Search found 646 matches

by Raphael
Sun Feb 28, 2010 11:38 pm
Forum: PSP Development
Topic: Does the PSP have an OS running in background?
Replies: 14
Views: 1480

SPAM!!!! i dislike it........ i would come to believe all modern consoles such as NDS, PSP, PS2 etc. would have an OS... just like windows, they have some sort of multimedia or application access interface, for example: the PSP and PS3 has the XMB, which is used to access system settings, apps, and...
by Raphael
Fri Feb 19, 2010 4:16 am
Forum: PSP Development
Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
Replies: 6
Views: 499

Therefore I'm setting the eventflag at eg. Bit 2 to 1 signal I want to change volume and mask the highword bits with the volume. However, if do something like this: for &#40;int i=0x800;i>0;i-=0x100&#41;&#123; sceKernelSetEventFlag&#40;evid, 0x2 | i <<16&#41;; &#125; Why do ...
by Raphael
Thu Feb 18, 2010 9:36 pm
Forum: PSP Development
Topic: Try to understand eventing on PSP (sceKernelWaitEventFlag)
Replies: 6
Views: 499

Re: Try to understand eventing on PSP (sceKernelWaitEventFla

Hi there, Are the flags cleared somehow ? I've tryied the flag PSP_EVENT_WAITCLEAR, tried sceKernelClearEventFlag but nothing seem to work. Yes, PSP_EVENT_WAITCLEAR will clear all bits in the event flag that matched when checking. I guess your problem is more towards how you actually check for the ...
by Raphael
Thu Feb 18, 2010 8:54 pm
Forum: PSP Development
Topic: What fps could achieved at maximum ?
Replies: 30
Views: 2406

Better yet, also fix your simulation thread to a fixed rate like 30 iterations/s or even less.
In most cases the physical calculations also get more numeric stability by doing fewer and bigger steps (plus the stability from constant steps).
by Raphael
Wed Feb 17, 2010 8:01 pm
Forum: PSP Development
Topic: Problems with sceGuSwapBuffers
Replies: 10
Views: 664

Re: Problems with sceGuSwapBuffers

Hi, When it is in the code it crashes the second time it hits it, or well not crashes the screen just stays black, no debugtext is shown afterwards I guess your DebugOutputWait is just a wrapper for pspdebug print? In that case your screen stays black, because the gu will overdraw your debug printi...
by Raphael
Wed Feb 10, 2010 9:05 pm
Forum: PSP Development
Topic: Z-Buffer precision - some artifacts
Replies: 9
Views: 718

Re: Z-Buffer precision - some artifacts

Hi there, In addition to that I've recognised that if you are drawing objects with transparency it seem to be importand that you call the draw methods for the objects in the right Z-Order (from back to front) as otherwise there will be nothing visible beyond the transparent object. Is this a "...
by Raphael
Tue Feb 02, 2010 7:57 pm
Forum: PSP Development
Topic: sceGuStart question
Replies: 2
Views: 329

1.) because the gu hardware requires aligned memory to be able to access it. And IIRC the buffer must even be 32bit aligned, since each single gu command is stored in one single 32bit value. 2.) because sceGuGetMemory just returns a memory location *inside* the display buffer that was given by the l...
by Raphael
Tue Jan 26, 2010 8:56 am
Forum: PSP Development
Topic: read buffer
Replies: 1
Views: 210

If you like having your programs reliability be one in a hot springs saturday new moon night, then this is a possible solution, yes.
If you want your program to just work as intended, get rid of all infinite loops.
by Raphael
Tue Jan 26, 2010 8:50 am
Forum: PSP Development
Topic: [SOLVED] sceCtrlReadLatch() strange behavior
Replies: 8
Views: 509

while(1)
There is the one and only reason why your program hangs up on exit. It has nothing to do with the *latch functions. Fix it and it will work.
by Raphael
Wed Jan 13, 2010 8:50 pm
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 1278

Either that, or if your objects are not tesselated enough to give good enough results, it comes down to lightmapping. In this case, yes, you need seperate (light) texture for each object, but those are relatively low-res, though require a two-pass texturing scheme. What you thought of was a one-pass...
by Raphael
Sat Jan 09, 2010 2:46 am
Forum: The Incredible Hall Of Shame
Topic: WTFH
Replies: 3
Views: 515

Then go ask SCE support :) We have nothing to do directly with the official SDK
by Raphael
Fri Jan 08, 2010 8:01 pm
Forum: The Incredible Hall Of Shame
Topic: WTFH
Replies: 3
Views: 515

launchys wrote:admin edit: <Some stuff about something>
...

can anybody help me with this error!!!
Don't try to build samples from leaked official SDK with the inofficial PSPSDK. We don't support anything of that here. Deserves a HoS...
by Raphael
Sun Jan 03, 2010 1:47 am
Forum: PSP Development
Topic: [Help] Problem in compiler
Replies: 3
Views: 460

Create the file or directory '_spawnvp' where ever it is supposed to be.

