Search found 476 matches

by Jim
Sun Jul 24, 2005 3:49 pm
Forum: PSP Development
Topic: Compiler Issue ( I think )
Replies: 8
Views: 2041

You still just OR the address with 0x40000000.
Jim
by Jim
Sun Jul 24, 2005 12:15 pm
Forum: PSP Development
Topic: Compiler Issue ( I think )
Replies: 8
Views: 2041

THING vertex[10]; THING *uncachedvertexptr = (THING *)(((unsigned int)vertex)|0x40000000); Always access vertex through unchachedvertexptr or call sceKernelDcacheWriteBackAll(); before starting the GU. T...
by Jim
Sun Jul 24, 2005 11:27 am
Forum: PSP Development
Topic: mikmod
Replies: 3
Views: 1623

From the docs for mikmod (untested code) SAMPLE *sound01; int voice; MikMod_RegisterLoader(load_wav); sound01 = WAV_LoadFN("sound01.wav"); voice = MikMod_PlaySample(sound01, 0, 0); //enable the mixer playing=1; //delay while sound plays //use...
by Jim
Sun Jul 24, 2005 11:13 am
Forum: PSP Development
Topic: Compiler Issue ( I think )
Replies: 8
Views: 2041

0x8a3f278 is a cached address. 0x48a3f278 is an uncached address. They both reference the same memory location, except the latter bypasses the CPU cache. Since the GU isn't aware of the CPUs cache, you need to use uncached addresses to make sure it can see the last thing you wrote. Either that or yo...
by Jim
Sun Jul 24, 2005 11:07 am
Forum: PSP Development
Topic: delphi and PSP?
Replies: 5
Views: 2014

C++ works with pspsdk too. STSound YM player is partially C++.

Jim
by Jim
Fri Jul 22, 2005 8:00 am
Forum: PSP Development
Topic: Windows PSPSDK Help
Replies: 43
Views: 21326

Your SDK is too old. You need to get the one from subversion.
Jim
by Jim
Fri Jul 22, 2005 12:10 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 279730

wrt to PS1 games running in 640x480 and demos running in 320x240. I think you'll find that many games boot into the hi-res mode to show logos and things, then drop back to low-res for the 3d. The PS1 really couldn't manage a high-res textured output. Also, 640x480 is often, if not always, interlaced...
by Jim
Tue Jul 19, 2005 6:29 pm
Forum: PSP Development
Topic: Useful aligned malloc function
Replies: 4
Views: 1707

Code: Select all

ptr = (void*)malloc(size + alignSize + sizeof(void*)); 
alignedPtr         = (void**)((int)(ptr) & 0xfffffff0);
*alignedPtr++       = ptr;
ooh, nasty bug :-p
Use memalign :-)

Jim
by Jim
Sun Jul 17, 2005 10:40 am
Forum: PSP Development
Topic: Problem
Replies: 2
Views: 1075

Your pspsdk is out of date.
PSP_CTRL_SELECT is in the newer one, CTRL_SELECT is in the elder.

Jim
by Jim
Sun Jul 17, 2005 10:34 am
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 279730

jal mysub xor $1, $3, $2 addiu $1,$0,$0 In this case, xor will be executed before the jal is taken, and addiu will be executed by the time the function returns. That is, jumps are delayed by one cycle. That's not really correct, the jal is executed first and the xor is executed second, before the f...
by Jim
Sat Jul 16, 2005 10:15 pm
Forum: PSP Development
Topic: PSP compatibility
Replies: 1
Views: 2458

The games will play, the UMD movies may be region locked.
As to whether two different region versions of the games will play over network, the only way to guarantee that would be if you both have US versions, or both UK or both Oz. It might work if you mix them up, but there's no promises.

Jim
by Jim
Sat Jul 16, 2005 7:31 pm
Forum: PSP Development
Topic: PSPSOne or PSPcsx?
Replies: 117
Views: 279730

jr ra
by Jim
Thu Jul 14, 2005 8:31 am
Forum: PSP Development
Topic: Anyone else had trouble with directory listing?
Replies: 5
Views: 2525

Interesting you say that, because you are able to use the same buffer over and over again with only setting dir.file[0]='\0' (emptying the filename) without memsets in between, but that doesn't work on its own.
Just luck I suppose.

Jim
by Jim
Wed Jul 13, 2005 10:35 pm
Forum: PSP Development
Topic: Anyone else had trouble with directory listing?
Replies: 5
Views: 2525

It gets unhappy if findData is on the stack. Make it a global and it works ok. I found this out by trial and error. I have no idea why it works this way.

