Search found 114 matches

by weak
Sun Dec 17, 2006 2:39 am
Forum: PSP Development
Topic: particles what libraries and functions?
Replies: 6
Views: 2779

'particle system' is a rather lose term imo and is actually pretty implementation dependend.
if you search on google you'll find some apis, but i've no idea how good they are. just make your own ps

read the wiki entry to get an idea
http://en.wikipedia.org/wiki/Particle_system
by weak
Wed Nov 29, 2006 10:41 pm
Forum: PSP Development
Topic: Memory messed up question
Replies: 9
Views: 2984

Re: Memory messed up question

Ghoti wrote:Hi folks,
1.) How can i detect memoryleaks or what are typical errors made?
use a memory manager. like -> http://www.paulnettle.com/pub/FluidStud ... anager.zip
by weak
Fri Aug 11, 2006 9:16 am
Forum: PSP Development
Topic: Optimizing the GU (how to get best performances)
Replies: 12
Views: 7147

texture stripping would be another option
by weak
Tue Jun 20, 2006 5:22 am
Forum: PSP Development
Topic: sceAudiocodec anyone ?
Replies: 33
Views: 14286

hitchhikr wrote:Oki, i found out how to replay atrac3 files on 2.6, so never mind, thanks for the help.
would be nice if you could tell us how exactly :)
by weak
Sun Jun 18, 2006 11:05 pm
Forum: PSP Development
Topic: sceAudiocodec anyone ?
Replies: 33
Views: 14286

thx, you got pm.
by weak
Sun Jun 18, 2006 10:34 pm
Forum: PSP Development
Topic: sceAudiocodec anyone ?
Replies: 33
Views: 14286

actually i already have some code (thx tyr) that should load the modules and fix the imports in usermode.

just haven't found the time and a volunteer (with fw 2.x and gta) to test it. wanna volunteer? ;)
by weak
Sun Jun 18, 2006 9:40 pm
Forum: PSP Development
Topic: sceAudiocodec anyone ?
Replies: 33
Views: 14286

maybe you want to take a look at this topic ?
by weak
Thu Jun 15, 2006 8:31 am
Forum: PSP Development
Topic: Crashs after 3 restarts
Replies: 27
Views: 7980

thx for making that clear Jim.

@Ghoti:

hard to say what's exactly going wrong without seeing the whole source. but i'd suggest to read some stuff about the common errors with malloc on the wiki page. it should help you to get an idea what could be going wrong.
by weak
Thu Jun 15, 2006 6:35 am
Forum: PSP Development
Topic: Crashs after 3 restarts
Replies: 27
Views: 7980

Unix Manual Page for free(): If ptr is a null pointer, no action occurs. If a random number is passed to free(), the results are undefined. maybe that's wrong, never looked at the assembly of free(NULL), but if that's wrong someone should change the wiki entry of malloc and a load of other sources.....
by weak
Thu Jun 15, 2006 6:27 am
Forum: PSP Development
Topic: Crashs after 3 restarts
Replies: 27
Views: 7980

groepaz wrote: please, only because this works for you (for whatever reason), dont make it look like good or evem common practise. free() does _NOT_ handle null pointers.
at least you can check if the pointer is NULL before calling free. and as far as i know free(NULL) does nothing:
by weak
Thu Jun 15, 2006 5:42 am
Forum: PSP Development
Topic: Crashs after 3 restarts
Replies: 27
Views: 7980

(without knowing the code for "loadImage") it seems like the memory for the struct is dynamically allocated. so you should change the above code to: void freeImage(Image* image) { free(image->data); image->data = NULL; // obsolete free(image...
by weak
Thu Jun 15, 2006 5:10 am
Forum: PSP Development
Topic: Crashs after 3 restarts
Replies: 27
Views: 7980

that code does not set the pointer to NULL after calling free(). so a consecutive call to free(foobar) will crash because foobar is most likely pointing in the wild.

edit: and how is Image defined? are you sure you're not trying to free a pointer to a struct?
by weak
Thu Jun 15, 2006 4:57 am
Forum: PSP Development
Topic: Crashs after 3 restarts
Replies: 27
Views: 7980

no idea what "freeImage" does, but you can't free undefined stuff. so your pointers must at least be initialized with NULL and reset to NULL after freeing. free(NULL) will just generate a NOP and shouldn't affect your code.
by weak
Thu Jun 15, 2006 4:32 am
Forum: PSP Development
Topic: Crashs after 3 restarts
Replies: 27
Views: 7980

educated guess: you're not freeing all of the memory you allocate when either a) loading the menu b) loading the map just check the amount of free memory after load and you'll see which part (menu/game) eats your memory. then go through your allocs and make sure you free them properly before you loa...
by weak
Thu Jun 15, 2006 2:26 am
Forum: PSP Development
Topic: Help in Button event and Thread
Replies: 5
Views: 2146

