Search found 195 matches

by ector
Thu Aug 18, 2005 11:15 am
Forum: PSP Development
Topic: How to swizzle textures?
Replies: 11
Views: 6839

Although they are decompressed into 32-bit in the texture cache and as such are slower than for example 4-bit paletted anyway... though the quality increase over 4-bit for the same space cost could be worth it
by ector
Tue Aug 16, 2005 7:04 am
Forum: PSP Lua Player Development
Topic: KaboomPSP 0.1
Replies: 8
Views: 9489

I suspect your problem was that main() calls control() and control in turn calls main? :)
by ector
Mon Aug 08, 2005 2:37 am
Forum: PSP Development
Topic: rendering with multiple command queues
Replies: 8
Views: 3280

Re: rendering with multiple command queues

The current libgu pretty much assumes you create a single large command buffer, you fill it up, submit it, and synchronously wait for it to complete. No, this is not how it works. Have you seen the function sceGeListUpdateStallAddr? This tells the Gu that it can begin drawing, up to this address. S...
by ector
Fri Aug 05, 2005 12:01 pm
Forum: PSP Development
Topic: doxygen-docs
Replies: 15
Views: 6152

That's an old problem that has been fixed. Don't use the "Beta" psp sdk, just get oopo's toolchain script from http://www.oopo.net/consoledev/ and run it to install the toolchain and pspsdk.
by ector
Fri Aug 05, 2005 5:31 am
Forum: PSP Development
Topic: p-sprint (psp keyboard emu)
Replies: 77
Views: 61812

Yeah now that's what I'm talking about. Nice work.
by ector
Thu Aug 04, 2005 10:46 am
Forum: PSP Development
Topic: p-sprint (psp keyboard emu)
Replies: 77
Views: 61812

You should arrange the buttontexts physically like the buttons sit on the psp, it's much easier than trying to remember whether square is the left or the top button..
by ector
Thu Aug 04, 2005 10:41 am
Forum: PSP Development
Topic: Random Integer Generation
Replies: 25
Views: 13349

Not even converting to floating point will solve that since you still only have 5 outputs from the rand() :)
by ector
Thu Aug 04, 2005 10:17 am
Forum: PSP Development
Topic: Random Integer Generation
Replies: 25
Views: 13349

In other news to some people here, the standard C rand() returns a number from 0 to 32767, not the full 32 bits. That's another thing to be aware of.
by ector
Thu Aug 04, 2005 8:52 am
Forum: PSP Development
Topic: Random Integer Generation
Replies: 25
Views: 13349

You still don't get it. Read my above post again. It has nothing to do with zero. The problem is that modulo is not generally an exact n->1 mapping with the same n for each input number. In my example with a rand function that gives output 0-5 and use modulo 4, 0 and 4 will map to 0, 1 and 5 will ma...
by ector
Thu Aug 04, 2005 8:19 am
Forum: PSP Development
Topic: Random Integer Generation
Replies: 25
Views: 13349

Krevnik, read cyod's post again. The bias comes DIRECTLY from the modulo. Modulo is not some magic range restricting function. If you have an RNG giving you numbers 0-5 and use a modulo 4, you will get on average twice as many zeros and ones as twos and threes. The same problem scales upwards althou...
by ector
Thu Aug 04, 2005 8:06 am
Forum: PSP Development
Topic: Random Integer Generation
Replies: 25
Views: 13349

Yup, cyad has the right explanation there.

A more correct way is rand() * yourRange / RAND_MAX.

Although for most purposes and small ranges, % yourRange is good enough.
by ector
Thu Aug 04, 2005 7:30 am
Forum: PSP Development
Topic: Random Integer Generation
Replies: 25
Views: 13349

It's funny how noone ever seems to note that rand() % yourmaxvalue is biased toward lower values...
by ector
Sat Jul 30, 2005 7:19 pm
Forum: PSP Development
Topic: Current directory without main args?
Replies: 4
Views: 1698

Poke around in crt0 or .. use the main arguments? Why not?
by ector
Sat Jul 30, 2005 5:00 pm
Forum: PSP Development
Topic: What is the fastest way to copy from VRAM to VRAM ?
Replies: 6
Views: 2168

Yeah unaligned accesses are to be avoided :) Strange that your struct method is so much faster. I must be too used to MSVC whose memcpy implementations (yes it has several, from just inserting MOVs to various unrolled loops). Maybe GCC isn't as good at memcpy intrinsic optimization, or something is ...
by ector
Sat Jul 30, 2005 3:36 pm
Forum: PSP Development
Topic: What is the fastest way to copy from VRAM to VRAM ?
Replies: 6
Views: 2168

memcpy() should beat that silly struct method of yours.

