Search found 125 matches

by PeterM
Thu Nov 22, 2007 8:12 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

Congrats to all involved - good work guys!
by PeterM
Wed Sep 26, 2007 5:08 pm
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 17710

Sounds doable.
by PeterM
Tue Sep 25, 2007 4:19 pm
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 17710

Indeed, and using something like Doug Lea's malloc to handle the hard stuff would help you out considerably.
by PeterM
Sun Sep 16, 2007 8:42 am
Forum: PSP Development
Topic: [porting suggestion] Quake 3 for PSP-Slim (with 64Mb RAM)?
Replies: 52
Views: 17710

Thanks - good to have this file around now that Noctemware vanished. :-)
by PeterM
Sun Sep 09, 2007 6:58 pm
Forum: PSP Lua Player Development
Topic: Writing to file with Offset. How?
Replies: 4
Views: 3912

Just to clarify, you're using "wb" which opens a new file (deletes the old one) in binary mode.
by PeterM
Sat Aug 18, 2007 7:29 pm
Forum: PSP Development
Topic: Suicide Barbie demo [Final version]
Replies: 16
Views: 6402

I'd also love to hear the tech porn!
by PeterM
Sat Aug 18, 2007 5:53 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

I'm pretty sure the version of the SDK used by xorloser had a bug which I wanted to avoid by updating my SDK.

What a hassle...
by PeterM
Fri Aug 10, 2007 9:38 pm
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

Looks great!

BTW I have no idea what game it's based on. I have a very sheltered life... :-)
by PeterM
Fri Aug 10, 2007 4:53 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

I would suggest anyone who wants to add patches or contribute to the source to get in touch with Chris. Hopefully you can be added as users on the sourceforge project. I'm unable to actively do anything with the code, but I'm happy to try and help explain how my coding horrors work... as long as the...
by PeterM
Fri Aug 10, 2007 2:49 am
Forum: PSP Development
Topic: The new-style psptoolchain script.
Replies: 58
Views: 12903

Or allocate from the stack using a char array or alloca(), and align a pointer inside there yourself.
by PeterM
Fri Aug 10, 2007 2:33 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

IIRC the "if" block should only be executed if Quake's mixing buffer isn't a multiple of the size of the PSP buffer. It probably is (powers of two).

BTW I'm pretty sure you should use samplesToRead instead of samplesBeforeEndOfInput in the else block. Otherwise you could copy too much data.
by PeterM
Tue Jul 31, 2007 4:19 pm
Forum: PS3 Development
Topic: will usa bought ps3 run in pakistan?? Plz help
Replies: 7
Views: 3484

However you will need to purchase USA Blu-ray movies if you want to watch them. While games are region free (currently, it may depend on the publisher), movies are not.

That's how I understand it anyway, please feel free to correct me.
by PeterM
Sat Jul 21, 2007 9:01 am
Forum: PSP Development
Topic: Getting simple framebuffer going
Replies: 18
Views: 3492

Woo, looks pretty! Thanks for sharing!
by PeterM
Tue Jul 17, 2007 11:04 pm
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

Maybe a buffer should be aligned but isn't?
Or perhaps I'm not forcing a cache writeback when it is necessary?
by PeterM
Tue Jul 17, 2007 10:07 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

That's a bit weird. I thought Quake filled the buffer the whole time. I suppose someone could check by clearing the source data (which Quake creates) to zero after copying to the PSP audio buffer. A handy place to do this would be at the end of copySamples(). It would require some un-const-ing here ...
by PeterM
Sat Jul 14, 2007 5:58 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

Hmm, either I'm applying your fix wrong, or there is no difference to the sound with that fix :( I wonder if PeterM still has the old sdk with the sound working, and can send us his pspaudiolib.c, .h etc for examination. Here you go. The whole SDK is revision 2213, but the files each have their own...
by PeterM
Tue Jul 10, 2007 5:13 pm
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

Yes, I'm not at all sure what's up with the sound. It worked fine with an old old SDK. It was broken with an old SDK. It worked fine with a recent SDK. It is broken with the newest SDK. It might be worth checking out the SVN history for the SDK, but I'm quite surprised audio changes are still being ...
by PeterM
Fri Jul 06, 2007 9:22 am
Forum: PSP Development
Topic: Hi, strange problem compiling
Replies: 12
Views: 2568

The PSP specific file for Quake's audio isn't too big. You shouldn't need to look at or touch Quake's own audio code.
by PeterM
Fri Jul 06, 2007 8:49 am
Forum: PSP Development
Topic: Hi, strange problem compiling
Replies: 12
Views: 2568

There could be issues with Quake's sound that just happen to live peacefully with another version of the SDK. I'm pretty sure it was broken with an old SDK version, worked with a version from SVN, and I've not updated my toolchain in a while. I remember thinking that I couldn't see anything wrong wi...
by PeterM
Tue Jun 26, 2007 10:13 pm
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

I don't think I can do any more work on Quake, but I'll make sure the bug tracker is up to date with my thoughts on how various bugs can be resolved.
by PeterM
Sun Jun 10, 2007 6:11 am
Forum: PSP Development
Topic: Quake 3 Arena clone on the LTE 2.0 engine?
Replies: 6
Views: 3927

Ooh that's good to hear.
by PeterM
Sun Jun 10, 2007 2:45 am
Forum: PSP Development
Topic: Quake 3 Arena clone on the LTE 2.0 engine?
Replies: 6
Views: 3927

It's actually a port/theft of Irrlicht.
http://www.irrlicht3d.org/pivot/entry.php?id=348
by PeterM
Wed Jun 06, 2007 7:32 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

Cheers for the support guys.
by PeterM
Tue Jun 05, 2007 1:34 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

Stealth Kill : I am deeply disappointed that you have released a new version of CS Combined Assault based on our unreleased Quake code, especially after I explicitly requested that people didn't publish Quake builds before it was done. Here are a few tips: * Credit the authors. We did do most of th...
by PeterM
Sat Jun 02, 2007 11:41 pm
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

We still need to work on networking in v3, so you'll have to wait. It's probably not just a case of simply compiling the old networking files!

The error messages pretty much tell you what the problems are if you understand the C compilation and linking process.
by PeterM
Mon May 28, 2007 7:09 pm
Forum: PSP Development
Topic: 2D Fighting Engine for PSP
Replies: 6
Views: 3364

Hehe, cracking a nut with a sledgehammer comes to mind!

Oh well, glad you got it working anyway. Good luck with your project, it sounds really cool.
by PeterM
Sat May 19, 2007 6:48 pm
Forum: PSP Development
Topic: Yeti3D port
Replies: 10
Views: 4092

Be3f wrote:You may ask PeterM for advice
Ha ha, thanks very much!
by PeterM
Fri May 18, 2007 7:47 pm
Forum: PSP Development
Topic: strange behavior when using psp-g++ without -fno-exceptions
Replies: 17
Views: 3386

I suspect it depends on your library order when linking.

I've not always used -fno-exceptions and I've still got my C++ code to link.
by PeterM
Wed May 16, 2007 3:35 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

There's no way to specify a game folder other than ID1, but you can probably replace the pak files with your own or add them on after pak1.pak. pak0.pak & pak1.pak - full Quake game pak2.pak = first pak from the mod pak3.pak = second pak from the mod etc You probably can't use mods with the shar...
by PeterM
Fri May 04, 2007 1:02 am
Forum: PSP Development
Topic: I'm working on Quake again, requesting some advice
Replies: 137
Views: 30725

For me, it's memory management. It really needs to be fixed.

I've no idea what Chris wants to work on or when he's got spare time.