Search found 195 matches

by ector
Sat Jul 14, 2007 9:40 pm
Forum: PSP Development
Topic: Full Ram installing toolchain
Replies: 3
Views: 2355

Did you turn off the pagefile in Windows? Don't do that.
by ector
Tue Jul 10, 2007 3:40 am
Forum: PSP Development
Topic: Chotto Cam accessing
Replies: 45
Views: 23790

That's it, I want one (I guess the Go! Cam is the exact same thing?) :)

But I can't find it in the stores in Zurich... Any idea where to order one cheaply to Switzerland? Or should I just order a Chotto Cam from playasia?

Yeah slightly OT, sorry about that...
by ector
Fri Jun 08, 2007 8:42 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 135609

Oh, you can absolutely modify swizzled images... It's just a tiny bit trickier :)
by ector
Tue May 08, 2007 9:30 pm
Forum: PSP Development
Topic: GU_TRIANGLE_STRIP
Replies: 1
Views: 1535

Did you flush the data to memory, to make sure it's just not sitting in the CPU cache?
by ector
Tue May 08, 2007 5:53 am
Forum: PSP Development
Topic: PSP Emulator for Windows, author releases src
Replies: 28
Views: 22495

Wow, noxa, you seem to be a bit more ambitious than me (even though I'm the only one of us who can run games...) ;) Feel free to rip and steal as much as you want from Potemkin, I'll even grant you a personal license so you don't have to follow the GPL if you don't want to for some reason (I see you...
by ector
Mon May 07, 2007 10:26 pm
Forum: PSP Development
Topic: PSP Emulator for Windows, author releases src
Replies: 28
Views: 22495

Yep, I released it yesterday, have fun :) It's a user mode only MIPS emulator with a bare bones implementation of the PSP OS. No hardware registers are emulated, but display lists are parsed and executed. The name comes from so-called Potemkin villages http://en.wikipedia.org/wiki/Potemkin_village ,...
by ector
Wed Nov 01, 2006 8:13 pm
Forum: PSP Development
Topic: SCRATCH PAD - Does the kernel use it ?
Replies: 8
Views: 4104

At the presentation at BP2005, if I remember correctly, the presenter mentioned that there is a hardware bug that causes scratchpad RAM to be way slower than was intended. If it is separate from the CPU and actually is on the bus however as Tyranid says, I would call that bad design, not a bug :)
by ector
Fri Oct 13, 2006 7:48 pm
Forum: PSP Development
Topic: Emulation - What next?
Replies: 4
Views: 2774

by ector
Mon Sep 25, 2006 11:44 pm
Forum: PSP Development
Topic: Using Mipmap with DXT textures...
Replies: 6
Views: 3738

If you don't need alpha you might as well use DXT1, since DXT5 ~= DXT1 + alpha.

Although it's likely that T8 will still be faster since the DXT format occupy a lot of texture cache (it's decompressed into the cache) and thus cause more cache thrashing.
by ector
Mon Sep 25, 2006 7:59 pm
Forum: PSP Development
Topic: undefined reference to `__muldf3'
Replies: 1
Views: 1738

Avoid double precision numbers, perhaps?
by ector
Wed Aug 30, 2006 8:28 pm
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 12505

phytoporg, are you invalidating the instruction cache before trying to execute newly generated code? Doing this is essential.
by ector
Wed Aug 02, 2006 6:46 am
Forum: PSP Development
Topic: some weird trails
Replies: 4
Views: 2313

Two things: 1/10th of a second is a way too large timestep for smooth animation, and the PSP screen really is that slow when one of the colors involved have components (R G B, one or more) close to zero. Why, I don't know, but try brightening up your images a bit.
by ector
Fri Jul 28, 2006 12:29 am
Forum: PSP Development
Topic: Where PSPSDK come from?
Replies: 5
Views: 2977

... games with full debug symbols sitting on the UMD ...
by ector
Wed Jul 26, 2006 9:36 am
Forum: PSP Development
Topic: PSPGL glDrawElements Extreme slowdown with low poly models.
Replies: 5
Views: 2280

If you scale down a 256x256 texture to 64x64 WITHOUT using mipmaps and swizziling, you are completely destroying all the work the texture cache is doing for you. Think low-level. It likes to cache blocks. And if you're texturing from RAM without the aid of the texture cache, it's just going to be PA...
by ector
Mon Jul 24, 2006 9:11 am
Forum: PSP Development
Topic: function not finishing it seems
Replies: 7
Views: 2996

Well you haven't given much details to go on :)

But the essence is, anything you want the graphics processor to see, you NEED to make sure that it's in main memory and not just sitting in the CPU cache.
by ector
Mon Jul 24, 2006 7:53 am
Forum: PSP Development
Topic: function not finishing it seems
Replies: 7
Views: 2996

As many others around here you're getting bitten by the cache. Search around, I'm too lazy to explain it all again :)
by ector
Sat Jul 22, 2006 7:29 pm
Forum: PSP Development
Topic: how to set my texture ?
Replies: 9
Views: 3674

Hey, you're using memalign backwards! The blockalign parameter (16) should be first.

