Search found 125 matches

by PeterM
Tue Apr 18, 2006 11:33 pm
Forum: PSP Development
Topic: Playing around with firmware and making homebrew application
Replies: 7
Views: 2940

Just in case you haven't realised this already, you don't need to dump your firmware to make homebrew games or applications.

I would avoid doing anything firmware related until you're more knowledgeable about the PSP, and programming in general.
by PeterM
Mon Apr 17, 2006 2:50 am
Forum: PSP Development
Topic: lua on PSP (not lua player !)
Replies: 13
Views: 4571

Glad it works now - yes, the fact that order is important in linking really is a pain sometimes.

I wonder if this feature actually has any practical use...
by PeterM
Sun Apr 16, 2006 8:21 am
Forum: PSP Development
Topic: lua on PSP (not lua player !)
Replies: 13
Views: 4571

You're welcome.

Pete
by PeterM
Sun Apr 16, 2006 4:29 am
Forum: PSP Development
Topic: lua on PSP (not lua player !)
Replies: 13
Views: 4571

You've typed "syn.ps2dev.org" there - is that a typo?

The line I gave should work - it worked for me, I tested it before posting.

Pete
by PeterM
Sat Apr 15, 2006 10:56 pm
Forum: PSP Development
Topic: lua on PSP (not lua player !)
Replies: 13
Views: 4571

Open up a cygwin window and type:
svn co svn://svn.ps2dev.org/psp/trunk/lua
by PeterM
Sat Apr 15, 2006 8:56 pm
Forum: PSP Development
Topic: lua on PSP (not lua player !)
Replies: 13
Views: 4571

Sorry, I didn't realise that.

I think it's available on the PS2Dev Subversion server:
http://svn.ps2dev.org/listing.php?repna ... rev=0&sc=0

Pete
by PeterM
Sat Apr 15, 2006 8:15 pm
Forum: PSP Development
Topic: In need of help with C
Replies: 8
Views: 3191

I know it's not what you want to hear, but you really really really should learn C on a PC compiler with a real time debugger before trying on the PSP.

You will save yourself many frustrating late nights. It cannot be understated.
by PeterM
Sat Apr 15, 2006 8:13 pm
Forum: PSP Development
Topic: lua on PSP (not lua player !)
Replies: 13
Views: 4571

Check out http://www.lua.org and download the source, and the docs.

Hope this helps,
Pete
by PeterM
Thu Apr 13, 2006 6:32 pm
Forum: PSP Development
Topic: Free memory available functions
Replies: 19
Views: 8964

Is it something that needs fixed? I'm quite happy for functions to maintain an internal buffer, as long as they don't leak each time they're called.
by PeterM
Wed Apr 05, 2006 3:20 am
Forum: PSP Development
Topic: PSP and memory allocation
Replies: 4
Views: 1628

I don't think all the 32MB is available for allocation. Depending on your memory usage and global/static data size you'll probably find it's closer to 20-25MB.

Which kinda sucks...
by PeterM
Wed Mar 29, 2006 4:38 pm
Forum: PSP Development
Topic: FIX: free()'s issue with already free'd pointers
Replies: 13
Views: 3811

The difference between NULL in C and C++ is quite interesting (if you're dorky like me...) In C, NULL is defined as (void*) 0, in standard-conforming compilers, and conversions from void* to X* are implicit (which can lead to all kinds of problems) so you can do X* p = malloc(sizeof(X)) etc. In C++,...
by PeterM
Tue Mar 28, 2006 9:40 am
Forum: PSP Development
Topic: FIX: free()'s issue with already free'd pointers
Replies: 13
Views: 3811

In C++, NULL is zero (because Stroustrup says so).

I think "if (!ptr)" is a bit nicer to type, and possibly has clearer semantics ("is this a valid pointer?") than explicitly comparing to NULL.
by PeterM
Thu Mar 23, 2006 9:49 pm
Forum: PSP Development
Topic: MMU for dynamic VRAM usage
Replies: 16
Views: 6394

If there was an automatic compaction scheme you'd need the user to get called back about it so they can update their pointers. i.e.: vcompact(MyCallBack, myUserData); ... void MyCallBack(const void* oldPointer, void* newPointer, void* userData) { // traverse ...
by PeterM
Sun Mar 05, 2006 1:29 am
Forum: PSP Development
Topic: MP3 Buffered Playback
Replies: 10
Views: 7078

Cool, I'm glad it works.
by PeterM
Sat Mar 04, 2006 1:15 pm
Forum: PSP Development
Topic: MP3 Buffered Playback
Replies: 10
Views: 7078

Here's the code I used when I tried streaming an mp3 from the memory stick. It works, but it's pretty slow (maybe about 25% of the CPU time? I never benchmarked). Read the code from the bottom of the file to the top (high level to low level) and it'll be easier to follow. #include <stdio.h> #include...
by PeterM
Wed Feb 15, 2006 9:06 am
Forum: PSP Development
Topic: pixel shaders on psp
Replies: 4
Views: 1676

