Search found 195 matches

by ector
Mon Jul 18, 2005 7:24 am
Forum: PSP Development
Topic: SDL 8-bit audio support
Replies: 2
Views: 1147

Why not just add a simple loop to upconvert 8bit audio to 16-bit? You should have processing power to spare..
by ector
Mon Jul 18, 2005 7:23 am
Forum: PSP Development
Topic: How to shorten your dev cycle
Replies: 5
Views: 2282

How to shorten your dev cycle

1. Get the latest PSPSDK 2. Take a look at the usb/storage sample, rip the USB code out into a separate nice little file 3. Add the file to your project, and call it at startup. Results: As soon as you have started your program on your PSP, you'll be able to USB transfer in new builds of your progra...
by ector
Sun Jul 17, 2005 12:18 pm
Forum: PSP Development
Topic: PSP Development examples?
Replies: 4
Views: 1644

The latest toolchain script will also download and install PSPSDK, which includes a bunch of simple samples.

The included build.mak that all the sample makefiles include helps you make eboots. Just start your projects by taking a sample and hack it :)
by ector
Sun Jul 17, 2005 11:26 am
Forum: PSP Lua Player Development
Topic: Lua Player for PSP
Replies: 351
Views: 290355

Hehe, I had the same idea, though I ported LuaPlus, which has incredibly sweet integration with C++. You can do this: //C++: int hello(float a, const char *instr) { //do whatever } lua->RegisterDirect("hello", hello); and then lua c...
by ector
Sun Jul 17, 2005 11:17 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 288066

Yes sorry you are right, it is executed (jump destination computed) first, but the jump is not actually taken until after another instruction is executed. Just making sure to point this out because it's a pretty alien concept for x86 people :)
by ector
Sun Jul 17, 2005 6:54 am
Forum: PSP Development
Topic: Problems building proper projection matrices..
Replies: 4
Views: 1385

Hmm I meant to tell you about it, I thought I had, but I probably forgot :)
by ector
Sun Jul 17, 2005 3:57 am
Forum: PSP Development
Topic: Problems building proper projection matrices..
Replies: 4
Views: 1385

Yeah, chip-nat has his scaling factors wrong. In the VIEWPORT registers, he writes 480 and -272 where puzzle bobble writes 240 and -136, according to my emulator. Those values are what I use and they give correct dimensions.
by ector
Sun Jul 17, 2005 3:33 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 288066

By the way, you do know about delay slots?
That is:

jal mysub
xor $1, $3, $2
addiu $1,$0,$0

In this case, xor will be executed before the jal is taken, and addiu will be executed by the time the function returns. That is, jumps are delayed by one cycle.
by ector
Sat Jul 16, 2005 3:12 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 288066

Krevnik, it's not that simple. Problem is that PSX has a lot of memory mapped I/O, so yes, every single read/write will have to be checked if it is to one of these regions. PSX had 2MB of RAM (and a similar amount of VRAM) so that is not much of a problem but the different memory map is. I'd advise ...
by ector
Sat Jul 16, 2005 2:33 am
Forum: PSP Development
Topic: Library function list
Replies: 100
Views: 74404

You got it right, sir.
by ector
Fri Jul 15, 2005 11:32 am
Forum: PSP Development
Topic: Anyone had problems with flickering triangles?
Replies: 10
Views: 5410

0x40000000 is sure a valid cache bypass, the question is if it has write combiners so it would be as fast as than writing normally and then flushing...
by ector
Fri Jul 15, 2005 7:31 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 150265

Yes indeed, would be interesting. Does it have access to main memory?
by ector
Fri Jul 15, 2005 5:57 am
Forum: PSP Development
Topic: PSPX
Replies: 18
Views: 165595

Cool stuff. May I ask you what ELF loader you are using, or if you wrote your own? I've done the basics of an emu too, it runs Puzzle Bobble enough to get some display lists, but stdlib functions crap out on me, looks like some relocations have gone horribly wrong.. And now I find it more fun to cod...
by ector
Fri Jul 15, 2005 4:33 am
Forum: PSP Development
Topic: Doom-PSP 0.03 Released
Replies: 7
Views: 3957

lantus, argv[0] contains the path to your eboot.pbp. use that..
by ector
Fri Jul 15, 2005 4:22 am
Forum: PSP Development
Topic: ATan() possible?
Replies: 12
Views: 4470

Avoid double precision math on the PSP as it is likely to be dog slow because of the lack of double precision floating point hardware. It has a fast single precision FPU though, not to speak of the VFPU which still has not been publically documented..
by ector
Fri Jul 15, 2005 3:03 am
Forum: PSP Development
Topic: Anyone had problems with flickering triangles?
Replies: 10
Views: 5410

