Search found 275 matches

by Kojima
Thu Sep 07, 2006 2:20 pm
Forum: PSP Development
Topic: which is the pastest 3D model to render?
Replies: 3
Views: 1957

I'd strongly reccomend the .b3d format. as it supports everything a game requires(It was designed with games in mind)

Check out www.blitzmax.com for specs. or alternately check out Synth3d for a loader I wrote. (Feel free to nick the code without crediting me)
by Kojima
Mon Sep 04, 2006 4:59 pm
Forum: General Discussion
Topic: Synthesis 3DMax (Formaly Raptor 3D) Commercial pc version.
Replies: 20
Views: 16465

Hi, Just a quick note to say the commercial pc versions of raptor(Now synthesis 3dmax) has been released for the price of 25 dollars. Just to be clear, the psp version will remain freeware, but if you'd like to be able to quickly test your code on pc/mac/lniux you might like to consider the commerci...
by Kojima
Tue Aug 29, 2006 3:39 am
Forum: PSP Development
Topic: Writing for multiple platforms?
Replies: 6
Views: 3074

I was too eager to see the game running on a pc, so I hard coded a port of raptor etc using vc2005 express and it works fine now. runs about 50x slower than the psp though, which is odd seeing as i have a g5. Just reinstalling my gfx drivers to be sure i did install them when i re-installed windows....
by Kojima
Mon Aug 28, 2006 5:19 am
Forum: PSP Development
Topic: Writing for multiple platforms?
Replies: 6
Views: 3074

Yes, very interesting, thanks.

What would you reccomend for cross platform mouse/keyboard input btw? Know of a lib thats cross-platform across mac/linux/win? (only look for mouse/keyboard input, not joypad)
by Kojima
Mon Aug 28, 2006 12:11 am
Forum: PSP Development
Topic: Writing for multiple platforms?
Replies: 6
Views: 3074

Writing for multiple platforms?

I'm just wondering, how easy would it be to have a project compile simultaniously (Either through one or two make calls) for both psp and pc? The codebase, is farly platform indepedent. Using glut to create the psp window, so to get to run on the pc i just need to write some input code probably usin...
by Kojima
Fri Aug 18, 2006 11:39 pm
Forum: PSP Development
Topic: Pvf(PspVideoFormat) Encoder/Playback library.
Replies: 20
Views: 11624

No I'm afraid I won't be releasing it. I'm happy for you include it luaplayer, but I don't know much about that guy's 2d library, never seen it before or even know where to get it.(I've only used luaplayer briefly to try out some demos) But as long as it can display a raw buffer in rgb format (1 byt...
by Kojima
Fri Aug 18, 2006 5:55 pm
Forum: PSP Development
Topic: GU_TRANSFORM_2D Question -- never mind --
Replies: 4
Views: 2669

Sounds like a z buffer issue. Try switching to orothogonal rendering then draw your 2d. Or try clearing the depth buffer. ( glClear( GL_DEPTH_BUFFER_BIT) )
by Kojima
Fri Aug 18, 2006 12:27 am
Forum: General Discussion
Topic: Synthesis 3DMax (Formaly Raptor 3D) Commercial pc version.
Replies: 20
Views: 16465

Hard to say without seeing your code. I can say the gui in raptor is fairly fast. In fact I'm using it to make a clone of Sensible World of Soccer, so the gui will rapidly by the next alpha with a lot more gadgets/lists etc.
by Kojima
Mon Aug 14, 2006 3:31 am
Forum: General Discussion
Topic: Synthesis 3DMax (Formaly Raptor 3D) Commercial pc version.
Replies: 20
Views: 16465

Here is alpha 4, dedicated to QJ net for mirroring all my releases :) http://www.savefile.com/files/9564904 Some of the new features/improvements include, -Infinitely faster animation system. Optimized to the absolute brink, the previous demo which ran at 21fps now runs at over 60fps (How much over ...
by Kojima
Sun Aug 13, 2006 4:31 am
Forum: PSP Development
Topic: ASM in C program? Include it externally? Some info plz?
Replies: 27
Views: 13057

