Search found 642 matches

by Art
Fri Sep 11, 2009 8:35 pm
Forum: PSP Development
Topic: a noob.
Replies: 7
Views: 2890

This place:
http://www.psp-programming.com/forums/
is a graveyard nowdays, but there's a lot of tutorials, etc. to get you started.
by Art
Tue Sep 08, 2009 8:30 am
Forum: PSP Development
Topic: Convert analogue nub X,Y to angle?
Replies: 10
Views: 4415

The one I posted outputs with the y axis upside down. Here's one I corrected.. probably a sloppy way to fix: float rotation; float precalc; precalc = 3.141592/180; SceCtrlData pad; sceCtrlSetSamplingMode(1); sceCtrlPeekBufferPositive(&pad, 1); jxxx= pad.Lx - 130; ...
by Art
Mon Sep 07, 2009 6:45 pm
Forum: PSP Development
Topic: Convert analogue nub X,Y to angle?
Replies: 10
Views: 4415

sceCtrlReadBufferPositive(&pad, 1); xxx= pad.Lx - 130; yyy= pad.Ly - 130; rotation = atan2 (xxx,yyy) / (3.141592/180); I've tried this one, but it crashes instantly. EDIT.. no it works ;) I just forgot sceCtrlSetSamplingMode(1); sceCtrlPeekBufferP...
by Art
Mon Sep 07, 2009 6:22 pm
Forum: PSP Development
Topic: Convert analogue nub X,Y to angle?
Replies: 10
Views: 4415

I tried this, point the stick straight up, and it does output zero. as I turn the nub clockwise, the degrees var goes up to about 90 degrees, but by that time, the output should be about 260 degrees. It also crashes if it gets to just under 90 degrees. by this time the nub is almost pointing left sc...
by Art
Mon Sep 07, 2009 12:30 pm
Forum: PSP Development
Topic: 2D point rotation problem
Replies: 4
Views: 2504

Yes :)
NVM, I forgot the conversion.. came back to delete it ;)
by Art
Mon Sep 07, 2009 12:21 pm
Forum: PSP Development
Topic: 2D point rotation problem
Replies: 4
Views: 2504

2D point rotation problem

Hi Guys, Well I've done my homework on this one, so I hope I can find some help. This program spins a line around a point in the centre of the screen, like a clock hand moving around a clock face. The program works, but as I increment the angle from 0-360, the line makes a full circle many times, an...
by Art
Mon Sep 07, 2009 12:16 pm
Forum: PSP Development
Topic: Convert analogue nub X,Y to angle?
Replies: 10
Views: 4415

Thanks, I will give it a shot :)
I'm after 360 degree circle yes.
by Art
Mon Sep 07, 2009 10:36 am
Forum: PSP Development
Topic: Convert analogue nub X,Y to angle?
Replies: 10
Views: 4415

Convert analogue nub X,Y to angle?

Hi Guys,
About a year ago I found code to output an angle in degrees
from the analogue controller input, and now can't seem to find it when I'd like to use it.

Anyone know where this is? It may not have been on this forum...
Cheers, Art.
by Art
Sun Sep 06, 2009 8:49 pm
Forum: PSP Development
Topic: Detecting one button input each time
Replies: 14
Views: 4448

Yeah, the value of pad.button will be unique if only square is pressed.
Look at the value of pad.buttons.
by Art
Thu Aug 27, 2009 12:03 pm
Forum: PSP Development
Topic: In Car Navigation Demo :)
Replies: 0
Views: 930

In Car Navigation Demo :)

Hi Guys, In nearly 4 years I don't come here blatantly releasing my apps or demos, but I'm crawling for votes in the 2009 Neoflash spaghetti coding competition. YouTube - AVEC GPS - Real Time Navigation Please vote for AVEC in the Neoflash competition if you like what you see. The entry by the due d...
by Art
Thu Aug 27, 2009 10:50 am
Forum: PSP Development
Topic: Retrieve bits by USB
Replies: 7
Views: 2888

The kid that connected a PS2 Dual Shock to the PSP did a dodgy hack job
with wiring straight from the buttons of one device to the other,
in my opinion, ruining both devices in the process.
by Art
Tue Aug 25, 2009 8:10 am
Forum: PSP Development
Topic: PSP 3000 In-Microphone as 3rd way of Audio Input
Replies: 7
Views: 2928

Wow, I'd love to use voice recognition, thanks :)
by Art
Mon Aug 24, 2009 7:06 pm
Forum: PSP Development
Topic: PSP 3000 In-Microphone as 3rd way of Audio Input
Replies: 7
Views: 2928

Would love to, but I don't actually have a solution for the internal mic, or a PSP 3000.
I was having a dig at Darius for making another fairly useless post.
by Art
Sun Aug 23, 2009 9:04 pm
Forum: PSP Development
Topic: Media Engine?
Replies: 165
Views: 142366

