Search found 182 matches

by danzel
Fri Oct 26, 2007 6:20 am
Forum: PSP Development
Topic: SDL_mixer does not compile under ubuntu
Replies: 17
Views: 4701

read the README.PSP
by danzel
Mon Oct 22, 2007 6:35 pm
Forum: PSP Development
Topic: How to keep the PSP LCD screen power on?
Replies: 3
Views: 1494

In the SDK there is:

Code: Select all

/**
 * Generate a power tick, preventing unit from 
 * powering off and turning off display.
 *
 * @param unknown - pass 0
 */
int scePowerTick(int unknown);
You could check out what that does and do the same probably.
by danzel
Mon Oct 08, 2007 8:22 am
Forum: PSP Development
Topic: physfs + squirrel libraries
Replies: 5
Views: 3629

Awesome, I was looking at using PhysFS for a project, looks like this decides it.

Big thanks!
by danzel
Sat Oct 06, 2007 1:25 pm
Forum: PSP Development
Topic: Resolver under 3.xx
Replies: 13
Views: 4043

Jim wrote: What are you guys talking about?

Code: Select all

char array[5];
char *b;
b = &array;
b = array;
are the same. Taking the address of an array returns a pointer to its first element. It's not the source of the OP's problem.
Wow you are right, thats a weird one.
by danzel
Fri Oct 05, 2007 9:42 pm
Forum: PSP Development
Topic: Resolver under 3.xx
Replies: 13
Views: 4043

Wrong. You need to be careful with arrays in c as they are already pointers. char server[100]; strcpy(server, "www.pspdev.org"); //NOTE: no & as server is already a pointer to 100 char's printf("%s", server"); // OR...
by danzel
Wed Oct 03, 2007 6:23 pm
Forum: PSP Development
Topic: PSPGL errors?
Replies: 8
Views: 2850

PSPGL is incomplete in some areas, particularly things that are un-needed.

gluOrtho2D is replaceable with glOrtho (with modifications)
glVertex2s should be able to be replaced with glVertex2f.
gluGetString is a tougher one, will depend what it is being used for.

What are you porting?
by danzel
Fri Sep 14, 2007 10:09 am
Forum: PSP Development
Topic: Need to write something: Freetype? .C? ttf? sdl? Raw? O_o
Replies: 5
Views: 3444

A simple way I have used is to have a font sprite, I'm using a 128x128 sprite. Fill it with characters as shown here: http://localhost.geek.nz/crap/font.png (black background is just for effect, first line is just to check alignment, yes I'm wasting alot of the sprite) Then you can easily blit the r...
by danzel
Mon Sep 10, 2007 6:34 am
Forum: PSP Development
Topic: Update and render large number of triangles
Replies: 40
Views: 15363

/** * Rotate around the X axis * * @param angle - Angle in radians **/ void sceGumRotateX(float angle); /** * Rotate around the Y axis * * @param angle - Angle in radians **/ void sceGumRotateY(float angle); /** * Rotate around the Z axis * * @param angle - Angle in ...
by danzel
Thu Sep 06, 2007 7:02 am
Forum: PSP Development
Topic: Service mode by power supply pins?
Replies: 68
Views: 70570

Awesome stuff nem, always interesting to see the process :-)
I'm eagerly awaiting further stories down the IPL path.
by danzel
Tue Aug 28, 2007 11:41 am
Forum: PSP Development
Topic: Memory leak
Replies: 7
Views: 2374

Button::Button(Sint16 x, Sint16 y, Uint16 width, Uint16 height, const char *imagePath, const char *text, int fontSize) : ImagePath(imagePath), Text(text), FontSize(fontSize) { SDL_FreeSurface(Te...
by danzel
Thu Aug 23, 2007 7:11 am
Forum: PSP Development
Topic: SDL Library question
Replies: 1
Views: 1149

http://svn.ps2dev.org/filedetails.php?repname=psp&path=%2Ftrunk%2FSDL%2Ftest%2Ftestjoystick.c&rev=0&sc=0 And the important bit: while ( SDL_PollEvent(&event) ) { switch (event.type) { case SDL_JOYAXISMOTION: p...
by danzel
Tue Aug 21, 2007 1:46 pm
Forum: PSP Development
Topic: Heap corruption
Replies: 6
Views: 2384

Depending on how portable your code is, you may be able to get it to compile on Linux and use valgrind to track down where your errors are happening.
by danzel
Sun Aug 19, 2007 12:29 am
Forum: PSP Development
Topic: Suicide Barbie demo [Final version]
Replies: 16
Views: 10574

<3 this demo.
I'm also interested in the tech specs, mainly in the blur area though <3
Might have something more to say after running the final version instead of the vid :-)
by danzel
Wed Aug 08, 2007 3:01 pm
Forum: PSP Development
Topic: Iterate all files from a directory?
Replies: 2
Views: 1304

by danzel
Thu Aug 02, 2007 4:29 pm
Forum: PSP Development
Topic: Serious problems with SDL + PSPGL
Replies: 4
Views: 1790

Yay, figured it out!

glEnable(GL_LINE_SMOOTH);

Remove that and everything is fine!
Using it when drawing lines/points is okay, but when drawing anything else they get messed up.
Sorry, the problem was my code all along! (As it usually is)
Now to figure out some other bits and I'll be sweet :D
by danzel
Wed Aug 01, 2007 8:30 pm
Forum: PSP Development
Topic: Serious problems with SDL + PSPGL
Replies: 4
Views: 1790

