Search found 122 matches

by 71M
Tue Oct 23, 2007 3:37 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 100582

Hi, Sorry I don't know of any other file management software. Are you running the latest build of FA++? You should be able to view images and read .txt files fine with it. Google FileAssistant-2006-03-20 or FileAssistant-2006-05-25 to get the latest builds (the latter being a test build for 2.0+ FW)...
by 71M
Sat Oct 20, 2007 6:52 pm
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 100582

Hi Andrewwan1980, Yes, this is the same project as FA but as the name suggests it is a more advanced version of Linjrs original product. Unfortunately this project has been closed for well over a year now but the source code should still be available from sites like PSP-DCEmu and PSPUpdates if you f...
by 71M
Wed Apr 26, 2006 8:16 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 100582

Interesting, nobody has reported these kind of problems before.
I'll take a look into why this should be happening on v1.0 PSPs only.

Cheers,
71M
by 71M
Wed Apr 26, 2006 6:16 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 100582

Awesome!!! :D
It'll be interesting to see how much of FA++ functionality still works.
FTP, USB and PBP/BIN running are the only things that're disabled in code.

Cheers,
71M
by 71M
Wed Apr 26, 2006 5:17 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 100582

Hey guys,
Long time since I've posted to this thread!
Could some kind soul with a 2.0+ PSP test this version and see if it actually works :D

http://tmpstore.free.fr/FileAssistant/v ... .php?t=289

Cheers,
71M
by 71M
Fri Apr 07, 2006 1:43 am
Forum: PSP Development
Topic: Flash applications
Replies: 5
Views: 2236

Hi Jockyw2001,
Unfortunately only embedded video streams are supported on the PSP.
FLV as far as I know are streams over the internet, correct me if I'm wrong :)
So it looks like you'll have to embed the video stream in the flash file on export (however you do that?)

Cheers,
71M
by 71M
Mon Mar 20, 2006 10:50 am
Forum: PSP Development
Topic: C++
Replies: 2
Views: 1777

Nope, the headers can be included in either C or C++ projects.
If you wanna take a look at a simple C++ project check out this project.
You should be able to get some idea from that of how to write C++ code for the PSP :D

Cheers,
71M
by 71M
Mon Mar 20, 2006 8:24 am
Forum: PSP Development
Topic: MMU for dynamic VRAM usage
Replies: 16
Views: 6765

Very useful indeed!
Thanks for sharing that with everyone.

Cheers,
71M
by 71M
Mon Mar 20, 2006 8:07 am
Forum: PSP Development
Topic: Flash applications
Replies: 5
Views: 2236

I've recently ported the GameSWF engine over to the PSP.
You can download it from http://files.psphacks.net/details.php?file=93
It's a little buggy at the moment, but I'm working on improving it! :D

Cheers,
71M
by 71M
Thu Mar 02, 2006 10:39 am
Forum: PSP Development
Topic: Maximum EBOOT.PBP size?
Replies: 5
Views: 2016

Hi Steve, I came across a similar problem when developing FileAssistant++ The executable size you've reached does sound very familiar to me. I never did work out why the executable size made any difference. Another, possibly related, problem was people with slow memory devices like the 4gb drives wh...
by 71M
Mon Nov 28, 2005 9:58 am
Forum: PSP Development
Topic: Simple 2D samples
Replies: 15
Views: 5466

Hmmm, not too sure what that problem is. Here's a long shot, move the following in CTypes.h to before line 39. #include <stdio.h> #include <stdlib.h> #include <stdarg.h> #include <string.h> #include <list> #include <vector> #include "CMath.h" #include "CVector.h" #include "C...
by 71M
Mon Nov 28, 2005 9:18 am
Forum: PSP Development
Topic: Simple 2D samples
Replies: 15
Views: 5466

Sorry, that was left in from when I stripped FA++ down.
Simply remove that header file from CTypes.h and everything should be fine.

Cheers,
71M
by 71M
Sun Nov 27, 2005 11:05 pm
Forum: PSP Development
Topic: Simple 2D samples
Replies: 15
Views: 5466

Hmm, that's very strange! The texture is being read, but CTextureManager is returning a NULL pointer? You can try to see at what stage in the PNG decompression it is erroring by sprinkling in lots of BREAK_POINT macros. then you can see what path the program is taking. Screen buffers can be in both ...
by 71M
Sun Nov 27, 2005 8:26 am
Forum: PSP Development
Topic: Simple 2D samples
Replies: 15
Views: 5466

Ok, here's a simple 2D example ripped from FA++ www.easy-monkey.co.uk/Simple2D.rar

You'll need the libpng and zlib libraries to get it to link correctly.
Place the texture.png along side the EBOOT.PBP so it can load it correctly.

Hope that helps you out!

Cheers,
71M
by 71M
Sun Nov 27, 2005 6:41 am
Forum: PSP Development
Topic: Simple 2D samples
Replies: 15
Views: 5466

Doh!!!
Sorry, wrong link, try this.
by 71M
Sun Nov 27, 2005 5:47 am
Forum: PSP Development
Topic: Simple 2D samples
Replies: 15
Views: 5466

Ooops, sorry, must remember to update the download links! :D
http://www.psp-hacks.com/file/133

PM me if you need any further help...

