Search found 476 matches

by Jim
Thu Feb 11, 2010 11:09 pm
Forum: PSP Development
Topic: sceIoOpen failed to read my file...
Replies: 12
Views: 6729

Well that number is 80010002 in hex (use Windows calculator in Programmer mode to work it out), you can search for that with psp to find out your problem.

Jim
by Jim
Thu Feb 11, 2010 11:03 pm
Forum: PSP Development
Topic: Z-Buffer precision - some artifacts
Replies: 9
Views: 9879

z-values of the faces of two close objects are different on the 8th or tenth diget after the dot (0.000000001)... does GU can't handle this Of course not, that's 1 part in a billion, the zbuffer is only 16bits, less than one part in 100,000. You need to spread your minz to maxz range across the 16 ...
by Jim
Thu Feb 11, 2010 10:51 pm
Forum: PS3 Development
Topic: PS3 : 3D Dynamic Theme
Replies: 9
Views: 5242

You need to be registered with Sony. It's not free or freely available.

Jim
by Jim
Thu Feb 11, 2010 6:38 am
Forum: PSP Development
Topic: Z-Buffer precision - some artifacts
Replies: 9
Views: 9879

It looks like all your post transform z values are really, really close together, causing a lack of precision in the z buffer. If they have enough precision before transformation i.e.your model isn't stupid, then use the z component of the matrix to stop all the zs landing on top of each other.

Jim
by Jim
Wed Feb 10, 2010 8:46 pm
Forum: PSP Development
Topic: Z-Buffer precision - some artifacts
Replies: 9
Views: 9879

I think you want to set the depth range to be smaller so that the precision of the zbuffer is spread over the range of zs that you actually use. I'm not sure how that gu call affects the rendering, but if setting the range much smaller doesn't help, then you can always fix the view matrices to scale...
by Jim
Wed Feb 10, 2010 6:21 am
Forum: PSP Development
Topic: threads
Replies: 7
Views: 3702

You can probably do something like that, but I don't know how.
Can I ask why you want that? It doesn't seem all that useful. The callback for the analog joystick sounds like a bad requirement - how far should the nub move before you get a callback, for instance.

Jim
by Jim
Tue Feb 09, 2010 6:59 am
Forum: PSP Development
Topic: threads
Replies: 7
Views: 3702

That's pretty much what sceCtrlReadBuffer() does. It reads the keys and then reschedules your thread to run at the next vblank.
so just

Code: Select all

do{
sceCtrlReadBuffer(...);
//i get here once per vblank
...
} while (!exit_program);
does what you want.

Jim
by Jim
Sun Feb 07, 2010 11:01 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 10033

For drawing in the windows I have thought about making "drawing" and "reading" buffers, Right, double buffering is another excellent way of reducing the amount of locking. There are proper sce calls for semaphores in the pspsdk, or else there's a port of pthreads for PSP in svn....
by Jim
Sun Feb 07, 2010 8:36 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 10033

You probably want to split your code up better. Sounds right now like the drawing and updating and input are all mixed together. It would be better if you had a data structure for your windows - for simplicity's sake let's say it was just a linked list of id,x,y,width,height of each window. Then you...
by Jim
Fri Feb 05, 2010 8:44 pm
Forum: PSP Development
Topic: Strange GU crash
Replies: 4
Views: 2891

Does adding a sleep to the loop help? You'll need to yield to the other threads or the watchdog will reset the psp.

Jim
by Jim
Wed Feb 03, 2010 6:55 pm
Forum: PSP Development
Topic: Disable Buttons
Replies: 5
Views: 3021

Pull the wires off?
Jim
by Jim
Sun Jan 31, 2010 9:04 pm
Forum: PSP Development
Topic: Calling SDK functions from within uCLinux
Replies: 4
Views: 2832

My question is, how can I link the PSPSDK libraries against programs compiled to run in Linux? In general, you can't. Most Linux source code/programs are not immediately suitable for compilation/execution on PSP. Usually there's at least a little bit, and often quite a lot of work needs to be done....
by Jim
Sun Jan 24, 2010 8:40 am
Forum: PSP Development
Topic: Multi-thread in PSP failed . Need help
Replies: 9
Views: 4030

Look up Cooperative Multitasking. When a thread is running, nothing else[1] can run When a thread sleeps, it's put on a queue for its priority level with a restart time of now+sleep time, and the next queued highest priority thread that is ready to run is restarted. Every thread must play this game ...
by Jim
Sun Jan 17, 2010 7:31 pm
Forum: PSP Development
Topic: simple gu question
Replies: 14
Views: 6281

That would draw it in solid black, yes.

