Search found 26 matches

by nullp01nter
Wed Feb 01, 2006 2:05 am
Forum: PSP Development
Topic: SVN update through a proxy ?
Replies: 9
Views: 3437

AFAIK the svn default server port is TCP/3690. As you said you're restricted to ports 80 and 21 (HTTP and FTP), there's little chance that you are able to use svn. The only (theoretical) solution is to set up an external tunnel server which accepts connections on either of these ports and redirects ...
by nullp01nter
Wed Feb 01, 2006 12:47 am
Forum: PSP Development
Topic: SVN update through a proxy ?
Replies: 9
Views: 3437

The FAQ on the subversion site mentions proxies, but can't find my local configuration file... The documentation for svn 1.2 states: http://svnbook.red-bean.com/nightly/en/svn-book.html#svn.ref.svn.sw Your configfile normally should be ".subversion" in your /home folder. Either you did no...
by nullp01nter
Tue Jan 31, 2006 1:06 am
Forum: PSP Development
Topic: Is there any working PSP Emulator?
Replies: 7
Views: 4131

I lose LOTS of time always sending the program to the PSP (even with FileAssistant), especially when it crashes (holding 10 seconds power button then power-on...). In this case it would help if you use PSPLINK. You need a working wifi connection (or build a SIO cable), and then you can run your sof...
by nullp01nter
Fri Jan 27, 2006 7:18 am
Forum: PSP Development
Topic: Reclaim the lost space on memory stick
Replies: 3
Views: 1520

The posted document look cool. I have one question though, do you know how to physically (not logically) read the memory stick (via PSP, not Windows or any other system)? Well, ..., no. I searched the SDK for some candidates to do that kind of "direct access", but as I understood, e. g. t...
by nullp01nter
Thu Jan 26, 2006 9:10 pm
Forum: PSP Development
Topic: Changing all the icons etc.
Replies: 9
Views: 4688

@Ghoti: With PBP Unpacker (and most likely with PSP Brew too - I didn't check that) you indeed can extract icons etc. from PBPs and you also can exchange things and make a new PBP out of that. I agree there are better tools to hack around with PBPs, especially when compiling. Then you should have so...
by nullp01nter
Thu Jan 26, 2006 7:55 pm
Forum: PSP Development
Topic: Changing all the icons etc.
Replies: 9
Views: 4688

You can try PBP Unpacker: http://www.pdc.me.uk/pbp/

Thoralt
by nullp01nter
Thu Jan 26, 2006 6:03 pm
Forum: PSP Development
Topic: Reclaim the lost space on memory stick
Replies: 3
Views: 1520

As I think it is a FAT32 filesystem (correct me if I'm wrong), you have to access the stick on a sector basis. Then you'll have to search for lost clusters (look here: http://staff.washington.edu/dittrich/misc/fatgen103.pdf for a description of FAT32). Alternatively you can try to fix it via USB (us...
by nullp01nter
Tue Jan 24, 2006 9:20 pm
Forum: PSP Development
Topic: New to PSP Dev..
Replies: 1
Views: 1152

Well, personally I do not use Lua. But as I understood you do not need such a complex compiler environment as for C/C++. Lua is interpreted by Lua player which is available for different platforms. So you can (with some tradeoffs) test your code e. g. on windows. Also you do not need to care about c...
by nullp01nter
Mon Jan 23, 2006 6:33 pm
Forum: PSP Development
Topic: Trouble with malloc()
Replies: 3
Views: 2339

@TyRaNiD: Thanks a lot. That PSP_HEAP_SIZE_KB did the trick (although allocating all 24 MB at once wasn't that clever for my first try :)) @|Sasuke|: If you read my posting closely, you might notice that in fact my source is compilable. If <malloc.h> was missing completely, then I wouldn't have been...
by nullp01nter
Mon Jan 23, 2006 7:51 am
Forum: PSP Development
Topic: Trouble with malloc()
Replies: 3
Views: 2339

Trouble with malloc()

Hi folks, I'm in big trouble with malloc(). I had a PSP project up and running which was allocating several hundreds of kilobytes. I loaded jpgs, a truetupe font, music and so on. But from yesterday on, almost all my malloc() calls fail. It is no longer possible to allocate 64k or more. I installed ...
by nullp01nter
Mon Jan 23, 2006 7:42 am
Forum: PSP Development
Topic: Slow PNG encode? Memory stick issue?
Replies: 30
Views: 7400

Normally you use this if you declare your data in your code, e. g.:

Code: Select all

unsigned char __attribute__&#40;&#40;aligned&#40;16&#41;&#41;&#41; ucData&#91;256&#93;;
This reserves a chunk of memory (statically) which is aligned at 16 bytes.