Cheers,
71M
by 71M
Sun Nov 27, 2005 3:30 am
Forum: PSP Development
Topic: Simple 2D samples
Replies: 15
Views: 5466

You might wanna check out the code to FileAssistant++, it has a basic 2D renderer in CGfx.cpp
There's also texture support classes in CTexture that has the ability to upload textures to VRAM for speed.

http://tmpstore.free.fr/FileAssistant/

Cheers,
71M
by 71M
Sun Nov 06, 2005 11:54 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 100582

Very odd!!! That's a SCE_KERNEL_ERROR_NODEV error!?!
Are you sure you have a PSP to run it on!!! :)

Seriously I'm not too sure why you're getting that error.
Maybe somebody else has come across that before?

Cheers,
71M
by 71M
Sun Nov 06, 2005 7:16 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 100582

I wouldn't advise that, but if the urge is too great then by all means go for it! :)
by 71M
Sun Nov 06, 2005 6:48 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 100582

As promised here's the latest version of FA++, enjoy!!!

http://tmpstore.free.fr/FileAssistant/v ... .php?t=153

Cheers,
71M
by 71M
Sun Nov 06, 2005 3:30 am
Forum: PSP Development
Topic: File Assistant ++
Replies: 114
Views: 100582

Hi Cubeikon,
Somebody asked this just the other day on our forums! :)
So it seems it is definitely something that would make FA++ more accessible for the people.
I'll put it on my list of things to do after this weekends release.

Cheers,
71M
by 71M
Fri Nov 04, 2005 11:33 am
Forum: PSP Development
Topic: Silly texture problem
Replies: 4
Views: 2084

Unfortunately texture coordinates aren't 0..1 when using GU_TRANSFORM_2D they're set in literal pixel values like Chucky has already. This caught me out before and had me scratching my head for hours on end!

Cheers,
71M
by 71M
Fri Nov 04, 2005 11:28 am
Forum: PSP Development
Topic: Good tutorial for the gu?
Replies: 5
Views: 2427

You might want to look at the code to FileAssistant++, there's a simple texture manager CTextureManager.cpp and a simple GU wrapper in CGfx.cpp
Hopefully that'll give you a start for what you're needing.
PM me with any further questions you have regarding this.

Cheers,
71M
by 71M
Wed Nov 02, 2005 9:01 am
Forum: PSP Development
Topic: Render To Texture
Replies: 6
Views: 3516

Excellent, thanks for that information. At least it's not me going mad :)
I have done some extra work, and everything seems to be working correctly now.
To see the render to target and the code that appears to be working for me, check out the next release of FileAssistant++ ;)

Cheers,
71M
by 71M
Wed Nov 02, 2005 6:15 am
Forum: PSP Development
Topic: Render To Texture
Replies: 6
Views: 3516

Hmm, after further tests, it seems that the alpha component isn't being cleared correctly. If I upload a texture with alpha set to 255 to the render target address it works fine. Is there something else that I need to do to clear the alpha bits? Does this sound correct in anyones experience? Cheers,...
by 71M
Tue Nov 01, 2005 6:41 pm
Forum: PSP Development
Topic: Render To Texture
Replies: 6
Views: 3516

Hi Paco,
Yup, all z/depth tests are disabled after the call to sceGuDrawBuffer().
I tried rendering to the top of VRAM just to make sure, but still the same results.
by 71M
Tue Nov 01, 2005 8:56 am
Forum: PSP Development
Topic: NOOB: How to blit images & print to coordinates?
Replies: 10
Views: 3133

Hmm, that leads me to suspect that something is either incorrect with your Cygwin installation or your PSPToolchain installation.
Could you post the full error message please?
by 71M
Tue Nov 01, 2005 5:59 am
Forum: PSP Development
Topic: NOOB: How to blit images & print to coordinates?
Replies: 10
Views: 3133

Just to make sure you're doing everything right, download www.easy-monkey.co.uk/libpng.rar Extract the package to c:/temp, open Cygwin, cd into c:/temp/libpng and type make. On my install it then goes away and compiles libpng correctly. It'll be interesting to see what it does on your installation. ...
by 71M
Tue Nov 01, 2005 4:46 am
Forum: PSP Development
Topic: Render To Texture
Replies: 6
Views: 3516

Oh, by the way I don't have a Z buffer, hence only 2 frame buffers are currently reside in VRAM.

Code: Select all

u8 * const            p_render_target&#40; &#40; u8 * &#41;&#40; 2 * 512 * 272 * 4 &#41; &#41;;   // Where we are to render to, 2 x frame buffers @ 32bbp
by 71M
Tue Nov 01, 2005 4:43 am
Forum: PSP Development
Topic: Render To Texture
Replies: 6
Views: 3516

Render To Texture

Could somebody please explain to me why the following code doesn't work? I'm basically trying to get rendering to a texture working, but failing miserably! The font renderer uses the current GU draw list to store polys in. Is that correct or is there another way to render 2D polygons into the render...