Search found 42 matches

by dr_watson
Sun Oct 28, 2007 11:21 pm
Forum: PSP Development
Topic: Weird rendering problem: render 2 times at 1/4 size
Replies: 3
Views: 3961

Weird rendering problem: render 2 times at 1/4 size

Has anyone experienced this before? As shown in the screen shot below, the screen is rendered 2 times at 1/4 size. The display mode used was set to 8888 and it seemed like the screen was rendered as it was 4444 or other 16bit pixel format. The weird thing about it was that the problem seemed to be q...
by dr_watson
Mon Oct 22, 2007 1:19 pm
Forum: PSP Development
Topic: JGE++ 1.0: Hardware accelerated 2D game SDK for PSP
Replies: 6
Views: 6034

JGE++ 1.0: Hardware accelerated 2D game SDK for PSP

Introduction JGE++ (Jas Game Engine++) is a hardware accelerated 2D game SDK for PSP. It supports cross-platform development under MS Windows. The entire game development process, including coding, debugging and testing, can be done in Windows. (However, it's still recommended to test your game on ...
by dr_watson
Sat May 19, 2007 11:41 pm
Forum: PSP Development
Topic: now,we can use libaudiocodec to decode atrac3 and atrac3plus
Replies: 11
Views: 6272

Wow! This is really nice! Excellent work!
by dr_watson
Thu Oct 12, 2006 1:28 pm
Forum: PSP Development
Topic: A small hack to enable libmikmod to play 2-channel PCM files
Replies: 3
Views: 1563

Your hack does not do what you think it does. libmikmod does not "somehow" mix the two channels together -- you simply set the playback sample rate to twice the speed of the original sample: si->speed = wh.nSamplesPerSec*wh.nChannels; // @_@: changed from (/) to &a...
by dr_watson
Fri Sep 29, 2006 11:57 am
Forum: PSP Development
Topic: A small hack to enable libmikmod to play 2-channel PCM files
Replies: 3
Views: 1563

A small hack to enable libmikmod to play 2-channel PCM files

libmikmod (or mikmodlib) is pretty good but it only supports mono PCM (Wav) files at the moment. You'll get a NULL pointer if trying to load a Wav file with 2 channels. Here is a small hack to make it load and play 2-channel Wav files. Technically speaking, this is not REAL stereo because, libmikmod...
by dr_watson
Fri Apr 28, 2006 9:03 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

Thanks bada! I have zero knowledge on making my own "makefile". May I include yours in the next release?
by dr_watson
Sat Apr 15, 2006 11:37 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

Re: memory leak

Dr Watson, while investigating large memory leaks in my own code (good liberal use of 'delete's when should be using 'delete[]'s), I found one in the JGE library. Your windows implementation of JGE::FreeTexture doesn't actually call delete on the texture pointer. It deletes the underlying pixel dat...
by dr_watson
Sun Apr 09, 2006 10:26 am
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

Re: vc++ express

[edit] Ignore me, that's not the problem, just stepped through again and noticed that JLBFont::SetColor calls JQuad::SetColor. The actual problem was simply that the when in debug mode it couldn't find the Res folder, because its executing from a different directory than the bin directory. Nothing ...
by dr_watson
Thu Apr 06, 2006 1:02 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

In which sense. sceGumRotateX/Y/Z ? Could also just manualy rotate your verticies (only 2) yourself. The benifit is you're only sending 2 verts though the pipeline vs 4. I've tried rotating vertices manually with GU_SPRITES but it didn't work. It makes sense if you think about it as by manually rot...
by dr_watson
Wed Apr 05, 2006 12:07 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

Hi Alain, By "draw from tiles to memory", do you mean you have a large image in memory for the background, you blit all tiles to that image to construct the background and then render that large image to screen? If you are to use GU functions to render that large image, the size of it need...
by dr_watson
Tue Apr 04, 2006 8:35 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

hi alain91, you can have a look of the Mario demo. It features parallax scrolling. The very front layer is a tile map while the other layers are just big images. I reckon OSLib has more features but JGE++ offers M$ Windows' support, which makes it easier for the development ;) However, from Brunni's...
by dr_watson
Fri Mar 31, 2006 9:23 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

A new bug-fixed version of SkyAnimator is available for download and the URL is at the original post.
by dr_watson
Fri Mar 31, 2006 8:45 am
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

Yo, just simple question. Why use GU_TRIANGLE_STRIP to render sprites? You can just use GU_SPRITES insted. You just need to suply the upper left & lower right verticies to form a quad. yes, you can use GU_SPRITES... but you can't rotate with it ;) The problem was only on demo program Can you tr...
by dr_watson
Thu Mar 30, 2006 9:18 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

Thank you for all the good words! Here are some prebuilt binaries of the included demos for people to check out the features of JGE++: JGE++ Demo for PSP firmware 1.50 JGE++ Demo for Windows SkyAnimator Demo for PSP firmware 1.50 SkyAnimator Demo for Windows Mario Demo for PSP firmware 1.50 Mario De...
by dr_watson
Thu Mar 30, 2006 8:36 am
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

Is it Windows build or PSP build?