Well the way the GPU interface works is that Flush (IIRC, I call it Flush in my library which is not identical to libGu) sets the GPU "Stall" address, i.e. where it should stop reading data. So to get the GPU and CPU running asynchronously, the CPU writing display lists for the GPU to cons...
by ector
Thu Jul 14, 2005 11:56 am
Forum: PSP Development
Topic: Question about a .PAK file.
Replies: 2
Views: 1676

If it came with a game the packfile format can be anything the game designers felt like making it. Your only choice is breaking out the hex editor and try to figure it out. Look for filenames, offsets, etc.
by ector
Thu Jul 14, 2005 11:44 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 288066

Re: r3000 -> r4000

I think writing this recompiler (actually a binary translator) shouldn't be too hard. I believe that r3000 is a subset of r4000 code. No instruction code translation is really necessary. I can let the code execute natively up until a CALL or JUMP statement. For a call or a jump, addresses need to b...
by ector
Thu Jul 14, 2005 9:16 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 288066

Keep in mind that you need to translate memory accesses. Can't let any sw or lw execute natively, you need to replace them with calls to memory read/write functions..

What GFX plugin are you integrating?
by ector
Thu Jul 14, 2005 2:18 am
Forum: PSP Development
Topic: Library function list
Replies: 100
Views: 74404

sceGu is a static lib, not a PRX module. Where does the lib live? Uhm, he said it was STATIC. Linked into each executable. sceGu is just a wrapper API that generates display lists. sceGe is what you use to send these display lists to the gfx card. Incidentally, chip-nat har cloned large parts of sc...
by ector
Wed Jul 13, 2005 5:34 am
Forum: PSP Development
Topic: dot tunnel
Replies: 14
Views: 3361

You want to draw a bunch of circles offset in x/y by some suitable amount based on the circle number and time, and radius and offset scaled by somefactor*(1/distance) where distance would be the number of the circle scaled by some value.
by ector
Wed Jul 13, 2005 4:12 am
Forum: PSP Development
Topic: dot tunnel
Replies: 14
Views: 3361

You should clear the screen every frame and redraw the dot tunnel every frame, if you're trying to do the kind of dot tunnel I'm thinking of :)
by ector
Wed Jul 13, 2005 3:35 am
Forum: PSP Development
Topic: Image conversion (BMP2PSP / BMP2c) resulting in corruption?
Replies: 6
Views: 2231

If you choose 1 mipmap, the right 16bit color format and disable swizzling, my texture converter can be used for regular bitmaps to copy to the framebuffer if you also strip off or ignore the header, which should be 32 bytes in this case. I should probably add functionality to export raw bitmaps and...
by ector
Tue Jul 12, 2005 11:53 am
Forum: PSP Development
Topic: Font creation tool
Replies: 34
Views: 12433

Ah. Well for fast text rendering the common method is to stuff the entire alphabet into a single texture, ideally only containing an alpha channel. This way you can draw text super quickly by just drawing an array of textured quads. Of course when originally generating the font texture you also stor...
by ector
Tue Jul 12, 2005 7:54 am
Forum: PSP Development
Topic: Font creation tool
Replies: 34
Views: 12433

Yeah, that would go excellently with my PSP texture format converter that I released yesterday ( download is here: http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip ) to be able to draw fonts with hardware very quickly, especially if you can make your tool output entirely white pngs with the actual...
by ector
Mon Jul 11, 2005 3:13 am
Forum: PSP Development
Topic: PSP X86 emu
Replies: 2
Views: 1992

Just port DOSbox... look at how much time they have needed to get that far.
by ector
Mon Jul 11, 2005 3:08 am
Forum: PSP Development
Topic: OpenGL Wrapper on PSP?
Replies: 16
Views: 5508

Such a thing could be written. I don't know of anyone doing it so go ahead, it would be useful.
by ector
Sun Jul 10, 2005 4:44 am
Forum: PSP Development
Topic: Defining the 128bit ints in gcc
Replies: 4
Views: 1345

long is also 32-bit, while long long is (emulated) 64-bit.
by ector
Sat Jul 09, 2005 2:30 pm
Forum: PSP Development
Topic: Graphic editing
Replies: 1
Views: 1133

Well, if the programmers adds support to read in an external picture file as a background, then you can do it easily. It's all up to the programmers how much skinning support there is in the applications. You could contact them or make a little advertisement "Artist available for free for PSP a...
by ector
Sat Jul 09, 2005 9:26 am
Forum: PSP Development
Topic: any good r4000 disassemblers?
Replies: 6
Views: 2910

Nah it's integrated in my emulator which i can't release a binary of because I currently use ELFIO as a temporary solution (it's LGPL) and I mean to replace it with my own ELF reading as I really don't like the GPL/LGPL very much and I haven't managed to compile ELFIO as a DLL.