Jim
by Jim
Sun Jan 17, 2010 7:50 am
Forum: PSP Development
Topic: simple gu question
Replies: 14
Views: 6281

You need to disable the blending before you draw the line sceGuDisable(GU_BLEND), or make sure you are setting the alpha to 1.

For the second question - yes, provided you sceGuGetMemory enough space.

Jim
by Jim
Wed Jan 13, 2010 8:06 pm
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 14344

If the lights are not dynamic and your objects are tessellated well then you can bake the shadows into the vertex lighting.

Jim
by Jim
Thu Dec 31, 2009 12:22 pm
Forum: PSP Development
Topic: Double Pointer Allocation, and Validity Testing Errors?
Replies: 10
Views: 9331

sizeof(*folder->bank_dir->dis_dir)

calculates the size of the thing pointed to by dis_dir, which is a char, therefore it always returns 1. sizeof knows nothing about malloc.

Jim
by Jim
Thu Dec 31, 2009 9:03 am
Forum: PS3 Development
Topic: RSX supposed to be available since YDL6.1?
Replies: 4
Views: 4207

Originally, graphics support was limited to framebuffer access only (no access to the PlayStation 3's graphics chip RSX yet), some access to the RSX graphics chip was achieved however Sony blocked this with firmware release 2.10.
by Jim
Wed Dec 30, 2009 6:51 am
Forum: PSP Development
Topic: Help Please...lost all cpp files...how to decompile from .o?
Replies: 4
Views: 2634

Unfortunately you're pretty much stuffed. The very best you can hope for is assembler code annotated with any debug symbols that happen to be in your .o files.

Jim
by Jim
Mon Dec 21, 2009 6:40 am
Forum: PSP Development
Topic: Execute a function with user privilege when kernel mode
Replies: 15
Views: 7822

Just use & to mask out the buttons you don't care about.
Jim
by Jim
Mon Dec 14, 2009 11:06 pm
Forum: PS2 Development
Topic: PSX software emulator on PS2
Replies: 9
Views: 5680

You can already play all your PS1 games on PS2, so what are you asking?

Jim
by Jim
Fri Nov 27, 2009 8:58 pm
Forum: PSP Development
Topic: change threads stack pointer
Replies: 3
Views: 2507

Someone might be able to help you, but can I ask why you would need such a huge stack and whether it might be possible to rethink your algorithm, either to do a recursive job in an iterative way or to use the heap instead?

Jim
by Jim
Sat Oct 31, 2009 6:52 am
Forum: PSP Development
Topic: sceGuCopyImage problem
Replies: 18
Views: 16757

That would be a glaring fuck up of a C compiler if it didn't do that.
Jim
by Jim
Sun Oct 25, 2009 8:44 pm
Forum: PSP Development
Topic: Flicker problem driving me crazy!
Replies: 7
Views: 5324

Your problem description sounds like a cache problem. Don't you need to flush the dcache between setting the vertices and passing them to the sce functions?

Jim
by Jim
Fri Oct 02, 2009 9:55 pm
Forum: PSP Development
Topic: Arithmetic seem to overwrite variable
Replies: 13
Views: 7504

Code: Select all

struct rayDelta { 
   long rayDeltaX, rayDeltaY; 
} ; 
...
rayDelta preDelta[480]; 
For the second time, how is this going to even compile?

Jim
by Jim
Fri Oct 02, 2009 7:32 am
Forum: PSP Development
Topic: Why sceGuFrontFace(GU_CW)?
Replies: 4
Views: 2089

Say you wanted to render an object on a reflective floor.

You would draw object A with CCW, then negate the Y axis in your model view, then draw object A with CW.

Jim
by Jim
Tue Sep 29, 2009 7:13 am
Forum: PSP Development
Topic: vshmain replacement
Replies: 9
Views: 3048

I think the original problem was you were using cached addresses for the screen and never flushing the dcache.

Jim
by Jim
Wed Sep 23, 2009 8:08 pm
Forum: PSP Development
Topic: Routine works on PC, crashes on PSP.. Why?
Replies: 10
Views: 5103

That or memory corruption.

Jim
by Jim
Wed Sep 09, 2009 7:03 am
Forum: PSP Development
Topic: Convert analogue nub X,Y to angle?
Replies: 10
Views: 4090

Code: Select all

         jyyy= pad.Ly - 130; 
         if &#40;jyyy<0&#41; &#123;jyyy = fabs&#40;jyyy&#41;;&#125; else &#123;jyyy = 0 - jyyy;&#125; 
Instead of this, write

Code: Select all

         jyyy = 130-pad.Ly;
Jim
by Jim
Mon Sep 07, 2009 6:37 pm
Forum: PSP Development
Topic: Convert analogue nub X,Y to angle?
Replies: 10
Views: 4090

This is gonna crash if xxx is 0. Why not use atan2?

Jim