Search found 78 matches

by Giuliano
Thu Nov 23, 2006 11:54 am
Forum: PSP Development
Topic: Making PSP into a Wii controller. Possible?
Replies: 5
Views: 5196

oh yeah you are right. That idea goes out the window :)
by Giuliano
Thu Nov 23, 2006 1:37 am
Forum: PSP Development
Topic: Making PSP into a Wii controller. Possible?
Replies: 5
Views: 5196

Making PSP into a Wii controller. Possible?

Well tell me if this is silly. The Wiimote is just like any wireless remote and sends IR to the console. IWould it be possible to make the PSP send the same signals to the Wii and perhaps make the PSP into a basic Wiimote ? Obviously it won't have tilt or any of the motion sensing capabilities but p...
by Giuliano
Sat Nov 11, 2006 11:24 am
Forum: PSP Lua Player Development
Topic: Free Scrolling engine code for you guys
Replies: 7
Views: 5765

:) Good to see my project didn't go completely to waste. Back then I had to really cache the drawing methods. I am not sure if since then LuaPlayer's blit has been made faster but back then it was quite slow when trying to draw that many images on the screen. Hope it helps someone when coding some l...
by Giuliano
Sat May 06, 2006 8:51 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 138496

Could it be that eLoader or some other programs that are running are taking up VRAM so he can not load any images?
by Giuliano
Thu May 04, 2006 7:50 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 138496

Are you checking if your file has loaded into VRAM or do you just assume that it did and it crashes when you try to draw or do something with the image ?

I could only get 2 512x512 images loaded into ram so it's a very small space to work with
by Giuliano
Thu Apr 27, 2006 4:02 am
Forum: PSP Lua Player Development
Topic: Image rendering
Replies: 20
Views: 12749

Why do you need to load 200 images and how big are they ? I can't think of a reason why you would need this, the best way is to load each as necessary (ie: if in a game env't then load necessary imgs for each level)
by Giuliano
Wed Apr 26, 2006 7:37 am
Forum: PSP Development
Topic: Engine-shooter game
Replies: 3
Views: 1783

There aren't really any 3d game engines out there for PSP homebrews. There is currently a port of OpenGL called PSPGL which you could look into.
by Giuliano
Wed Apr 26, 2006 6:48 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 138496

Okay I got it to work. The trick is the -G0 in the CFLAGS of the Makefile.
by Giuliano
Wed Apr 26, 2006 4:39 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 138496

I can't wait to test it when I get home. You have actually been able to draw graphics to the screen using that method ?
by Giuliano
Tue Apr 25, 2006 10:15 am
Forum: PSP Lua Player Development
Topic: Walk animation!?
Replies: 9
Views: 8314

DiabloTerrorGF wrote:I hate LUA arrays/tables
It's almost the same as a normal array and arrays are a must in programs :)
by Giuliano
Tue Apr 25, 2006 10:03 am
Forum: PSP Lua Player Development
Topic: Walk animation!?
Replies: 9
Views: 8314

That's a really dirty way of doing it though . I would recommend an array (table) that contains the animation and then simply loading the values from that
by Giuliano
Tue Apr 25, 2006 9:46 am
Forum: PSP Development
Topic: i am new to homebrew, and i need help making my first one
Replies: 5
Views: 2455

Make sure you understand WHY not just that it has to be there. That way when you see it being used a different way it's easier to understand it :)
by Giuliano
Tue Apr 25, 2006 8:15 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 138496

I'm fairly new to programming for the PSP so forgive me if this is really simple stuff. I'm trying to use oslib to do some C++ programming and I've hit a few snags. First, on line 60 of oslib.h you typedef a bool as a short. g++ complains that you can't redefine bool so I just put an #ifndef __cplu...
by Giuliano
Tue Apr 18, 2006 7:09 am
Forum: PSP Development
Topic: Some code questions
Replies: 2
Views: 1541

I don't know about the sound (haven't done sound yet) but to get button input from that you can make your own sleep code and call a controller function from that pseudo code: draw image starttime = get time while ( current time - starttime < X ) { parseKeys(); sceKernelDelayThread(200); //give a lit...
by Giuliano
Mon Apr 17, 2006 9:08 pm
Forum: PSP Development
Topic: Oldschool Lib Drawing On Image
Replies: 4
Views: 2027

That's correct .. it's just that I don't want to draw any transparent pixels anyways (using OSL_FX_FLAT) so I thought that I wouldnt be affected by that problem you posted in the other thread since the pixel should be drawn at all. I don't draw any semi-transparent pixels, it's either transparent or...
by Giuliano
Mon Apr 17, 2006 9:06 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 138496

