Is it a class which allocates a lot of memory in its constructor? (Or one which contains a large array?)
More debugging needed unfortunately...
Search found 125 matches
- Fri Jan 26, 2007 8:24 am
- Forum: PSP Development
- Topic: Calling operator new freezes psp!
- Replies: 1
- Views: 1437
- Wed Jan 17, 2007 5:55 am
- Forum: PSP Development
- Topic: streaming mp3 :)
- Replies: 25
- Views: 7548
Ahh! It sounds like you know what you're talking about then. Sorry about that - I assumed you were new and out of your depth. Guess I made an ass out of myself there. Sorry again. If I understand you correctly, you're having problems with function pointers, is that right? They're indeed one of the d...
- Wed Jan 17, 2007 4:37 am
- Forum: PSP Development
- Topic: streaming mp3 :)
- Replies: 25
- Views: 7548
- Tue Jan 16, 2007 10:43 pm
- Forum: PSP Development
- Topic: streaming mp3 :)
- Replies: 25
- Views: 7548
- Mon Jan 15, 2007 6:51 am
- Forum: PSP Development
- Topic: streaming mp3 :)
- Replies: 25
- Views: 7548
You probably don't want to stop the callback as such, but look into passing messages from your main thread to the callback thread. Note that multi threaded programming is perhaps not for the uninitiated. BTW, since the buffer will play continuously, you should fill it with zeroes if the player is pa...
- Sun Jan 14, 2007 5:01 am
- Forum: PSP Development
- Topic: streaming mp3 :)
- Replies: 25
- Views: 7548
- Tue Aug 22, 2006 7:39 pm
- Forum: PSP Development
- Topic: dynamic memory allocation with realloc
- Replies: 3
- Views: 1407
Why not use a std::vector of pointers?
http://www.sgi.com/tech/stl/Vector.html
http://www.sgi.com/tech/stl/Vector.html
- Mon Aug 14, 2006 8:05 am
- Forum: PSP Development
- Topic: Optimizing the GU (how to get best performances)
- Replies: 12
- Views: 7130
- Mon Aug 14, 2006 3:24 am
- Forum: PSP Development
- Topic: Optimizing the GU (how to get best performances)
- Replies: 12
- Views: 7130
- Mon Aug 07, 2006 1:03 am
- Forum: PSP Development
- Topic: sceGuDrawArray Emulation
- Replies: 2
- Views: 1404
Hello, I don't know what isn't working, but here are some suggestions: * You may need to convert the vertices to a format supported by OpenGL (whatever is represented by vtype -> GL_FLOAT). 2D vertices will be difficult. * Make sure the primitive type is converted to one which GL recognises. Have fu...
- Tue Jul 25, 2006 6:33 pm
- Forum: PSP Lua Player Development
- Topic: table instances
- Replies: 10
- Views: 5390
Take this with a huge rock of salt since I'm not a Lua programmer.
Does lua handle non-POD (Plain Old Data) types by reference? If so...
...would make both rows share the same block1. So you'd have to make a copy somehow.
Does lua handle non-POD (Plain Old Data) types by reference? If so...
Code: Select all
Row[1] = block1
Row[2] = block1
- Sun Jul 16, 2006 8:22 pm
- Forum: PSP Development
- Topic: some trouble with libmad [resolved]
- Replies: 4
- Views: 1302
- Sun Jul 16, 2006 6:24 pm
- Forum: PSP Development
- Topic: some trouble with libmad [resolved]
- Replies: 4
- Views: 1302
- Thu Jun 15, 2006 11:46 pm
- Forum: PSP Development
- Topic: Crash When Calling Accessor
- Replies: 17
- Views: 4060
- Thu Jun 15, 2006 11:03 pm
- Forum: PSP Development
- Topic: Crash When Calling Accessor
- Replies: 17
- Views: 4060
- Mon Jun 05, 2006 10:25 am
- Forum: PSP Development
- Topic: More efficient: pointer to structures data types or dynamic
- Replies: 6
- Views: 1850
- Mon Jun 05, 2006 8:15 am
- Forum: PSP Development
- Topic: More efficient: pointer to structures data types or dynamic
- Replies: 6
- Views: 1850
- Mon Jun 05, 2006 2:00 am
- Forum: PSP Development
- Topic: More efficient: pointer to structures data types or dynamic
- Replies: 6
- Views: 1850
- Sat May 27, 2006 4:11 am
- Forum: PSP Development
- Topic: Undiluted Platinum: World's first PSP Modchip!
- Replies: 2
- Views: 2807
- Sun May 14, 2006 5:57 am
- Forum: PSP Development
- Topic: Shocking Speeds!
- Replies: 3
- Views: 1547
- Wed May 10, 2006 7:32 pm
- Forum: PSP Development
- Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
- Replies: 53
- Views: 26941
- Sat May 06, 2006 6:57 pm
- Forum: PSP Development
- Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
- Replies: 53
- Views: 26941
- Mon May 01, 2006 6:20 pm
- Forum: PSP Development
- Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
- Replies: 53
- Views: 26941
- Sun Apr 30, 2006 5:05 am
- Forum: PSP Development
- Topic: Platform 2d for PSP
- Replies: 7
- Views: 2320
Scrolling's not so bad, you just offset your blits by the camera position.
Collision can be a paint though, especially if you support slopes.
Check out a relevant tutorial here:
http://jnrdev.72dpiarmy.com/
Collision can be a paint though, especially if you support slopes.
Check out a relevant tutorial here:
http://jnrdev.72dpiarmy.com/
- Sun Apr 30, 2006 1:17 am
- Forum: PSP Development
- Topic: Platform 2d for PSP
- Replies: 7
- Views: 2320
Excellent, sounds like you're experienced enough. Sorry, there are so many newbie posts nowadays... I did not mean to offend. I would go for a top-down approach, then you should find that what you need to do becomes apparent as you need it. Start off with the high level logic flow - initialisation, ...
- Sat Apr 29, 2006 11:47 pm
- Forum: PSP Development
- Topic: c++ question
- Replies: 4
- Views: 1384
- Sat Apr 29, 2006 11:44 pm
- Forum: PSP Development
- Topic: Platform 2d for PSP
- Replies: 7
- Views: 2320
- Fri Apr 28, 2006 11:49 pm
- Forum: PSP Development
- Topic: FRONTIER 1337 - a port of FRONTIER: Elite II for PSP
- Replies: 53
- Views: 26941
I care, I care! I would recommend replacing the missing functions with appropriate (usually empty) stubs just to get it compiling. By the sounds of it, you've got a lot of code there. With the PSP being as tricky to code for as it is, and you being as new to this as you are, you need to get a simple...
- Mon Apr 24, 2006 6:01 pm
- Forum: PSP Development
- Topic: Boost libraries
- Replies: 5
- Views: 2354
I've never used them on PSP, but I would be interested on hearing how you get on. From my experience of Boost, much of it should be able to be used isntantly. That is, the parts which don't require building. Shared pointers, and so on. Things like Serialisation, Threads, however will require buildin...
- Tue Apr 18, 2006 11:35 pm
- Forum: PSP Development
- Topic: Current working dir?
- Replies: 6
- Views: 2979