Re: Help in Button event and Thread

can any1 show me how to create and handle button action? coz all the tutorial are in a forever loop to check if user press any key. maybe in a form of interrupt or whatsoever... pspsdk/src/samples/controller/basic that sample has a while loop ;) pspsdk/src/samples/kernel/threadstatus so basically: ...
by weak
Fri Jun 09, 2006 5:05 am
Forum: General Discussion
Topic: Callisto 0.2
Replies: 31
Views: 20598

currently we don't have anything to test, but i'll hook you both up if that changes. thx for the offer and thx for the bug report with the tree, i'll look into that. Also, how secure is your scores file to 'tampering'? well, good question :) there are some checksums to verify the score file wasn't a...
by weak
Wed Jun 07, 2006 1:43 am
Forum: General Discussion
Topic: Callisto 0.2
Replies: 31
Views: 20598

i love the 'award' idea. would be nice to get medals for destryoing 100% of the enemies, etc... and show that in the online scores.

and i like a lot of the other ideas too. definitely some good suggestions, thx again.
by weak
Mon Jun 05, 2006 10:48 am
Forum: General Discussion
Topic: Callisto 0.2
Replies: 31
Views: 20598

Your website (specifically the screenshot new window code (BAAD!) ) does not work in firefox... And I'm moving this to release announcements, since it seems to be the place for it? i'm using firefox 1.5.0.4 and it works quite good. and just move it plz. i just didn't want to start a new thread. @An...
by weak
Mon Jun 05, 2006 4:23 am
Forum: General Discussion
Topic: Callisto 0.2
Replies: 31
Views: 20598

Possible future improvements: 1. More levels (obviously ^_^ ) 2. Multi-player co-op (online co-op would be even better!) 3. More 'Options'/Options upgrade to more powerful versions once max number is reached. 4. Game remembers last name you input, so you don't have to re-type it each time. @2: mult...
by weak
Sun Jun 04, 2006 2:51 am
Forum: General Discussion
Topic: Callisto 0.2
Replies: 31
Views: 20598

update released. details at the top of the thread
by weak
Fri May 19, 2006 6:53 pm
Forum: PSP Development
Topic: How to write homebrew for v2.0 firmware
Replies: 23
Views: 28518

fanjita: how about atrac support? i know, loads of work for you, but a lot of games would benefit from atrac support ;)
by weak
Wed May 10, 2006 6:47 am
Forum: PSP Development
Topic: swizzle for 32 bit textures?
Replies: 2
Views: 2163

pixelformat doesn't matter for swizzeling.

more infos can be found in the wiki
by weak
Tue May 09, 2006 10:08 pm
Forum: PSP Development
Topic: Bricked PSP with 1.5
Replies: 31
Views: 15465

My problem was with the general attitude that its ok to encourage others to break the law because it 'only' hurts a faceless entity that it is perceived to have done wrong. And again, who can say that it does indeed break the law/void your warranty if you use homebrew software? If I write an EULA f...
by weak
Tue May 09, 2006 2:32 am
Forum: PSP Development
Topic: Bricked PSP with 1.5
Replies: 31
Views: 15465

People should grow up and stop suggesting that committing fraud is an acceptable thing to do. It isn't. Blackmailing people to buy a replacement unit by not offering an appropriate repair service or tools to reflash the psp yourself isn't much better imho. And I'm not sure if you could call that fr...
by weak
Sat May 06, 2006 11:45 pm
Forum: PSP Development
Topic: 16 bits & 32 bits indexed texture modes ?
Replies: 8
Views: 3477

oh, no idea what those could be used four.
by weak
Sat May 06, 2006 11:39 pm
Forum: PSP Development
Topic: 16 bits & 32 bits indexed texture modes ?
Replies: 8
Views: 3477

hitchhikr wrote:Yeah T4 & T8 make perfect sense but GU_PSM_T16 or GU_PSM_T32 nope (at least for me).
maybe my docs are out of date, but i don't see the modes you're talking about (GU_PSM_T16, GU_PSM_T32)
by weak
Sat May 06, 2006 11:33 pm
Forum: PSP Development
Topic: 16 bits & 32 bits indexed texture modes ?
Replies: 8
Views: 3477

as far as i know there are only T4 and T8 for indexed textures. so with a clut mode of GU_PSM_8888 and a T8 indexed texture, you're using 1byte indices to reference into a 32bit palette. so 1 pixel is represented by 1byte instead of 4... edit: T8 means 8bits to represent the index, not the color val...
by weak
Sat May 06, 2006 11:22 pm
Forum: PSP Development
Topic: 16 bits & 32 bits indexed texture modes ?
Replies: 8
Views: 3477

Re: 16 bits & 32 bits indexed texture modes ?

hitchhikr wrote: I fail to see the point behind these 2 texture modes (especially the later one), did i miss something obvious ?
indexed 32bit textures for example take only 1/4 of the size (+ max 256*4 bytes palette data) of a regular 32bit texture.
by weak
Thu Apr 20, 2006 7:30 am
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 41421

Re: ATRAC3 Player Sample

- There is a bug in which sometimes one of the threads cannot be created because the previous copy of the thread is already running (probably, because of a deadlock). seems like you have to delete the threads after they've finished (although you explicitly wait for end): sceKernelWaitThreadEnd&...
by weak
Thu Apr 20, 2006 4:40 am
Forum: PSP Development
Topic: ATRAC3 Player Sample
Replies: 76
Views: 41421

i'm just wondering how it's possible to encode your own at3 files. i tried that horrible sonic stage software from sony. you can convert your files to atrac3/atrac3plus with .oma ending. (maybe another container? i've got no idea). but doesn't seem like those files are recognized as atrac3 files. an...