Search found 195 matches

by ector
Wed Oct 05, 2005 1:42 am
Forum: PSP Development
Topic: Best texturing approach on PSP
Replies: 23
Views: 8094

ashleydb wrote:You do have to calculate which one to use each frame for each mipmap textured object though.
Wrong, PSP handles that automatically, it can even trilinear filter between mipmaps per pixel.
by ector
Tue Oct 04, 2005 2:16 pm
Forum: PSP Development
Topic: PSP Flower 1.0
Replies: 37
Views: 20189

I miss the way the PC version faded into blue electronic-circuit flowers.... :)
by ector
Tue Oct 04, 2005 9:46 am
Forum: PSP Development
Topic: PSP Flower 1.0
Replies: 37
Views: 20189

memon, in case you haven't noticed, "make kxploit" is your friend (or did you use it?) :)

Oh and btw, if this is the same effect as the one in that ASM invitro, it's one of my favourite demo effects ever. Just beautiful....
by ector
Tue Oct 04, 2005 9:30 am
Forum: PSP Development
Topic: Best texturing approach on PSP
Replies: 23
Views: 8094

Yeah the advantage of my format is how ridiculously fast you can load the textures: a single sceRead and a few pointer fixups and you're done, complete with mipmaps, and being swizzled for max efficiency. I really should do some sample code to use textures from my tool from libGu instead of just my ...
by ector
Tue Oct 04, 2005 4:42 am
Forum: PSP Development
Topic: CLUT Optimization
Replies: 4
Views: 1487

That's true, the only hit you may take is that the palette upload will be slightly slower.

Though I have not actually benchmarked and seen if there is a measurable difference.
by ector
Tue Oct 04, 2005 4:34 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 7430

ashleydb, do you flush the texture cache?
by ector
Tue Oct 04, 2005 3:22 am
Forum: PSP Development
Topic: Texture Mapping with the Gu Lib
Replies: 24
Views: 6178

Then I'm out of ideas because that should work :)

Try making some trivial test models and textures where it's easy to see what should go where, and tweak it until it works :)
by ector
Mon Oct 03, 2005 2:10 pm
Forum: PSP Development
Topic: Texture Mapping with the Gu Lib
Replies: 24
Views: 6178

Only V.
by ector
Mon Oct 03, 2005 11:05 am
Forum: PSP Development
Topic: Texture Mapping with the Gu Lib
Replies: 24
Views: 6178

3DS max exports texture coordinates weirdly: do a v=1.0f-v for all the texture coordinates.
by ector
Mon Oct 03, 2005 3:50 am
Forum: PSP Development
Topic: newlib/psplibc memory alignment for VFPU
Replies: 8
Views: 3002

I agree with Holger, a sacrifice of an average of 4 bytes per memory allocation is definitely worth it for the convenience.
by ector
Sun Oct 02, 2005 6:27 pm
Forum: PSP Development
Topic: Texture Blending
Replies: 4
Views: 1495

I can tell you right now that ROAM is NOT the right algorithm for any modern graphics hardware, it's been dead for the last 5 years :) PSP is just like a modern gaming PC, only smaller: it has a VERY strong GPU compared to the CPU. You should therefore shift as much work as possible onto the GPU and...
by ector
Sat Oct 01, 2005 3:29 am
Forum: PSP Development
Topic: GDB build errors
Replies: 4
Views: 1870

Thanks, I'll try it out later.
by ector
Sat Oct 01, 2005 1:31 am
Forum: PSP Development
Topic: GDB build errors
Replies: 4
Views: 1870

GDB build errors

So, wanted to upgrade my pspsdk (it was about a month old) and to be sure I deleted my usr\local\pspdev folder, and downloaded and ran the latest toolchain.sh. After quite a while of compiling, I get: o sim-module.o sim-options.o sim-profile.o sim-signal.o sim-trace.o sim-utils.o sim-watch.o cp1.o i...
by ector
Wed Sep 28, 2005 8:19 am
Forum: PSP Development
Topic: Depth Buffer Layout
Replies: 3
Views: 1195

Nice one!
Excellent for lens flares ;)

These functions belong in the SDK, imho.
by ector
Sun Sep 25, 2005 6:19 pm
Forum: PSP Development
Topic: VFPU instruction set
Replies: 14
Views: 4953

i believe the s p t q mean single, pair, triplet, quad.
by ector
Sun Sep 25, 2005 4:52 pm
Forum: PSP Development
Topic: Rotation Math Question
Replies: 4
Views: 1772