Without more information (what do you try to compile, what is your makefile...), there's nothing anyone here can do other than that.
by Raphael
Sat Jan 02, 2010 9:51 pm
Forum: PSP Development
Topic: VLF bugged?
Replies: 11
Views: 957

Take a closer look at your if statements: &#40;lang = PSP_SYSTEMPARAM_LANGUAGE_JAPANESE&#41; You don't do comparisons, but assignments there. A common mistake, that can be avoided by writing like this: &#40;PSP_SYSTEMPARAM_LANGUAGE_JAPANESE == lang&#41; If you ever forget to put the ...
by Raphael
Thu Dec 31, 2009 11:24 am
Forum: PSP Development
Topic: Double Pointer Allocation, and Validity Testing Errors?
Replies: 10
Views: 759

The method " ptr==strlen&#40;&#41; " is the CORRECT method, but it fails No. You cannot check the size of an allocated memory region like this. There are only two cases: a) The allocation succeeded, hence the pointer points to exactly the amount of allocated ram b) the allocation ...
by Raphael
Thu Dec 31, 2009 8:20 am
Forum: PSP Development
Topic: sounds
Replies: 4
Views: 534

I'd rather declare it as case 1. If you look through the (mostly complete) pspsdk docs, you won't find any function like that. That's because they don't exist. When the PSP plays the click sounds (or any other sounds for that matter), then it's a sound file (a .wav most of the time) being played bac...
by Raphael
Mon Dec 28, 2009 12:13 am
Forum: PSP Development
Topic: Eboot launch help
Replies: 25
Views: 1817

He doesn't even have a PSP to test his code on: http://www.psp-programming.com/forums/index.php/topic,4597.0.html So he's basically asking to get already working code and then find someone to test it for him. Nothing I will support really. @SALVAT10N: As I already told you on psp-programming, better...
by Raphael
Sat Dec 26, 2009 8:00 am
Forum: PSP Development
Topic: Rotating images with the GU?
Replies: 9
Views: 758

The only thing that is still wrong now, is that the vertices texture coordinates aren't set correctly, which *might* cause the particles to not appear, depending on the texture used. This should be correct: vertices&#91;0&#93;.x = -&#40;scale/2&#41;; vertices&#91;0&#93;.y = -...
by Raphael
Sat Dec 26, 2009 7:47 am
Forum: PSP Development
Topic: dest alpha
Replies: 2
Views: 388

PSP does not support destination alpha. The framebuffer alpha channel is used as stencil buffer bits. You can however use the clear enable bit to write to destination alpha at least through the primitives vertex color (as is done in sceGuClear to "clear" the stencil bits). sceGuSendCommand...
by Raphael
Sat Dec 26, 2009 6:16 am
Forum: PSP Development
Topic: Rotating images with the GU?
Replies: 9
Views: 758

1.) you seem to try to save some vertices for your particles, to build them all as one large triangle-strip and only adding the bottom-left and top-right vertex. This won't work . You need to render each particle as a seperate triangle-strip or triangle-fan with four vertices. The only option is to ...
by Raphael
Wed Dec 23, 2009 7:48 pm
Forum: PSP Development
Topic: [QUESTION] How to flush instruction cache?
Replies: 4
Views: 577

Following the description of cacheflush, it would rather be sceKernelDCacheInvalidateRange(*addr, size); sceKernelICacheInvalidateRange(*addr, size); or sceKernelDCacheWritebackInvalidateRange(*addr, size); sceKernelICacheWritebackInvalidateRange(*addr, size); depending on need. Write a wrapper func...
by Raphael
Tue Dec 22, 2009 4:50 am
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 1278

Who says shadow mapping depends on pixel shaders?
http://www.paulsprojects.net/tutorials/smt/smt.html
Also, there are other methods to achieve shadows that don't depend on shaders.
by Raphael
Sun Dec 20, 2009 7:47 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 736

void VID_SetPaletteHL&#40;unsigned char* palette&#41; &#123; ScePspRGBA8888 ALIGNED&#40;16&#41; d_8to24tableHL&#91;palette_size&#93;; // Convert the palette to PSP format. for &#40;ScePspRGBA8888* color = &d_8to24tableHL&#91;0&#93;; color < &d_8to24ta...
by Raphael
Sun Dec 20, 2009 6:26 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 736

Well... we see how the textures flicker, but we can't say what the reason is, since we don't know how you handle the palettes. Do you have them in sys ram or vram? Do you have all palettes in their own location and upload from there or do you copy to your global palette each texture swap? Do you set...
by Raphael
Sun Dec 20, 2009 5:30 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 1018

pspsdk/samples/gu is your first source of information. Afterwards, there are lots of open source graphical engines available, that you can learn from, like OSlib or triEngine to name only two. Using gu is very simple. It's just a matter of a little time investment to learn the concepts of a state ma...
by Raphael
Sat Dec 19, 2009 8:09 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 1145

Hi, (~50MB, assuming you're on a PSP 3k with the extended memory) I've seen on a wiki that the PSP-2000 has already 64MB of RAM. Is it possible to use this on PSP-2000 nearly complete ? Or is it limmeted to some value. Regards AnMaBaGiMa As far as I'm aware of, you have around 50MB of that availabl...
by Raphael
Sat Dec 19, 2009 8:06 am
Forum: PSP Development
Topic: Alpha blending to draw buffer?
Replies: 16
Views: 1018

Just for note: It should be 1-aalpha, if anything, for the common alpha blending behaviour.
Still, this software solution is stupid for anything else but learning how alpha blending works.
by Raphael
Thu Dec 17, 2009 6:28 am
Forum: PSP Development
Topic: out of core data storage
Replies: 5
Views: 453

What you talk about is not possible on the PSP, because it does not have an MMU, especially not one that is capable of memmapping files . So there is no direct way of pointer->file mapping, unless you write your own software layer, which pipes an smart pointer abstraction through sceIo function call...
by Raphael
Wed Dec 16, 2009 5:11 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 1145

Thanks for the explanation. But I still don't understand why the memory goes next to 0, if the defaults are 24MB and 64Kb. It should go to 26MB when called from the main app :-S That 24MB default was meant for PSPs with 32MB of RAM (24MB User memory + 8MB Kernel memory), while for the PSPs with 64M...
by Raphael
Tue Dec 15, 2009 9:40 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 1145

Well, the problem is not printf or your program running from a seperate thread or not - the problem is your misunderstanding of sceKernelTotalFreeMemSize() and the memory management of the PSP and the PSPSDK. When the first allocation takes place in an application, the heap with a specific size, def...