A full r1995 toolchain doesn't work either :'( (I'm fairly confident I have a full r1995 toolchain) The other change I can think of between working and not working is that I've moved my PSP from 1.50 to OE firmware. Running the code in GAME150 doesn't seem to make it work any different than running ...
by danzel
Wed Aug 01, 2007 7:45 pm
Forum: PSP Development
Topic: Serious problems with SDL + PSPGL
Replies: 4
Views: 1790

Building the toolchain takes so long zzzz.... (Building now) One thing I've noticed is that the texture coord calls (glTexCoord2f) are being ignored, no matter what you set them to the same thing is rendered (even if you remove them). The only difference is what parts of it are rendered, if you make...
by danzel
Wed Aug 01, 2007 9:28 am
Forum: PSP Development
Topic: Serious problems with SDL + PSPGL
Replies: 4
Views: 1790

Serious problems with SDL + PSPGL

I have a codebase using SDL and PSPGL that previously worked on psp (around revision 1995 I would of last tested it). I've since then updated my psptoolchain to the latest, with the latest libraries. Since updating, SDL+PSPGL does not behave anywhere near as expected. Example Image: (Left = PC. Righ...
by danzel
Tue Jul 10, 2007 11:26 am
Forum: General Discussion
Topic: Release: Ozone for PSP
Replies: 3
Views: 6460

Very cool!
I think I've played something similar back in the old dos games days :'-)
by danzel
Tue Jul 03, 2007 10:49 pm
Forum: PSP Development
Topic: strange problem with vector declaration
Replies: 4
Views: 1937

Alignment of variables would be my guess. Search the forum for "alignment", most of the results should be useful. When you add the vector your variables are no longer aligned in memory as they need to be, so when you try use them with something that requires alignment (VFPU for example, wh...
by danzel
Thu Jun 21, 2007 12:40 pm
Forum: PSP Development
Topic: Using a sprite for rendertarget ?
Replies: 23
Views: 109836

Seriously awesome :-)
Make the bad attributes into good :D
by danzel
Tue Jun 19, 2007 9:50 am
Forum: PSP Development
Topic: Using a sprite for rendertarget ?
Replies: 23
Views: 109836

That is a very cool find! :-)
by danzel
Fri May 18, 2007 6:26 am
Forum: PSP Development
Topic: now,we can use libaudiocodec to decode atrac3 and atrac3plus
Replies: 11
Views: 6238

Awesome stuff :D
by danzel
Mon Apr 16, 2007 7:57 pm
Forum: PSP Development
Topic: Danzeff keyboard on sio sample
Replies: 12
Views: 4635

'holding' gets unset when you release the buttons. This prevents the same letter coming through continuously while holding an input. If you are in kernel mode or something then that line does mess it up however, change it to um.... holding = psp.ctrl.Buttons & (PSP_CTRL_SELECT|PSP_CTRL_START|PSP...
by danzel
Thu Apr 12, 2007 8:53 am
Forum: PSP Development
Topic: Breakpoint Seminar Videos
Replies: 9
Views: 3476

Bah, I just needed to use a decent ftp client!
I was transfering them in ascii mode :-( 600 meg of downloads wasted.
by danzel
Thu Apr 12, 2007 7:11 am
Forum: PSP Development
Topic: Breakpoint Seminar Videos
Replies: 9
Views: 3476

Grabbed part1 for a listen while I'm working >_> Anyway, it doesn't want to play :-( I've tryed the latest vlc, even installed xvid and tryed to open it up in virtual dub but it is giving errors about the AVI index being corrupt or damaged. Anyone managed to get it to successfully play yet? And if s...
by danzel
Wed Apr 11, 2007 9:05 am
Forum: PSP Development
Topic: Danzeff keyboard on sio sample
Replies: 12
Views: 4635

Good to hear you go it working.
Thanks :)
by danzel
Mon Apr 09, 2007 5:40 pm
Forum: PSP Development
Topic: Danzeff keyboard on sio sample
Replies: 12
Views: 4635

no, you just need to add even more to the makefile...

try just make the line as follows (from the afkim makefile)

LIBS = -lSDL_image -lSDL -lfreetype -ldanzeffpuresdl -lpng -lz -lm -ljpeg -lpspaudio -lpsphprm -lpspgu -lpspwlan -lpsppower -lpsprtc -lstdc++

should be enough :) lol
by danzel
Sun Apr 08, 2007 5:49 pm
Forum: PSP Development
Topic: Danzeff keyboard on sio sample
Replies: 12
Views: 4635

Add "-lSDL_image -lSDL" to the "LIBS=" line in your Makefile. The latest danzeff code is in the pspradio SVN: http://sourceforge.net/svn/?group_id=166538 http://pspradio.svn.sourceforge.net/viewvc/pspradio/trunk/PSP/SharedLib/danzeff/ It has changed slightly from the version you ...
by danzel
Thu Apr 05, 2007 8:19 pm
Forum: PSP Development
Topic: psplink patch + another psplink bug / interesting find
Replies: 0
Views: 971

psplink patch + another psplink bug / interesting find

Firstly, hexdump has a bug, the mask param is read from the wrong place, heres the patch: Index&#58; psplink/shell.c Index&#58; psplink/shell.c =================================================================== --- psplink/shell.c &#40;revision 2211&#41; +++ psplink/shell.c &#40...