Search found 87 matches

by anmabagima
Wed Jan 13, 2010 5:35 pm
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 19676

Hi,

did you mean shadow which is precalculated into the textures already ?
This may be difficult as you may need a seperate texture for each object, don't you ?
by anmabagima
Wed Jan 13, 2010 5:32 pm
Forum: The Incredible Hall Of Shame
Topic: easiest way to install Mac OS X on a PC
Replies: 2
Views: 12795

Hi,

this is the wrong forum for asking these questions!
by anmabagima
Mon Jan 11, 2010 7:39 pm
Forum: PSP Development
Topic: shadows...
Replies: 12
Views: 19676

Hi,

your example looks very much complicated. I've tried the one delivered with the SDK. This looks more clear to me and I'v already adopted it for my 3D scenes.

I guess some more inline comments would help some times to understand way you are doing certain things in they way you do ;)
by anmabagima
Fri Jan 08, 2010 10:27 pm
Forum: PSP Development
Topic: Connection to AP, nothing happens
Replies: 6
Views: 2926

Hi, quite interesting - what would be the purpose of such code ? However, if this is the case you would not need any callback setup i guess, but you need to call the exit method at the end of your code, which will end your homebrew as needed. regarding the text on your screen: Have you mapped the fu...
by anmabagima
Fri Jan 08, 2010 9:19 pm
Forum: PSP Development
Topic: Connection to AP, nothing happens
Replies: 6
Views: 2926

Hi, in your main function there seem to be no main loop running until the home button was pressed. The last statement before exiting should be: sceKernelExitGame(); the main loop should look like: while(running()){ //do all your stuff here mai...
by anmabagima
Sat Jan 02, 2010 4:34 am
Forum: PSP Development
Topic: Help Please...lost all cpp files...how to decompile from .o?
Replies: 4
Views: 2930

Hi,

thanks. I've tried this out, but it seem to be much more easy to start from scratch as it may take me more time to convert the asm code back to readable c/c++ code ;o)

Meanwhile: happy new year ;)
by anmabagima
Wed Dec 30, 2009 11:50 pm
Forum: PSP Development
Topic: Help Please...lost all cpp files...how to decompile from .o?
Replies: 4
Views: 2930

Hi,
thanks. I havn't expected to recieve full source code. Some assembler may be enough unless it would be possible to see which methods or functions they are located in (debug info).

Any tools known ? pspdecompile needs an ELF, but i've only the .o-files
by anmabagima
Wed Dec 30, 2009 2:11 am
Forum: PS2 Development
Topic: decompile elf file
Replies: 10
Views: 11198

Hi,

are you still part of this forum ? If this is tha case would you be able to help in decompile PSP .O files into somehow readable code, asm or what ever, as I've completely deleted my cpp sources due to an typo in my makefile.

Thanks..
by anmabagima
Wed Dec 30, 2009 1:47 am
Forum: PSP Development
Topic: Help Please...lost all cpp files...how to decompile from .o?
Replies: 4
Views: 2930

Help Please...lost all cpp files...how to decompile from .o?

Hi there, unfortunately I've deleted all my cpp source file of my current project due to a mistake in my make file. My DataRecovery file was unable to detect them. As there is currently no elf or PRX file available, but compiled .o files, is there a way to "decompile" these file to get the...
by anmabagima
Sat Dec 19, 2009 8:39 am
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 21800

Hi,

this confirmation is enough for me.

Thanks.

Regards...
by anmabagima
Fri Dec 18, 2009 11:00 pm
Forum: PSP Development
Topic: RAM issue with PRX modules
Replies: 12
Views: 21800

Hi,
Raphael wrote: (~50MB, assuming you're on a PSP 3k with the extended memory)
I've seen on a wiki that the PSP-2000 has already 64MB of RAM.
Is it possible to use this on PSP-2000 nearly complete ? Or is it limmeted to some value.

Regards
AnMaBaGiMa
by anmabagima
Fri Dec 18, 2009 5:41 pm
Forum: PSP Development
Topic: Sockets - weirdest thing ever
Replies: 5
Views: 2649

Hi, it's difficult to solve. The first question was: does the client really connect ? If the is the case you can check further, but please bare in mind that the repeated call of recv(....) within your loop wouldn't help unless you have the accept called before. I'm not 100% certain, but I guess that...
by anmabagima
Thu Dec 17, 2009 6:00 pm
Forum: PSP Development
Topic: Sockets - weirdest thing ever
Replies: 5
Views: 2649

Hi, I'm uncertain about your client code but your Server seem not to accept any calls. You are calling "listen" to switch to listen mode, but this would not "hold" your thread until a client connects. You need to do a loop where you are checking whether a client has connected or ...
by anmabagima
Thu Dec 17, 2009 5:39 pm
Forum: PSP Development
Topic: out of core data storage
Replies: 5
Views: 8910

Hi,

thanks to all for the valuable statements.

