You still just OR the address with 0x40000000.
Jim
Search found 476 matches
- Sun Jul 24, 2005 3:49 pm
- Forum: PSP Development
- Topic: Compiler Issue ( I think )
- Replies: 8
- Views: 2041
- Sun Jul 24, 2005 12:15 pm
- Forum: PSP Development
- Topic: Compiler Issue ( I think )
- Replies: 8
- Views: 2041
- Sun Jul 24, 2005 11:27 am
- Forum: PSP Development
- Topic: mikmod
- Replies: 3
- Views: 1623
- 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...
- Sun Jul 24, 2005 11:07 am
- Forum: PSP Development
- Topic: delphi and PSP?
- Replies: 5
- Views: 2014
- Fri Jul 22, 2005 8:00 am
- Forum: PSP Development
- Topic: Windows PSPSDK Help
- Replies: 43
- Views: 21326
- 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...
- 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;
Use memalign :-)
Jim
- Sun Jul 17, 2005 10:40 am
- Forum: PSP Development
- Topic: Problem
- Replies: 2
- Views: 1075
- 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...
- Sat Jul 16, 2005 10:15 pm
- Forum: PSP Development
- Topic: PSP compatibility
- Replies: 1
- Views: 2458
- Sat Jul 16, 2005 7:31 pm
- Forum: PSP Development
- Topic: PSPSOne or PSPcsx?
- Replies: 117
- Views: 279730
- Thu Jul 14, 2005 8:31 am
- Forum: PSP Development
- Topic: Anyone else had trouble with directory listing?
- Replies: 5
- Views: 2525
- Wed Jul 13, 2005 10:35 pm
- Forum: PSP Development
- Topic: Anyone else had trouble with directory listing?
- Replies: 5
- Views: 2525
- 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...
- 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...
- Tue Jul 12, 2005 12:07 am
- Forum: PSP Development
- Topic: SDKTest and the latest toolchain
- Replies: 4
- Views: 2244
- 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
to your main C file.
Jim
Code: Select all
int __errno = 0;
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
http://members.iinet.net.au/~jimshaw/PSP/stsoundgpl.zip
Jim
- Sun Jul 10, 2005 10:01 am
- Forum: PSP Development
- Topic: SDKTest and the latest toolchain
- Replies: 4
- Views: 2244
- 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...
- 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
then run the build again that will work.
Jim
Maybe if you do what it says, find libmikmod.a and do
Code: Select all
ranlib libmikmod.a
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 ...
- 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....
- Sat Jul 09, 2005 7:54 am
- Forum: PSP Development
- Topic: MikMod Module Player for PSP
- Replies: 26
- Views: 23017
- 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 ...