Search found 122 matches

by subbie
Mon Mar 19, 2007 5:32 am
Forum: PSP Development
Topic: Adding functionality into the bios cross bar?
Replies: 1
Views: 1315

Adding functionality into the bios cross bar?

Sorry if this is known or asked before but I have been wondering. Has anybody hacked a way to posibly add new items into the psp bios crossbar menu? Personaly I think this might be a good extension to add onto the psp. So esentualy someone can build extensions and support to launch an internal app w...
by subbie
Sat Aug 19, 2006 4:27 am
Forum: PSP Development
Topic: GU_TRANSFORM_2D Question -- never mind --
Replies: 4
Views: 2666

Either that, or you could set a better z-value on your 2D text, it still applies even though the 3D transform is disabled. Could be nice if you intend to render your 2D hud in layers. Setting your raw Z-value to 1.0f would result in a value of 65535 in the zbuffer. Well actualy the Z value was 0.0f...
by subbie
Fri Aug 18, 2006 6:09 pm
Forum: PSP Development
Topic: GU_TRANSFORM_2D Question -- never mind --
Replies: 4
Views: 2666

Kojima wrote:Sounds like a z buffer issue. Try switching to orothogonal rendering then draw your 2d. Or try clearing the depth buffer. ( glClear( GL_DEPTH_BUFFER_BIT) )
--edit--
I need to disable depth_test to solve for it.
by subbie
Fri Aug 18, 2006 4:37 pm
Forum: PSP Development
Topic: GU_TRANSFORM_2D Question -- never mind --
Replies: 4
Views: 2666

GU_TRANSFORM_2D Question -- never mind --

I wrote a font render based on the example in the sdk yet I have an odd issue. Regardless if I render it prior or after my scene. My text apears behind my 3d objects (have to pan the camera to a spot where no 3d is rendered just to see the text). The sample renders using sprites/quads and GU_TRANSFO...
by subbie
Tue Aug 08, 2006 5:33 am
Forum: PSP Development
Topic: AT3P Help!! - Problem fixed
Replies: 6
Views: 4456

* does a few backflips*

It works now. Its just for some reason it would crash on trying to load up the prx modules off Exit umd (uses ferm 2.5).

Yet now using Tony Hawk Underground insted (1.0). Its all dandy. :D

Now to code a prx look up (so not fixed to just 1 umd).
by subbie
Tue Aug 08, 2006 4:47 am
Forum: PSP Development
Topic: AT3P Help!! - Problem fixed
Replies: 6
Views: 4456

no idea then :) Perhaps the libs off the UMD aren't the same as the ones we have stubs for. Actualy I found out the thread was not delaying till the prx were loaded. Maybe its because the game is 2.5 but it crashes when trying to load prx off umd. (gotta find a different disc and prx location to tr...
by subbie
Tue Aug 08, 2006 4:07 am
Forum: PSP Development
Topic: AT3P Help!! - Problem fixed
Replies: 6
Views: 4456

very simple, your application is a kernel mode one, if you just load off umd you should be able to get away with just using a user module instead which will allow the libraries to link. To get around this you can either manually fix up the libraries or use something like psp-packer which will patch...
by subbie
Tue Aug 08, 2006 3:46 am
Forum: PSP Development
Topic: AT3P Help!! - Problem fixed
Replies: 6
Views: 4456

AT3P Help!! - Problem fixed

I am in need of some help. I get the prx files to load (Audio & at3p) but when I call sceAtracSetDataAndGetID after loading a at3 file into a buffer, it errors out with 8002013a. A friend told me its a libs not linked yet. So any idea what I might be doing wrong? I launch a thread to execute thi...
by subbie
Fri Jul 28, 2006 4:14 am
Forum: PSP Development
Topic: Help with drawing text (sprites)
Replies: 2
Views: 1695

You try doing a cache flush on your verticie list before sending it off to the GU?
by subbie
Mon Jul 24, 2006 11:59 am
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 41395

yeah to load the required libraries you need kernel mode In user mode, they can be loaded from a disc anyways, and all umd usually have those two libraries. In that way, the atrac3 player sample would work on a normal user mode application... but it wouldn't work on a GTA-exploit application. So st...
by subbie
Mon Jul 24, 2006 2:08 am
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 41395

User mode cannot load anything from the flash not even signed modules (except if a kernel app like psplink previously did a patch). Loading from flash is only possible in kernel mode and vsh mode. Well, in vsh mode it would require the vshbridge module to be previously loaded, something that is not...
by subbie
Sun Jul 23, 2006 8:28 pm
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 41395

I have a somewhat stupid question. Can this... pspSdkLoadStartModule("flash0:/kd/audiocodec.prx", PSP_MEMORY_PARTITION_KERNEL); pspSdkLoadStartModule("flash0:/kd/libatrac3plus.prx", PSP_MEMORY_PARTITION_USER); be executed in an app that is in user mode or must I launch it the sam...
by subbie
Sun Jul 23, 2006 8:14 pm
Forum: PSP Development
Topic: Animation format...
Replies: 4
Views: 2381

Did you check Doom3, Quake3 or Lightwave animation formats? /lar Doom3 might be too complex for the psp. Quake3 MD3 format is esentualy MD2 but broken into an upper & lower body model. Quake MD4 might work since they use bones. I also think maybe halflife model format might work since it also i...
by subbie
Tue Jun 20, 2006 2:50 am
Forum: PSP Development
Topic: PRX & Moduling Help
Replies: 6
Views: 3387

subbie, make your export.exp with the functions you want to export then do psp-build-exports -s export.exp and that will spit out a file with LibName.S where libname is the name of your library you specified in the export.exp file. Then just copy that across to your loader application and add it to...
by subbie
Tue Jun 20, 2006 1:19 am
Forum: PSP Development
Topic: PRX & Moduling Help
Replies: 6
Views: 3387

