Search found 195 matches
- Mon Jul 18, 2005 7:24 am
- Forum: PSP Development
- Topic: SDL 8-bit audio support
- Replies: 2
- Views: 1147
- 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...
- Sun Jul 17, 2005 12:18 pm
- Forum: PSP Development
- Topic: PSP Development examples?
- Replies: 4
- Views: 1644
- Sun Jul 17, 2005 11:26 am
- Forum: PSP Lua Player Development
- Topic: Lua Player for PSP
- Replies: 351
- Views: 290355
- Sun Jul 17, 2005 11:17 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 288066
- Sun Jul 17, 2005 6:54 am
- Forum: PSP Development
- Topic: Problems building proper projection matrices..
- Replies: 4
- Views: 1385
- Sun Jul 17, 2005 3:57 am
- Forum: PSP Development
- Topic: Problems building proper projection matrices..
- Replies: 4
- Views: 1385
- Sun Jul 17, 2005 3:33 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 288066
- 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 ...
- Sat Jul 16, 2005 2:33 am
- Forum: PSP Development
- Topic: Library function list
- Replies: 100
- Views: 74404
- Fri Jul 15, 2005 11:32 am
- Forum: PSP Development
- Topic: Anyone had problems with flickering triangles?
- Replies: 10
- Views: 5410
- Fri Jul 15, 2005 7:31 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 150265
- 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...
- Fri Jul 15, 2005 4:33 am
- Forum: PSP Development
- Topic: Doom-PSP 0.03 Released
- Replies: 7
- Views: 3957
- Fri Jul 15, 2005 4:22 am
- Forum: PSP Development
- Topic: ATan() possible?
- Replies: 12
- Views: 4470
- Fri Jul 15, 2005 3:03 am
- Forum: PSP Development
- Topic: Anyone had problems with flickering triangles?
- Replies: 10
- Views: 5410
- Thu Jul 14, 2005 11:56 am
- Forum: PSP Development
- Topic: Question about a .PAK file.
- Replies: 2
- Views: 1676
- 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...
- Thu Jul 14, 2005 9:16 am
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 288066
- 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...
- Wed Jul 13, 2005 5:34 am
- Forum: PSP Development
- Topic: dot tunnel
- Replies: 14
- Views: 3361
- Wed Jul 13, 2005 4:12 am
- Forum: PSP Development
- Topic: dot tunnel
- Replies: 14
- Views: 3361
- 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...
- 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...
- 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...
- Mon Jul 11, 2005 3:13 am
- Forum: PSP Development
- Topic: PSP X86 emu
- Replies: 2
- Views: 1992
- Mon Jul 11, 2005 3:08 am
- Forum: PSP Development
- Topic: OpenGL Wrapper on PSP?
- Replies: 16
- Views: 5508
- Sun Jul 10, 2005 4:44 am
- Forum: PSP Development
- Topic: Defining the 128bit ints in gcc
- Replies: 4
- Views: 1345
- Sat Jul 09, 2005 2:30 pm
- Forum: PSP Development
- Topic: Graphic editing
- Replies: 1
- Views: 1133
- Sat Jul 09, 2005 9:26 am
- Forum: PSP Development
- Topic: any good r4000 disassemblers?
- Replies: 6
- Views: 2910