That should explain most of your problems :)

Of course, there could be more problems, I didn't spend a lot of time reading your code.
by ector
Fri Jul 21, 2006 6:11 am
Forum: PSP Development
Topic: how to set my texture ?
Replies: 9
Views: 3674

If changing the optimization setting "fixed" it, you have a bug somewhere...
by ector
Fri Jul 21, 2006 4:43 am
Forum: PSP Development
Topic: [HELP]Can anyone help me about how to download PSPSDK?
Replies: 4
Views: 2879

Exactly the same way, in Cygwin :)
by ector
Wed Jul 19, 2006 6:28 pm
Forum: PSP Development
Topic: Fast sqrt
Replies: 5
Views: 4338

If you're writing games, you don't need doubles. If you think you do, you're wrong :) That's why there is no hardware support.
by ector
Wed Jul 19, 2006 6:26 pm
Forum: PSP Development
Topic: Fonts: Please Help... (UPDATED) The Easy Solution - Read On
Replies: 25
Views: 10164

Kojima wrote:Here's a pspgl font engine I use, the texture class just creates a gl texture, which i'm sure you can manage.
You could pull glBegin/glEnd out of that loop and instantly maybe double your speed...
by ector
Mon Jul 10, 2006 4:10 am
Forum: PSP Development
Topic: [Solved] Compiler bug was in fact optimizier bug.
Replies: 13
Views: 4073

The compiler isn't THAT buggy. If you're having bugs that disappear when turning off optimizing in such a simple program, it's far more likely that you have some kind of broken edge case or alignment bug in your code, than you actually running into a real compiler bug. I recommend trying to get the ...
by ector
Sat Jul 01, 2006 8:08 pm
Forum: PSP Development
Topic: PSP Graphic problem
Replies: 8
Views: 3449

Do not ever draw your sprites or triangles one by one, always submit lists of triangles or sprites. You will get huge speed improvements compared to sending them off one by one.
by ector
Sat Jul 01, 2006 1:58 am
Forum: PSP Development
Topic: PSP Graphic problem
Replies: 8
Views: 3449

Well, if you're going to do manual clipping, you'll want to do it in 3D space.

But I think that you should just subdivide all your triangles into smaller ones, since the PSP can handle quite a lot of them without problems.
by ector
Wed Jun 28, 2006 10:55 pm
Forum: PSP Development
Topic: Kernel mode under firmware 2.6 * The proof of concept *
Replies: 48
Views: 55511

Kojima wrote:Will it require any other software besides the psp to run it?
You still need GTA, just like on every firmware above 2.0.

Also, newer GTA:s are patched, so find a used one...
by ector
Sun Jun 18, 2006 6:28 pm
Forum: PSP Development
Topic: Extracting amplitude/tempo from mp3/sceAudio stream
Replies: 15
Views: 5370

Actually, you get something very close to an FFT inherently while decoding MP3, which is why WinAMP has always had that visualisation, even back when doing just the decoding took 90% CPU. No time for a separate FFT just for viz...

Of course, not every MP3 playback library will expose this.
by ector
Wed May 24, 2006 9:47 pm
Forum: PSP Development
Topic: Problem porting a game from PC to PSP
Replies: 17
Views: 6046

If you prefer to do your debugging on PC, you can just enable floating point exceptions on the PC instead (they're disabled by default) and do your debugging there...
by ector
Wed May 24, 2006 9:43 pm
Forum: PSP Development
Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
Replies: 53
Views: 27025

My guess would be that it's the huge converted 68k asm->c file that's using most of the CPU power. Getting rid of OpenGL wouldn't be hard at all, gu can do textures too you know, but probably won't give you much in the way of additional speed, unless you're building new textures every frame unnecess...
by ector
Wed May 24, 2006 9:39 pm
Forum: PSP Development
Topic: load delay
Replies: 7
Views: 3273

No modern MIPS CPU:s that I know of have this limitation. They all added forwarding, fixing this problem, in something like 1992. What documentation are you reading?
by ector
Tue May 23, 2006 4:16 am
Forum: PSP Development
Topic: Problem porting a game from PC to PSP
Replies: 17
Views: 6046

Maybe you're accidentally declaring some brutally huge variables on the stack in the function tree that is calling this function? Maybe you passed in a too small value for stack size when you created the thread that's running this?