Hmm, what about speed? Surely a maths intensive, logic intensive loop can be done at a faster pace in asm if you know what you're doing? (I don't :) )
by Kojima
Sun Aug 13, 2006 2:42 am
Forum: PSP Development
Topic: PMP VLC 0.0.9 Player
Replies: 578
Views: 845307

I'll give the firewall ago but I don't think it's that either tbh, since it already asked me if I wanted to unblock it. (unless there are other layers of security that need to be set manually) and yep, well not page not found, the usual 'you have tried to connect to 'blah blah' which is unavliable' ...
by Kojima
Sat Aug 12, 2006 11:36 pm
Forum: PSP Development
Topic: PMP VLC 0.0.9 Player
Replies: 578
Views: 845307

Any ideas? Do I have to do anything special to vlc other than the commandline? You're on windows? The only vlc cmdline parameter is "--extraintf=http" In pmp.ini try first with psp and pc both behind your router and set an ip for your vlc server (not a hostname). If that works it could be...
by Kojima
Sat Aug 12, 2006 10:15 pm
Forum: General Discussion
Topic: libmng
Replies: 1
Views: 2148

Nice, do you plan on doing any simple examples? (Sorry if they're already provided, havn't downloaded it yet.)
by Kojima
Sat Aug 12, 2006 4:37 am
Forum: PSP Development
Topic: ASM in C program? Include it externally? Some info plz?
Replies: 27
Views: 13057

I'm not sure if this applies to C as well (I use ++ exclusively) but this is how you include asm within a C++ program. void AddTest&#40;&#41; &#123; int num1=5; int num2=10; int out=0; int to = 5; float r17,r16; r16=0; r17=0; for&#40;int i=0;i<to;i++&#41; &#123; float res = n...
by Kojima
Sat Aug 12, 2006 4:35 am
Forum: PSP Development
Topic: Problem with a genuine randomizer
Replies: 27
Views: 8139

thanks, figured i could do it that way, just wondering if there was a fast build in func.
by Kojima
Sat Aug 12, 2006 3:56 am
Forum: PSP Development
Topic: Problem with a genuine randomizer
Replies: 27
Views: 8139

Is there a floating point random number generator in the psp sdk? (you know like on windows, where it returns between 0 and 1 and you just scale it into range yourself)
by Kojima
Sat Aug 12, 2006 3:53 am
Forum: PSP Development
Topic: PMP VLC 0.0.9 Player
Replies: 578
Views: 845307

Running into problems getting this to work. I've set up the ini, added the port to my router port forwarding list, and on starting the psp app and hitting right trigger, it connects perfectly, but when I hit select and goto video, it only lists the sole mp4 file i placed as told to in the instructio...
by Kojima
Thu Aug 10, 2006 4:20 am
Forum: PSP Development
Topic: Very wierd program behaviour - Compiler bugs?
Replies: 9
Views: 4151

Sounds easy enough. I'm sure I'll still manage to mess it up of course but can't blame anyone for that :)

As for jpeg, I believe ya, I'm just not used to these sorts of bugs. Too much time using C# and blitzmax for my own good :)
by Kojima
Wed Aug 09, 2006 10:47 pm
Forum: PSP Development
Topic: Very wierd program behaviour - Compiler bugs?
Replies: 9
Views: 4151

You maybe right, although I managed to locate the source of the problem. JPEG textures. I kludged my b3d loader to use the bmp loader when finding jpegs, and replaced zombie.jpg with a bmp by the same name, and now it works fine. So it appears either the jpeg library is broken, or I've made a mistak...
by Kojima
Wed Aug 09, 2006 8:24 pm
Forum: PSP Development
Topic: Makefile error including SDL - [NOT RESOLVED]
Replies: 8
Views: 3402

Did you try the Extern "C" thing? That usually solves unresolved links when using C++ (you havn't stated which you use)
by Kojima
Wed Aug 09, 2006 8:21 pm
Forum: PSP Development
Topic: Very wierd program behaviour - Compiler bugs?
Replies: 9
Views: 4151

