I load a prx it goes down a little bit. When the ...
by carl0sgs
Tue Dec 15, 2009 5:00 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 19028

RAM issue with PRX modules

Hi again! I'm having some trouble with the project "MultiTasKing", and I need your help. I have realized that some functions, when used from .prx modules, get too much RAM (sprintf function, printf function). Other functions, such as the one in the Curl library ported by JoJoSoft, work fro...
by carl0sgs
Sat Dec 12, 2009 9:51 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 11446

Oh ok then xD

I've thought about that, but still don't have a clear idea of how to make it :-S
By now it is possible to use the common graphics.h printing functions in the windows (enough for simple programs).

If you have any idea on how to make that, it would be really useful :-P
Thanks!
by carl0sgs
Sat Dec 12, 2009 8:55 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 11446

Re: MultiTasKing v101

liberty wrote:Really good. A wonder window manager. How about some widget tools?
Thanks! :-)
What do you mean with widget tools?