JimS
by Jim
Tue Jul 12, 2005 8:55 pm
Forum: PSP Development
Topic: MikMod Module Player for PSP
Replies: 26
Views: 23017

I think all those things are desirable, along with playlists, shuffle and all the other wonders of media player. The graphics are crap, and just an experiment, I don't think they're going to flatten the battery too quick. I'll have to learn how the blitter library works for next time. Thanks for the...
by Jim
Tue Jul 12, 2005 8:40 pm
Forum: PSP Development
Topic: Image conversion (BMP2PSP / BMP2c) resulting in corruption?
Replies: 6
Views: 2145

bmp's not a very nice format. I see that bmp2c only works on 256 colour bitmaps. bmp (in a file) has a requirement that each scanline is padded to 32bits (4 pixels). bmp2c doesn't do this properly. The only way to fix it without changing bmp2c is to make your graphic a multiple of 4 pixels wide. Tha...
by Jim
Tue Jul 12, 2005 12:07 am
Forum: PSP Development
Topic: SDKTest and the latest toolchain
Replies: 4
Views: 2244

Fair comment, PSPSDK is under fervent development at the moment.
But where does one discover what happened to 'g_elf_name' for instance?
Am I being dense?

Jim
by Jim
Mon Jul 11, 2005 8:17 am
Forum: PSP Development
Topic: BLARGH! Won't compile!
Replies: 10
Views: 5029

Until the sdk is fixed for __errno just add

Code: Select all

int __errno = 0;
to your main C file.

Jim
by Jim
Sun Jul 10, 2005 4:02 pm
Forum: PSP Development
Topic: YM Module Player for PSP
Replies: 4
Views: 8691

V1.1 Updated with file browser and binary release here
http://members.iinet.net.au/~jimshaw/PSP/stsoundgpl.zip

Jim
by Jim
Sun Jul 10, 2005 10:01 am
Forum: PSP Development
Topic: SDKTest and the latest toolchain
Replies: 4
Views: 2244

I got that too. I reverted back to the 1.0 beta .zip distro. Perhaps the svn is inconsistent right now (or 24 hours ago)?

Jim
by Jim
Sun Jul 10, 2005 9:45 am
Forum: PSP Development
Topic: MikMod Module Player for PSP
Replies: 26
Views: 23017

Thanks! That's a good idea. What I think I'll do today is build a proper file selection graphical front end for both MikMod and the YM players and put up a src+binary release. Are there any directory scanning APIs or is it going to be easier to use a playlist? edit: Another question, maybe it will b...
by Jim
Sat Jul 09, 2005 4:18 pm
Forum: PSP Development
Topic: MikMod Module Player for PSP
Replies: 26
Views: 23017

I'm sorry, I don't know what's wrong there.
Maybe if you do what it says, find libmikmod.a and do

Code: Select all

ranlib libmikmod.a
then run the build again that will work.

Jim
by Jim
Sat Jul 09, 2005 4:15 pm
Forum: PSP Development
Topic: YM Module Player for PSP
Replies: 4
Views: 8691

YM Module Player for PSP

I've ported the ST-SOUND GPL YM music player. It should be able to play all those old Atari ST and Spectrum 128 YM tunes. Original source can be found here http://leonard.oxg.free.fr/StSoundGPL.html PSP source can be found here http://members.iinet.net.au/~jimshaw/PSP/stsoundgpl.zip The module name ...
by Jim
Sat Jul 09, 2005 1:16 pm
Forum: PSP Development
Topic: MikMod Module Player for PSP
Replies: 26
Views: 23017

Looks like however you unzipped it has messed up the file dates. Try using the 'touch' utility to fix them. eg. cd playercode touch mdreg.c also, if it doesn't build clean in one go, use ./clean-mikmod.sh FYI I just put the zip file in the samples folder and did unzip mikmod-3.0.3.zip cd mikmod-3.0....
by Jim
Sat Jul 09, 2005 7:54 am
Forum: PSP Development
Topic: MikMod Module Player for PSP
Replies: 26
Views: 23017

Fine here. :-/
Jim
by Jim
Sat Jul 09, 2005 7:11 am
Forum: PSP Development
Topic: MikMod Module Player for PSP
Replies: 26
Views: 23017

MikMod Module Player for PSP

I've ported MikMod module player V3.0.3 to PSP. I think this about the last version released before the player GUI was split from the actual player, c1999. I can't find any current maintainer to submit changes to. It will play most MOD, XM, IT, S3M, STM, MTM, 669, FAR, DSM, MED, ULT and UNI tracker ...