AudioMonster wrote:There is probably a way to simplify that though.
Yes, you can express all of these operations as 3x2 matrices, and multiply them all together into one. Though depending on your previous level of math knowledge, that may or may not be a simplification to you :)
by ector
Sun Sep 25, 2005 5:32 am
Forum: PSP Development
Topic: Would there be any interest in something like this?
Replies: 5
Views: 2160

Haha yeah i forgot to hide the arm/thumb option when the current CPU is not an ARM :) It has a basic ARM recompiler and can almost run a couple of gba games too but that part of it sucks... It's the very beginnings of a "flexible" emu, kind of like MAME, and it's easy to add new systems, c...
by ector
Sun Sep 25, 2005 4:13 am
Forum: PSP Development
Topic: Would there be any interest in something like this?
Replies: 5
Views: 2160

Would there be any interest in something like this?

Image

It's buggy as hell, contains nasty hacks and is missing a lot of sce* functions.
But it kinda works for some pspsdk samples and some various homebrew.
Lots of homebrew crashes for various reasons though.
by ector
Sat Sep 24, 2005 3:49 am
Forum: PSP Development
Topic: PSP gu library. Drawing Lines
Replies: 7
Views: 2353

Also, remember to flush the cache or to "uncache" the pointer.. or does sceGuGetMemory do that nowadays?
by ector
Sun Sep 11, 2005 3:27 am
Forum: PSP Development
Topic: Number of bones supported by PSP hardware
Replies: 8
Views: 4649

Doing a perfectly optimal model slicer sounds suspiciously like an NP-complete problem :)

You're probably better off with a more pragmatic solution...
by ector
Sat Sep 10, 2005 11:29 am
Forum: PSP Development
Topic: Number of bones supported by PSP hardware
Replies: 8
Views: 4649

blah, it can't take more than an afternoon to do a reasonably decent model slicer..
by ector
Mon Sep 05, 2005 3:59 am
Forum: PSP Development
Topic: Previous EBOOT.PBP available?
Replies: 5
Views: 2309

WAB version changer has one really good use though: preventing accidental upgrades (if you let a friend use it or something). I used it to change my 1.50 psp to "2.00" with no bad side effects. Because it thinks it's 2.0, the 2.0 upgrader will not be able to run :)
by ector
Sat Sep 03, 2005 12:51 pm
Forum: PSP Development
Topic: Distorted Sphere
Replies: 2
Views: 1444

CACHE, people, CACHE!!! Seems like we're getting three questions per day asking why some vertices are distorted, not realizing that they're probably still sitting in the CPU cache, not in memory where the gfx chip can read them. Flush your cache or write your data with an "uncached" pointe...
by ector
Fri Sep 02, 2005 5:04 pm
Forum: PSP Development
Topic: Flickering / missing single-pixel lines/dots?
Replies: 5
Views: 1983

Yup, you don't flush your vertex data out of the cpu cache, so the gfx chip can't see all of it in memory properly.
by ector
Thu Sep 01, 2005 3:22 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 7430

The width of your image has to be a multiple of 32 bytes. You can't just try to swizzle a 23x20 pixel image and expect it to come out right..
by ector
Tue Aug 30, 2005 4:21 am
Forum: PSP Development
Topic: pspsdk missing lots of basic code.
Replies: 3
Views: 1484

Just make a camera matrix and set the VIEW matrix to it, instead of identity like the samples do.

EDIT: oops too slow
by ector
Sun Aug 28, 2005 1:46 am
Forum: PSP Development
Topic: Confusion about GU Texture swizzling
Replies: 30
Views: 7430

Try this function: it is the original function chp optimized for the Wiki submission and I did a small few changes to it (no divides, but shifts instead, etc...). Most compilers replace division by power-of-two integer numbers by shifts. Check the compiler or objdump output to be sure. That's true ...
by ector
Wed Aug 24, 2005 3:30 am
Forum: PSP Development
Topic: RGBA rendering not working
Replies: 5
Views: 2023

Those problems come from the order you render your objects. For alpha blending to work correctly (and this applies to every platform except the dreamcast), you have to: 1. Render all opaque objects. 2. Make a list of your visible alpha blended objects. Roughly sort it by Z (a single iteration of a b...
by ector
Sun Aug 21, 2005 4:06 pm
Forum: PSP Development
Topic: glDrawElements vs glDrawArrays
Replies: 4
Views: 1821

Perhaps you forgot to flush the cache after writing the index array to memory, before drawing it?
by ector
Thu Aug 18, 2005 11:29 am
Forum: PSP Development
Topic: GU_TRANSFORM_2D z buffer ordering problem
Replies: 3
Views: 1826

Turn off depth test and draw your 2D stuff last?