Thanks :) How would you like something like this for the logo? For PSP: http://oslib.palib.info/samples/download/logo_15.zip For (powerful) PC: http://oslib.palib.info/logo.zip That's fine but can it be like "Powered by Oldschool Library" (so people know it's the engine and don't think th...
by Giuliano
Mon Apr 17, 2006 1:18 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 138496

Anyone out there who is looking for an easy to use and fast 2d library, give Oslib a try. Just to give you an idea of how fast it is. I am able to draw about 400 16x16 tiles EVERY pass while still keeping 60FPS. The library is easy to use and the documentation covers almost everything you need to kn...
by Giuliano
Mon Apr 17, 2006 5:11 am
Forum: PSP Development
Topic: Oldschool Lib Drawing On Image
Replies: 4
Views: 2027

well I kind of want the alpha component to be skipped .. but if the image is created empty and then drawn to , it's messed up .. if it is cleared first, it is okay
by Giuliano
Sun Apr 16, 2006 10:45 pm
Forum: PSP Development
Topic: Oldschool Lib Drawing On Image
Replies: 4
Views: 2027

Oldschool Lib Drawing On Image

I have just started to work with OSLIB and I am unable to draw to an image. I understand that the image that is drawn to must be in VRAM. Therefore I made two functions that will copy the image to VRAM, draw, and copy it back. But they don't work, I get an ugly image back with lots of lines and mess...
by Giuliano
Sun Apr 16, 2006 1:19 pm
Forum: PSP Lua Player Development
Topic: lua free memory is lower from every ver.
Replies: 2
Views: 2677

probably because of the modules in the latest versions
by Giuliano
Fri Apr 14, 2006 2:01 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

I want to keep at least 40 FPS avg in my game. I think this will be easy if I manage my code well.
by Giuliano
Fri Apr 14, 2006 7:04 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

more like while true do --timer (for fps and display updates) -- othercode end You dont have to update your display every time the loop goes through. Updating the display drops your FPS overall to a huge huge low. -- Cycles Per Second - The time it takes for the program to complete a full system lo...
by Giuliano
Thu Apr 13, 2006 10:38 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

1) Leave drawing in the vBLANK loop but base movement on time (so it's always the same speed even if FPS drops) Yes, this is it. Okay so something like this (pseudo) pixelspersecond=10; while &#40;true&#41; do screen&#58;clear&#40;&#41; --do timer functions here to calculate FPS...
by Giuliano
Thu Apr 13, 2006 10:08 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

that's what I had planned but I get FPS drop after 20 something blits.. that means that if I blit a few backgrounds + player I can only blit a few animated tiles + enemies.. that will really decrease the fun of the game It is a good idea to use the Timer functions for movements instead hard couplin...
by Giuliano
Thu Apr 13, 2006 12:49 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

Dont you flip before you vblank? I guess it doesn't really matter though. I flip after.. the vblank is what you wait for to know it's okay to flip w/o flicker.. but that shouldnt make a speed diff.. I can show my code if anyone is interested but all I really did for my blit test was a basic blit to...
by Giuliano
Thu Apr 13, 2006 12:28 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

Is blitting to the screen slow or to an image? I always blit to am image then to the screen... seems faster to me... Blit to screen, waitforvblank, flip .. I think it may be something with my PSP or the latest LUA version .. I tested LuMo's Bomberman (the version on his website) and the intro + gam...
by Giuliano
Thu Apr 13, 2006 12:09 pm
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

MMmmm, how about only storing 5 backgrounds at once and then loading 2 or 3 ahead? You will get a FPS drop while it's loading but better than no RAM or constant FPS slowness... that's what I had planned but I get FPS drop after 20 something blits.. that means that if I blit a few backgrounds + play...
by Giuliano
Thu Apr 13, 2006 11:26 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

Why are you loading so many big images? Testing ram .. and I wanted to pre-render as much as I could since blitting is quite slow.. the level is going to be over 4k pixels wide though .. I'm not going to preload the whole thing of course but 10 512x512 are really not that much .. the psp screen is ...
by Giuliano
Thu Apr 13, 2006 10:32 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

i do not think its implemented in GL (pspgl or tinygl) if it would be that simple, gl would be fully supported (and its 'only' basic) if you want to use sprites i might help out with the sourcecode of my loader possibly we find some bugs in it ;) would save you a lot of time for sure What's the loa...
by Giuliano
Thu Apr 13, 2006 7:58 am
Forum: PSP Lua Player Development
Topic: Blitting Speed
Replies: 43
Views: 17769

Im actually thinking of not even using the entire PSP's screen because the sprites are all 16x16 and since I can not find an easy way to "zoom" or change the resolution I will just use a smaller section of the screen Wouldnt it be faster to implement GL functions for 2d rendering though? s...