Thoralt
by nullp01nter
Mon Jan 23, 2006 7:39 am
Forum: PSP Development
Topic: missing build.mak
Replies: 4
Views: 1675

I don't know which tutorial you tried, but maybe you also should read this one: http://www.scriptscribbler.com/psp/tutorials/lesson01.htm And no, I don't think it would help if anyone sends you his build.mak, because in your installation something seems to be wrong. There will be more errors, I thin...
by nullp01nter
Mon Jan 23, 2006 5:40 am
Forum: PSP Development
Topic: Slow PNG encode? Memory stick issue?
Replies: 30
Views: 7400

Try __attribute__((aligned(64)))

Thoralt
by nullp01nter
Fri Jan 20, 2006 9:02 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 252669

Damn that looks great, might have to build one myself. Few questions though, is the audio passed straight through (I assume it is)? And is it actually bus powered, i.e. would we even need to init the power from the SIO port to use it, if not that would cut 2 seconds off psplink reboot times ;) If y...
by nullp01nter
Fri Jan 20, 2006 8:37 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 252669

I like it. If you were to use something like the FT232R, you could get rid of a bunch of components and have true 2.5v logic output. I think I'll go cancel my order for a bunch of max3319s and make cables like this instead. :) Wow! That's it! This is what I need to have :) This chip is rather new, ...
by nullp01nter
Fri Jan 20, 2006 7:22 am
Forum: PSP Development
Topic: Slow PNG encode? Memory stick issue?
Replies: 30
Views: 7400

@bulb: You may want to try PSPLINK to have proper logging support. You either have to setup a Wifi network for this or get (or build) a SIO to PC converter. You then can use printf() to print logging statements to stdout and they will appear on your serial console or telnet. Have a look here: http:/...
by nullp01nter
Fri Jan 20, 2006 7:13 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 252669

Hi there, I just wanted to refresh the topic a bit. Due to the discussion whether SIO or wifi I decided to get a SIO connector. Only problem: No serial port on my laptop. Also I didn't want to spend money for a USB2Serial converter, so I ended up constructing this here: http://www.thoralt.de/project...
by nullp01nter
Mon Jan 16, 2006 7:06 am
Forum: PSP Development
Topic: DEV-C++ help..
Replies: 2
Views: 1212

You can try the google cache (although the pictures are missing):
http://66.249.93.104/search?q=cache:vQe ... /ljbuesch/
by nullp01nter
Sat Jan 07, 2006 7:27 am
Forum: PSP Development
Topic: Weird bug
Replies: 6
Views: 1883

To find out more about printf and what types of data you can output with it you may want to have a look at http://en.wikipedia.org/wiki/Printf - they have a quite good summary there.

Thoralt
by nullp01nter
Sat Jan 07, 2006 6:46 am
Forum: PSP Development
Topic: Weird bug
Replies: 6
Views: 1883

im using my print b/c it using a bitmap font, and displays over what I have, its not like the printf that displays debug info. This might be true, but what Nige suggested is not to prepare your string with that somehow ugly "if(i<10){month[0] = 32; month[1] = i+48; }else{month[0] = 49; month[1...
by nullp01nter
Sat Jan 07, 2006 6:25 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 252669

To answer your questions: Is there a simple example of a program you can build which doesn't work so I can look at it, or at least a description of what _you_ have to do to make elfs work. [Edit] Just found your very explanative article "Building PRXes in PSPSDK", so the build questions ar...
by nullp01nter
Fri Jan 06, 2006 7:53 am
Forum: PSP Development
Topic: PSPLINK
Replies: 313
Views: 252669

Hi TyRaNiD, I wonder why this thread isn't full of enthusiastic and totally thrilled developers jumping on your tool. For me it's something which really decreases my turnaround times a lot (before it was always the procedure enabling usb, scrolling right, starting app, waiting for gameboot...). Now ...
by nullp01nter
Fri Jan 06, 2006 2:44 am
Forum: PSP Development
Topic: Compiling in cygwin problem
Replies: 1
Views: 1013

Try http://www.scriptscribbler.com/psp/tuto ... sson01.htm - follow every step. It worked. Not only for me.

Thoralt
by nullp01nter
Thu Jan 05, 2006 5:54 am
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 3530

Just a short summary explanation: The CPU of your PSP is executing your code and working on your data in normal RAM. Because this is slow, the CPU internally caches parts of that slow RAM. It can happen, that data is not instantly written back to RAM if you updated some variable (keyword "dirty...
by nullp01nter
Wed Jan 04, 2006 7:54 am
Forum: PSP Development
Topic: 3d-objects on psp ... what did i miss?
Replies: 5
Views: 2210

@LuMo:Sounds like you copied "GU_INDEX_16BIT|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D" as the _only_ parameter to the function. You have to keep the other parameters. Try this: sceGumDrawArray&#40;GU_TRIANGLES, GU_INDEX_16BIT|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D, number...
by nullp01nter
Wed Jan 04, 2006 7:45 am
Forum: PSP Development
Topic: problem making my own raw files
Replies: 12
Views: 3530

Seems like you have a problem with the cache. Read http://www.goop.org/psp/cache-howto.html
You'll see some vertices looking fine, but others are way off in space. You'll see most of your texture, but chunks of it are missing or junk.
Maybe this helps.

Thoralt