I have a minor prx question. How do you figure out the STUB info to use in the program that loads the prx?
by subbie
Mon Jun 12, 2006 2:38 am
Forum: PSP Development
Topic: Wrong with my read code?
Replies: 3
Views: 1291

fyi, (few pointers) strlen tells you the length of the string in the varible. So even if your array is say 64 bytes but all it contains is "" the result will be zero. It's best to just keep track of the size of your array you're storing. Or better yet, get the length of the file using the ...
by subbie
Sun Jun 11, 2006 1:42 pm
Forum: PSP Development
Topic: Usb Port Question
Replies: 3
Views: 2036

Drakonite wrote:The peripheral needs to use a usb host chip. Beyond that, look at the USB spec to understand how usb works, and psplink may be about the best example of writing a custom usb interface.
Thanks. I forgot about looking into psplink as it used the usb port.
by subbie
Sun Jun 11, 2006 3:06 am
Forum: PSP Development
Topic: Usb Port Question
Replies: 3
Views: 2036

Sorry to spam a little but does anybody know? Any info would be helpful since I am very serious about this (as I am with my other projects). I think a small rumble pack via the usb port would be an amazing addition for homebrew. Maybe even move sony to make their own for comercial use (providing the...
by subbie
Tue Jun 06, 2006 2:22 am
Forum: PSP Development
Topic: Usb Port Question
Replies: 3
Views: 2036

Usb Port Question

Hey, Has anybody found out a way to use the Usb Port for more then just a data link up to a pc? I ask because I have heavly wanted to get some sort of a rumble pack running on the psp. I finaly found someone willing to build the hardware for me but I am wondering where I would need to go to build a ...
by subbie
Tue Jun 06, 2006 2:18 am
Forum: PSP Development
Topic: PSP 3D Programming
Replies: 11
Views: 4320

Wow, that has certainly waken me up from dreaming. I wonder if i could use homebrew SDK to develop game as good as those official psp titles? Yes you can. Look at Iris or the 3d racer by AnonymousTipster. I'm the coder of iris and i've really yet to scrach the surface of what I can accomplish on th...
by subbie
Mon May 22, 2006 10:36 am
Forum: PSP Development
Topic: Particles
Replies: 1
Views: 1291

I recomend checking up a openlg tutorial on particles. nehe.gamedev.net has a reasonable tutorial (it's actualy really easy to convert into a foutain).

Its the same concept applied to the psp.
by subbie
Wed May 17, 2006 2:03 pm
Forum: PSP Development
Topic: Loading textures from PNG (or other image formats)
Replies: 6
Views: 2899

could always read up on TGA loading from nehe.gamedev.net
by subbie
Tue May 16, 2006 11:50 pm
Forum: PSP Development
Topic: Homebrew for PSP Publishers
Replies: 12
Views: 5693

What about using the trick to turn it into a bootable iso. Then just send it to them on a dvd to use on the devkit?
by subbie
Sun May 14, 2006 5:22 am
Forum: PSP Development
Topic: Latest Monkey 64 emulater
Replies: 4
Views: 1959

My Psp is 2.5 and the emualater loads up but when i go to click on load emulater it freezes. Check my forums. the answer is probably there. Also make sure a rom name is actualy listed If it just says "load rom: " then its not finding a rom file It should be like this fatms0:/n64/<insert r...
by subbie
Sat May 13, 2006 4:50 am
Forum: PSP Development
Topic: Latest Monkey 64 emulater
Replies: 4
Views: 1959

Yes it does. I am hearing that 2.6 users have problems but i am not sure why.

Sorry it's a little difficult to use tho.

- Btw, this is PSMonkey -
by subbie
Thu May 11, 2006 2:18 am
Forum: PSP Development
Topic: gum_vfpu questions!!
Replies: 3
Views: 1959

Sorry just 1 more note. I now notice the difference but its not a huge improvement. :(
by subbie
Thu May 11, 2006 1:56 am
Forum: PSP Development
Topic: gum_vfpu questions!!
Replies: 3
Views: 1959

First, change the library linking from: -lpspgum to: -lpspvfpu -lpspgum_vfpu And then change: PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER) to: PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER|THREAD_ATTR_VFPU) in your own code. That should be it. --edit-- Errr, Not sure if this makes a difference "-lpspvfpu -l...
by subbie
Thu May 11, 2006 1:03 am
Forum: PSP Development
Topic: gum_vfpu questions!!
Replies: 3
Views: 1959

gum_vfpu questions!!

Hey guys. I have some questions. How do I switch my code from using GUM to GUM_VFPU. I tried a few things but it feels like it is not working (the reason I know is because if I do the matricies by hand & transform my verts, its faster then using GUM). So can someone please tell me how to setup s...
by subbie
Wed May 10, 2006 6:04 am
Forum: PSP Development
Topic: Proposal: Recreate Nehe's Examples for PSPGL / PSPDEV SDK
Replies: 6
Views: 2986

Actualy I think it would be a great thing for getting people into 3d on the psp faster. It's been rather slow on the 3d side of the psp.

So having the nehe tutorials writen for psp can only help. :P

If you need any help, i might be willing to contribute modifying a few.
by subbie
Sat Apr 29, 2006 2:17 am
Forum: PSP Development
Topic: Descent for PSP
Replies: 9
Views: 11650

:D Will have to try this out tonight. I miss descent.