Regards
AnMaBaGiMa
by anmabagima
Thu Dec 17, 2009 6:59 am
Forum: PSP Development
Topic: out of core data storage
Replies: 5
Views: 8910

Hi, thanks. I will try this. But "my" FILE structure looks pretty much different: typedef __FILE FILE; struct __sFILE { unsigned char *_p; /* current position in (some) buffer */ int _r; /* read space left for getc() */ int _w; /* write space left f...
by anmabagima
Thu Dec 17, 2009 2:42 am
Forum: PSP Development
Topic: out of core data storage
Replies: 5
Views: 8910

out of core data storage

Hi there, I'm not sure whether this post has the right subject or not. However, I've seen articles on the web discussing "out of core data storage" which some PC OS/applications are capable of. This mean that in the case the application need to process huge ammount of data it is not loaded...
by anmabagima
Mon Dec 14, 2009 6:11 am
Forum: PSP Development
Topic: How to detect memory leaks ?
Replies: 9
Views: 3975

Memory leaks do not cause program crashes, unless your program comes to the point where it trys to allocate more memory which then fails and your program not handling that case properly. If you are really concerned about memory leaks, a debug memory manager will help you detect those. One can be fo...
by anmabagima
Mon Dec 14, 2009 6:09 am
Forum: PSP Development
Topic: How to detect memory leaks ?
Replies: 9
Views: 3975

m0skit0 wrote:Good programming prevents memory leaks.
You are absolutely right, but as human's we do make mistakes. And you could even search hours for this one or even get some help of tools, if there are some ;)
by anmabagima
Mon Dec 14, 2009 3:59 am
Forum: PSP Development
Topic: How to detect memory leaks ?
Replies: 9
Views: 3975

How to detect memory leaks ?

Hi there, I've set up my own GU homebrew. I tried to clear all instances I've initiated. However, sometimes the PSP crashes where I guess the root cause may be memory leaks. Is there a possability to detect memory leaks ? I'm using minpsp and eclipse as development environment. Thanks for any hints....
by anmabagima
Sun Dec 13, 2009 7:42 am
Forum: PSP Development
Topic: Change Color during rendering with fixed mesh
Replies: 2
Views: 1846

Hi, thanks for the tip. I guess sceGuModelColor(0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff); does also the trick. I've had a mistake in my code. Thanks. I will try out your solution as well as I feel difficult to set the ModelColor back to the previus color as I do not want to get the effect on ...
by anmabagima
Sun Dec 13, 2009 6:29 am
Forum: PSP Development
Topic: Change Color during rendering with fixed mesh
Replies: 2
Views: 1846

Change Color during rendering with fixed mesh

Hi there, I've a sphere in my scene which usually is white. The scene consists of an white light source. The Spheres Material is set as following: sceGuColorMaterial(GU_DIFFUSE); Depending on condition I would like to render the sphere in red, but I do not want to manipulate the colo...
by anmabagima
Thu Dec 10, 2009 10:59 pm
Forum: PSP Development
Topic: Bump Mapping with GU
Replies: 5
Views: 3039

Hi,

thanks for the link. I will check that out.

Regards
by anmabagima
Thu Dec 10, 2009 7:13 am
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 5310

Hi,

thanks. I've found what I need ;o)
by anmabagima
Thu Dec 10, 2009 6:53 am
Forum: PSP Development
Topic: Bump Mapping with GU
Replies: 5
Views: 3039

Hi,

thanks. That is not what I've hoped to hear. Did you have expiriences with "fake" bump mapping ? Is there a best practice available ?

Thanks.
by anmabagima
Thu Dec 10, 2009 5:29 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 12860

Wow

Hi,

this really looks amazing. You are starting porting Windows onto PSP ?
Good stuff. I hav't seen the source...the result looks nice ;o)
by anmabagima
Thu Dec 10, 2009 1:46 am
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 5310

Hi there,

I would like to have swizzled textures as well. How do I do this ? Is there code part of the SDK i was unable to locate or do someone have the code this thread is referring to ?

Thanks for the help.
AnMaBaGiMa
by anmabagima
Thu Dec 10, 2009 1:43 am
Forum: PSP Development
Topic: Bump Mapping with GU
Replies: 5
Views: 3039

Bump Mapping with GU

Hi there,

is there a way of having bump mapping on an object rendered with a texture using GU ? I've seen that on Windows DX and OpenGL are capable of, but was unable to find a way on PSP. Have any one of you solved this issue ?

Regards,
anmabagima
by anmabagima
Tue Nov 24, 2009 5:31 am
Forum: PSP Development
Topic: Error: unrecognized opcode `lv'
Replies: 15
Views: 7442

Hi,

thanks a lot. This really solved the last issue as well. Great.

You've one free ;)

Regards,
AnMaBaGiMa
by anmabagima
Sun Nov 22, 2009 6:40 am
Forum: PSP Development
Topic: Error: unrecognized opcode `lv'
Replies: 15
Views: 7442

Hi there, I've no clue what happens, but trying again today the following code works now fine: __asm__ volatile ( "lv.q C000, %1\n" "lv.q C100, %2\n" "vsub.t C000, C000, C100\n" "vdot.t S010, C000, C000\n" "vsqrt.s S010, S010\n" "mfv %0,...
by anmabagima
Thu Nov 19, 2009 6:18 am
Forum: PSP Development
Topic: Error: unrecognized opcode `lv'
Replies: 15
Views: 7442

I'm not sure you're using them in gcc correctly
what do you mean by this ?