For PSP, there's a "res" folder in the "bin" folder of each project. Did you put that on PSP together with your EBOOT?
by dr_watson
Wed Mar 29, 2006 9:09 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

SkyAnimator English version is available now:

SkyAnimator (English version)
by dr_watson
Tue Mar 28, 2006 10:29 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

It was written for PSP while I was making StarBugz. Since I borrowed lots of ideas from HGE, I knew I would make a kind of HGE wrapper to make JGE++ games run on Windows as well. It's really painful to debug programs on PSP directly. I made the Mario Demo almost entirely in M$ Windows. Occasionally ...
by dr_watson
Tue Mar 28, 2006 8:32 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

Hello World for JGE++

Hello World for JGE++ The JGE++ package comes with a demo application called Demo. This is basically a Hello World program for JGE++. When programming 2D games, in order to show an image on screen, the image is loaded and then a "DrawImage" function is used to do the job. Sometimes a few ...
by dr_watson
Tue Mar 28, 2006 8:32 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

An introduction to rendering 2D images with GU

An introduction to rendering 2D images with GU JGE++ uses the GU functions for rendering and this is an introduction on how the 2D rendering is done with this 3D library. PSP has 2MB video RAM. Apart from using as frame buffers, user textures can also be stored here for faster GPU process. The pixe...
by dr_watson
Tue Mar 28, 2006 8:31 pm
Forum: PSP Development
Topic: JGE++: A hardware accelerated 2D game engine for PSP/Windows
Replies: 39
Views: 26586

JGE++: A hardware accelerated 2D game engine for PSP/Windows

Introduction JGE++ (Jas Game Engine++) is a hardware accelerated 2D game engine for PSP (using GU) and Windows. It's inspired by the popular game engine HGE on MS Windows. In fact the Windows' counterpart is basically a wrapper of HGE. For more information about HGE, please visit its web site at: h...
by dr_watson
Mon Mar 27, 2006 4:51 pm
Forum: PSP Development
Topic: Misc Crashes
Replies: 29
Views: 13067

Most of the time when I got crashes like that was due to NULL pointers.
by dr_watson
Wed Mar 22, 2006 4:18 pm
Forum: PSP Development
Topic: [Question] Developing Homebrew software
Replies: 7
Views: 2738

You put your homebrew apps/games on memory stick and then run them with the GTA loader. It has nothing to do with UMD/ISO games. You don't have to worry about it at all.
by dr_watson
Wed Feb 15, 2006 9:26 pm
Forum: PSP Development
Topic: WANTED: Programmer (read this ;)
Replies: 16
Views: 5499

Very nice graphics!

I'm busy with another project at the moment, otherwise I'd really like to join the party ;)
by dr_watson
Sun Feb 05, 2006 10:31 pm
Forum: PSP Development
Topic: All in one PSPSDK
Replies: 17
Views: 6077

Another option is to checkout devkitPSP:
http://www.devkitpro.org/

Get devkitProUpdater and it will download and install the latest devkitPSP for you. It's not the latest PSPSDK but good enough, and the most important thing is, it's relatively small!
by dr_watson
Fri Jan 13, 2006 11:50 am
Forum: PSP Development
Topic: MP3-like audio library for the PSP
Replies: 3
Views: 1636

Have you tried libmad? Is your decoding engine offers faster performance than the regular MP3 one?
by dr_watson
Sun Dec 25, 2005 9:49 am
Forum: PSP Development
Topic: alpha blend -- PLEASE HELP.
Replies: 26
Views: 7078

Just spotted this in your code: sceGuDrawArray(GU_SPRITES, GU_TEXTURE_16BIT | GU_VERTEX_16BIT | GU_TRANSFORM_2D, 2, 0, vertices); What's in your Vertex structure? There seems to be no "COLOUR". Mine looks like this: struct Vertex { float u, v; u32 color; float x, y...
by dr_watson
Sat Dec 24, 2005 5:23 pm
Forum: General Discussion
Topic: Callisto 0.2
Replies: 31
Views: 21552

Very nice indeed! Very impressive parallax scrolling.

I'm still stuck at the 1st level boss and the boss is really nice! Was it a 3D model?

Didn't see much (or no?) alpha blending (explosion etc...) in the game. Was it done on purpose?

Keep up the good works! Looking forward to the final version!
by dr_watson
Sat Dec 24, 2005 4:07 pm
Forum: PSP Development
Topic: alpha blend -- PLEASE HELP.
Replies: 26
Views: 7078

If you want to use a single "transparent color", Paint Shop Pro will change your image to 256 color mode, that's very true. BUT, if you want to do alpha blending, that is, different levels of transparency, say 50% transparent, 80% transparent, you'll use "Export". From my underst...
by dr_watson
Sat Dec 24, 2005 11:27 am
Forum: PSP Development
Topic: alpha blend -- PLEASE HELP.
Replies: 26
Views: 7078

David: if you're using Paint Shop Pro, to create a PNG with alpha channels, use the "Export->PNG Optimizer" and then change the options in "Transparency". I'm using PNG and having alpha blending effects in my game, check out the source code here: http://forums.ps2dev.org/viewtopi...
by dr_watson
Thu Dec 15, 2005 12:00 pm
Forum: PSP Development
Topic: Double Buffering question
Replies: 7
Views: 3442

I was trying to just give you an idea on how to do double buffering so I only posted a code segment :) Here is the complete source code: http://www.khors.com/JGE/game04_src.zip (You'll need libpng to build it) If you want to use Gu instead, you can have a look of the source code of my game StarBugz:...