Please someone correct me if I'm wrong, but I really don't think it's possible to use pixel shaders on the PSP. It just doesn't support them. Just like they're not supported on all graphics cards that support OpenGL. e.g. TNT, Voodoo, etc. You should probably check out the GU samples that come with ...
by PeterM
Wed Feb 15, 2006 8:49 am
Forum: PSP Development
Topic: pixel shaders on psp
Replies: 4
Views: 1676

AFAIK the PSP doesn't have pixel shaders, just fixed-function render states which you can twiddle with.
by PeterM
Sat Feb 04, 2006 8:21 pm
Forum: PSP Development
Topic: using c and c++ code in one project = compile error ???
Replies: 13
Views: 3250

I mix C and C++ in my Quake port, and that's with a pretty recent SDK - about a week old.

I really think the problem is with your makefile.

Pete
by PeterM
Fri Feb 03, 2006 10:11 am
Forum: PSP Development
Topic: using c and c++ code in one project = compile error ???
Replies: 13
Views: 3250

What errors do you get? (copy and paste please)
by PeterM
Thu Feb 02, 2006 9:37 am
Forum: PSP Development
Topic: Semaphore problem
Replies: 5
Views: 1701

A few of the PSPSDK functions seem to take or return ints when there are appropriate enums or other types. I guess it doesn't matter too much. Anyway, the thing that confused me when trying semaphores for the first time was that waiting for one implicitly subtracted 1 from its value, so if you wait ...
by PeterM
Thu Feb 02, 2006 8:51 am
Forum: PSP Development
Topic: Anyone had success with >8bpp indexed textures?
Replies: 13
Views: 4552

Why are you posting official Sony SDK material here?! Can a moderator please delete this?
by PeterM
Thu Feb 02, 2006 1:57 am
Forum: PSP Development
Topic: Semaphore problem
Replies: 5
Views: 1701

Here's how I've done it, and it seems to work correctly: // Create the mutex. SceUID mutex = sceKernelCreateSema("myMutexName", 0, 1, 1, 0); // Wait until the mutex is available. (Implicitly decrements its value) sceKernelWaitSema(mutex, 1, 0); // Do your protected stuff here... // Unlock ...
by PeterM
Wed Feb 01, 2006 7:16 pm
Forum: PSP Development
Topic: Mutex's & Thread's
Replies: 2
Views: 1106

There are also PSP-specific (nonportable) threads and semaphores in "pspthreadman.h".
by PeterM
Mon Jan 23, 2006 6:30 pm
Forum: PSP Development
Topic: warnning main is normally a non-static function cant comply?
Replies: 22
Views: 4369

I really wouldn't recommend learning C or C++ programming on a PSP - try writing some small command line programs first.
by PeterM
Sun Jan 22, 2006 8:03 am
Forum: PSP Development
Topic: Timing
Replies: 8
Views: 2796

Yep I must have done something very silly - I'll go back and recheck.
by PeterM
Sat Jan 21, 2006 4:25 am
Forum: PSP Development
Topic: Timing
Replies: 8
Views: 2796

It's no big deal now, since clock() works fine in Quake, but I assume that clock() probably just calls sceRtcGetCurrentTick() internally.

I must be doing something wrong there - I really didn't expect a high res timer query to take so long!
by PeterM
Sat Jan 21, 2006 3:58 am
Forum: PSP Development
Topic: Timing
Replies: 8
Views: 2796

chp wrote:sceRtcGetCurrentTick()
I've no idea why, but when I tried using this function (before giving up and switching to clock()), it was taking a long time to finish (around .2 seconds per call!)

Perhaps I was doing something silly, but I'm pretty sure not.
by PeterM
Sat Jan 14, 2006 12:16 am
Forum: PSP Development
Topic: pspgl - problem with GL_QUADS
Replies: 2
Views: 990

I don't think quads are supported yet ( http://www.goop.org/psp/gl/#immediate ).
by PeterM
Thu Jan 12, 2006 6:12 am
Forum: PSP Development
Topic: Proper use of sceGuTex* when copying to VRAM?
Replies: 2
Views: 1393

I think I fixed the problem - it wasn't related to my use of sceGuTexFlush. Quake was moving the image memory around, causing me to be using memory which it had stomped over... Oops. Now I make my own copy of the textures, which seems to have solved the problem. I was using cached addresses (initial...
by PeterM
Thu Jan 12, 2006 1:35 am
Forum: PSP Development
Topic: Proper use of sceGuTex* when copying to VRAM?
Replies: 2
Views: 1393

Proper use of sceGuTex* when copying to VRAM?

Hello, I've been trying without much success for the last few days to use the limited VRAM space available as a LRU (least recently used) cache for textures stored in system memory. In case anyone is wondering why, it's because I'm continuing my port of Quake to the PSP by replacing Quake's software...