To copy stuff insanely quickly inside vram, set up a render target at your destination, your source as texture, and draw a quad.
by ector
Sat Jul 30, 2005 7:22 am
Forum: PSP Development
Topic: Matrix Skinning
Replies: 10
Views: 4443

I haven't heard of any hardware directly supporting a matrix palette the way you imagined PSP did, except possibly the Geforce6800 where you can use fp textures read in the vertex shader as matrix palettes. I meant using indices stored per vertex to address matrix in the array. That functionality w...
by ector
Sat Jul 30, 2005 4:01 am
Forum: PSP Development
Topic: Matrix Skinning
Replies: 10
Views: 4443

I haven't heard of any hardware directly supporting a matrix palette the way you imagined PSP did, except possibly the Geforce6800 where you can use fp textures read in the vertex shader as matrix palettes. Yes you have to split your meshes up, but that's true for everything from PC to Xbox to NDS t...
by ector
Fri Jul 29, 2005 9:36 am
Forum: PSP Development
Topic: DJSP v0.14a release 8-25-2005
Replies: 30
Views: 27747

Probably has more to do with 22khz vs 44khz than bitrate.
by ector
Thu Jul 28, 2005 4:29 pm
Forum: PSP Development
Topic: psp office
Replies: 6
Views: 1953

Also, this type of app is very boring to write...
by ector
Thu Jul 28, 2005 3:21 pm
Forum: PSP Development
Topic: Hang when writting in VRAM
Replies: 2
Views: 1489

Non-cached.
And how much are you writing? It's only 2MB, you know.
by ector
Thu Jul 28, 2005 8:06 am
Forum: PSP Development
Topic: 2 questions regarding 3D rendering
Replies: 14
Views: 5005

You didn't forget to set max mip level?
and make sure that it's the minification filter you set to a mip filter.
by ector
Thu Jul 28, 2005 4:51 am
Forum: PSP Development
Topic: 2 questions regarding 3D rendering
Replies: 14
Views: 5005

Mipmapping with trilinear filtering and everything works fine but you have to generate and supply your own mipmaps. My texture tool can help you with this. http://www.dtek.chalmers.se/~tronic/PSPTexTool.zip.
by ector
Thu Jul 28, 2005 1:04 am
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 150264

Easily. It runs the same speed as the main CPU, unless I have misunderstood something.
by ector
Wed Jul 27, 2005 2:29 pm
Forum: PSP Development
Topic: 2 questions regarding 3D rendering
Replies: 14
Views: 5005

SaNIK, i think it's more likely that your ratio between far and near is WAY too high. try 0.1 and 500 or something.
by ector
Wed Jul 27, 2005 1:12 am
Forum: PSP Development
Topic: clutmode, clutload & sync
Replies: 4
Views: 2227

is the pointer you use to patch the entries noncachable?
by ector
Wed Jul 27, 2005 1:02 am
Forum: PSP Development
Topic: found how to use color function (filtering)
Replies: 8
Views: 3518

SNES? :)
by ector
Mon Jul 25, 2005 3:35 pm
Forum: PSP Development
Topic: PSP GPU Coding
Replies: 8
Views: 3049

Yes.
And yes. :)
by ector
Sun Jul 24, 2005 2:49 pm
Forum: PSP Development
Topic: Rotating a 2D sprite in libGU?
Replies: 8
Views: 3550

float width = right-left; float height = bottom-top; float depth = near-far; //depth is reversed on psp m[0*4+0] = 2.0f/width; m[1*4+1] = 2.0f/height; m[2*4+2] = 2.0f/depth; m[3*4+0] = -(left+right)/width; m[3*4...
by ector
Sat Jul 23, 2005 9:29 am
Forum: PSP Development
Topic: Need help understanding a few things.
Replies: 6
Views: 2406

pyrosama wrote: What I meant was what should I be looking at in the updater.
Disassembly, what else?
by ector
Fri Jul 22, 2005 4:00 am
Forum: PSP Development
Topic: Dividing by small numbers causes crashing ?
Replies: 3
Views: 2078

Get a MIPS manual, find how to disable floating point exceptions, and disable floating point exceptions. Or find a way to catch floating point exceptions and deal with them.