Search found 22 matches

by lokust
Tue Aug 15, 2006 5:50 pm
Forum: PSP Development
Topic: Setting up Eclipse + PSPLink + GDBServer debugging
Replies: 20
Views: 21394

It's on svn. You can force the toolchain script to download & build it by supplying the -e -d flags.
by lokust
Sat Aug 05, 2006 3:25 pm
Forum: PSP Development
Topic: integrating psp-gdb with visual studio 2005
Replies: 0
Views: 1203

integrating psp-gdb with visual studio 2005

Does anyone know how to go about integrating psp-gdb with visual studio?
by lokust
Sat Jul 15, 2006 1:55 pm
Forum: PSP Development
Topic: Setting up Dev-C++ with PSPSDK
Replies: 64
Views: 49285

Has anyone been able to integrate gdb with dev-c++?
by lokust
Thu Jun 22, 2006 9:55 am
Forum: PSP Development
Topic: How to compile, link and transfer PSP programs from VS.NET
Replies: 71
Views: 111704

rasmus - Thank you for putting this together, its been really helpful, especially for a visual studio junky like myself.

Would it be possible to integrate gdb as well? If you could point me to any relevant docs I would appreciate it - currently wading through loads of msdn crap trying to find info.
by lokust
Fri Jun 16, 2006 7:23 am
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

(This is all just conjecture though.... Maybe I shouldn't post it....) No, thank you! That's good info, I will look into it a bit more. problem might be that on fw2.0+ the global constructors dont get called (see eloader docs for details), so you gotta call them manually. Also interesting, I am how...
by lokust
Fri Jun 16, 2006 5:49 am
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

Raphael wrote:Allotgether, PSP dev seems to be much more open to random missbehaviour than PC development :)
So I am learning ;)

Any idea why creating the CTime object on the heap would fix the problem? Maybe dodged some cache mishandling that way?
by lokust
Fri Jun 16, 2006 3:49 am
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

Raphael wrote:In either case, checking for divisors to be non-zero should be done to get on the safe side in every case.
Yeah, I suppose I should do that ;) But wouldnt a dbz always crash, and not just produce strange graphical errors?
by lokust
Fri Jun 16, 2006 2:13 am
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

Just a quick guess: Check for fCurMs and tickRes to be != 0 to get sure. However, tickRes should be a constant, no? Btw: is GetTickRes() and GetElapsedTime() returning a u32/u64 or float? Yes, ideally tickRes would be constant (well, ideally I wouldnt need it at all), however I was playing with ret...
by lokust
Fri Jun 16, 2006 12:38 am
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

Here is my entire render loop: while(!done) { sceKernelDcacheWritebackInvalidateAll(); mySprite->SetTopLeftUV(mySprite->GetImageCoords().x+5.0f,mySprite->GetImageCoords().y); mySprite->SetBottomRightUV(m...
by lokust
Fri Jun 16, 2006 12:06 am
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

It appears sometimes it is if I call the accessor more than once, if I call it once and save the value, then use that _sometimes_ it works.
by lokust
Thu Jun 15, 2006 11:58 pm
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

Not if it's just returning a reference, but yes if you dereference that reference. Its just returning a reference. I have this same problem with this simple acessor in a timer class: const u32 &GetTickRes() const { return m_iTickRes; } I have tried inlining, no...
by lokust
Thu Jun 15, 2006 11:45 pm
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

And apparently this is becoming an issue with every class I write. Acessors crash. Anyone else writing C++ code for the PSP?
by lokust
Thu Jun 15, 2006 11:38 pm
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

PeterM wrote:Hmm weird one. Is the 'this' pointer null?
Nope, otherwise the second should crash just the same Im pretty sure.
by lokust
Thu Jun 15, 2006 10:18 pm
Forum: PSP Development
Topic: Convert LUA to C! IT WORKS!!!!!!!!
Replies: 5
Views: 1981

It's probably storing some form of compiled lua bytecode, I thought this was always possible if you didn't want to keep text scripts around? It's been a while since I touched the lua sdk... (obviously you still need the interpreter/environment, duhh) Yeah, supposedly you can pre-compile your lua sc...
by lokust
Thu Jun 15, 2006 10:12 pm
Forum: PSP Development
Topic: Crash When Calling Accessor
Replies: 17
Views: 4058

Crash When Calling Accessor

I have the following acessors in my class, the first set crashes the PSP whenever I call it: const ScePspFVector2 GetTopLeftUV() const; const ScePspFVector2 GetBottomRightUV() const; const ScePspFVector2 CSprite::GetTopLeftUV() const &a...
by lokust
Wed Jun 14, 2006 12:18 pm
Forum: PSP Development
Topic: Texutre Matrix Problems
Replies: 0
Views: 885

Texutre Matrix Problems

I am trying to transform u,v texture coordinates using the texture matrix, however it seems to transform the vertices still and not the uv's. Maybe I am not setting the texture matrix properly? I do this during intialization: sceGuTexMapMode(GU_TEXTURE_MATRIX, 0, 0); And this before ...
by lokust
Tue Jun 13, 2006 12:15 am
Forum: PSP Development
Topic: Rotating Image & Keeping Perspective
Replies: 1
Views: 949

Oh man, nevermind. Got it sorted, very simple.
by lokust
Mon Jun 12, 2006 10:42 pm
Forum: PSP Development
Topic: Rotating Image & Keeping Perspective
Replies: 1
Views: 949

Rotating Image & Keeping Perspective

What is the best way to handle image rotation and perspective? If you dont use a square viewport, when you rotate, your image is skewed. Any good ways around this?
by lokust
Tue May 30, 2006 7:16 am
Forum: PSP Development
Topic: Portage of Nehe tutorials 1 to 10 for PSPGL (v0.1)
Replies: 10
Views: 9162

Is PSPGL a replacement for the drawing routines in the SDK?
by lokust
Sun May 28, 2006 9:09 am
Forum: PSP Development
Topic: Buying PSP: Best to look for 1.5 firmware?
Replies: 4
Views: 1486

Thanks for the info moonlight. Guess I will start my hunt ;)
by lokust
Sun May 28, 2006 8:55 am
Forum: PSP Development
Topic: Buying PSP: Best to look for 1.5 firmware?
Replies: 4
Views: 1486

Re: Buying PSP: Best to look for 1.5 firmware?

Even if fanjita is doing a great job, the native support of loading elf's will be always better. Also, you'll have probably more free memory. And well, you also have the beautiful kernel mode where you can play with the internals of the firmware :) ^^ You are referring to 1.0, 1.5, and downgradable...
by lokust
Sun May 28, 2006 7:36 am
Forum: PSP Development
Topic: Buying PSP: Best to look for 1.5 firmware?
Replies: 4
Views: 1486

Buying PSP: Best to look for 1.5 firmware?

Hey,

I am thinking about buying a PSP and definatley want to develope for it. Would it be best to find one with 1.5 firmware, or should I be ok with 2.0+ using the GTA hack? It seems solid, but since I have no experience I would like to hear from some others.

Thanks!