Nah search the forums, there are quite a few cases of people with usb1.1 having problems with osolink. I did try it, compiled all the pc side apps etc, but as soon as it connects it trashes the usb connection and I have to reboot the pc to use usb again. As for overrunning an array etc, I doubt it a...
by Kojima
Wed Aug 09, 2006 7:53 pm
Forum: PSP Development
Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
Replies: 25
Views: 7920

So I was Right Jim. :) (Aside from vfpu which is not something I'm going to tackle just yet. Too many other bugs to sniff out) Tbh I didn't expect indirections to cause much slowdown..not unless psp differ vastly from pcs. Which I guess it does but still. Sib, thanks for the tip. I'm gonna leave it ...
by Kojima
Wed Aug 09, 2006 7:47 pm
Forum: PSP Development
Topic: Very wierd program behaviour - Compiler bugs?
Replies: 9
Views: 4151

Ah if only, psplink doesn't work for me. I think because my pc has usb1.1 instead of 2.0. So it could be pointers causing the problem huh? Have to admit I don't like the idea of replacing my pointers..In fact I don't even think I could, not without major major redesigns and going back to C which is ...
by Kojima
Wed Aug 09, 2006 7:43 pm
Forum: PSP Development
Topic: Very wierd program behaviour - Compiler bugs?
Replies: 9
Views: 4151

I just tried, Texture *ftex = new Texture&#40;"flare.jpg",JPEG&#41;; Logger->Log&#40;"Creating PE\n"&#41;; ParticleEngine * pe = new ParticleEngine&#40; NULL,1000 &#41;; Which loads the texture but does not assign, and now I see the particles again BUT the...
by Kojima
Wed Aug 09, 2006 7:22 pm
Forum: PSP Development
Topic: Very wierd program behaviour - Compiler bugs?
Replies: 9
Views: 4151

Very wierd program behaviour - Compiler bugs?

Hi, I'm experiencing very wierd behaviour in my C++ psp app. (Raptor) For example if I do this, ParticleEngine * pe = new ParticleEngine&#40; NULL,1000 &#41;; it runs fine. I can see my particles on screen and it does not crash. But if I change it to this, Texture *ftex = new Texture&#40...
by Kojima
Wed Aug 09, 2006 2:36 am
Forum: PSP Development
Topic: Stencil buffer shadows
Replies: 2
Views: 1659

Did you have any luck with them?
by Kojima
Wed Aug 09, 2006 2:32 am
Forum: PSP Development
Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
Replies: 25
Views: 7920

I dont use a vsync though, that's whats wierd. I even tried using a single buffer with no backbuffer but then I just got a blank screen. I just glClear to cls, and glutSwapBuffers. or glSwapbuffers. I suppose the vsync is being done by pspgl then? As for matrices, I did unroll everything. It's just ...
by Kojima
Wed Aug 09, 2006 2:29 am
Forum: PSP Development
Topic: Makefile error including SDL - [NOT RESOLVED]
Replies: 8
Views: 3402

Are you using C++? Alot of libs headers need extern "C" {} added around the code to work in C++.

If not, post the exact error and the makefile.

Also bear in mind order is important. Countless times I've had to add libs twice just to get the order right.
by Kojima
Tue Aug 08, 2006 11:59 pm
Forum: PSP Development
Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
Replies: 25
Views: 7920

You see Jim, I told you there were still ways to optimize it further. :P I've toyed with using asm, but I'm just not good enough with it tbh. I need to put some time aside to do some asm tests and get familar with the psp cpu. I was making some nice progress on the ps2 asm side then I got the psp an...
by Kojima
Tue Aug 08, 2006 4:44 am
Forum: PSP Development
Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
Replies: 25
Views: 7920

Jim, I challenge you to optimize it any further than I have. :) It's not even using two matrices now, all the 1,0s I don't even compute so you're right, just a bit late to the party :) float fx,fy,fz; fx=&#40;new_mat->grid&#91;0&#93;&#91;0&#93;*ovx&#41; + &#40;new_mat->gr...