Re: Standby

Kreationz wrote:Also, can standby even be induced from software when not using the ME?
Yes, Suspend and Standby are in the power lib.
by Art
Wed Aug 19, 2009 10:19 am
Forum: PSP Development
Topic: Stack Size / Recursive scripts
Replies: 12
Views: 3202

If you wanted to fill the entire screen, starting bottom right, then following the recursion in my head I see it first drawing all the way to the left, 480 pixels, then moving up 1 line, then drawing all the way to the right, then repeating. Yes, I started at 0,0 and it looked to do that from the t...
by Art
Tue Aug 18, 2009 4:23 pm
Forum: PSP Development
Topic: Stack Size / Recursive scripts
Replies: 12
Views: 3202

Old :) But I tried it on a 2008 version and it compiled and ran ok, then did this: PSP_MODULE_INFO("AVec", 0x1000, 1, 0); PSP_MAIN_THREAD_ATTR(0); PSP_MAIN_THREAD_STACK_SIZE_KB(1024); PSP_HEAP_SIZE_KB(-1024); and it breaks it ...
by Art
Tue Aug 18, 2009 1:56 pm
Forum: PSP Development
Topic: Stack Size / Recursive scripts
Replies: 12
Views: 3202

I'm not using anything to adjust the heap size. Should it handle up to 130560 (480x272) recursions? I found this: http://psp.jim.sh/pspsdk-doc/pspmoduleinfo_8h.html Where it looks like this: PSP_MAIN_THREAD_STACK_SIZE_KB(size_kb) unsigned int sce_newlib_stack_kb_size = (size_...
by Art
Tue Aug 18, 2009 10:30 am
Forum: PSP Development
Topic: Stack Size / Recursive scripts
Replies: 12
Views: 3202

I pretty much narrowed it down to stack overflow by limiting the number of times the function can call itself. If I limit it to 1000 times, it works, and partialy fills the screen (although 1000 pixels is less than three lines on the PSP screen). Now since I can't add this line: PSP_MAIN_THREAD_STAC...
by Art
Sat Aug 15, 2009 11:38 pm
Forum: PSP Development
Topic: PSP 3000 In-Microphone as 3rd way of Audio Input
Replies: 7
Views: 2928

Which one of the three microphones is the normal PSP microphone?
Talkman, Go Cam, and Socom Mic all have different code to read them.

I might assume you mean the Socom since it isn't a USB device,
but have you even tried this or are you posting just for fun again?
by Art
Sat Aug 15, 2009 11:34 pm
Forum: PSP Development
Topic: How to access audio fro PSP GO! cam
Replies: 3
Views: 1846

You can check Audio Mechanica source,
furkiup source, or a sample that's around here.
It's in a huge Chotto Cam thread.
by Art
Sat Aug 15, 2009 11:12 pm
Forum: PSP Development
Topic: Green Screen GPS app
Replies: 0
Views: 800

Green Screen GPS app

Hi Guys, It looks like Deniska has moved on to other platforms. I'm working on a vector map based GPS app: http://www.youtube.com/watch?v=ZvhbknIGrpM I have the NMEA parser used in MapThis! working on 1.50 kernel, and need to get it working under 3.xx for the slim. Does anyone have source for the gr...
by Art
Fri Aug 14, 2009 5:38 pm
Forum: PSP Development
Topic: Stack Size / Recursive scripts
Replies: 12
Views: 3202

Your recursion is infinite - look at these two lines: I don't follow why you say it is infinite. I forgot I hard coded the colour in those lines though.. so: floodfill(x-1, y, 0, new_color); floodfill(x+1, y, 0, new_color); Before it makes it to the same pixel again,...
by Art
Fri Aug 14, 2009 12:52 pm
Forum: PSP Development
Topic: Stack Size / Recursive scripts
Replies: 12
Views: 3202

Stack Size / Recursive scripts

Hi Guys, I'm trying to implement a 2D recursive flood fill algo found on Wikipedia in the first example here: http://en.wikipedia.org/wiki/Flood_fill I think I've implemented it right for the PSP, but it crashes when this function is called. I call it with image coordinates well inside the image are...
by Art
Thu Aug 13, 2009 10:56 pm
Forum: PSP Development
Topic: The equivalent to glRotatef or how to convert to Gum.
Replies: 6
Views: 2075

I've written a little demo with a sample where triangles are defined at the
start of the program with a list of vertices in big arrays.

Where is the code to create a triangle at runtime?
by Art
Wed Aug 12, 2009 1:39 pm
Forum: PSP Development
Topic: sceio commands in 1.50 kernel mode
Replies: 2
Views: 1123

When I looked again I saw I missed a function "set_filenum" which checks for the highest numbered file in a folder. Still don't think any of this should be illegal in 1.50 kernel since it is modified ms dumping code. void build_path(char *output, const char *root, const char *path, int app...
by Art
Wed Aug 12, 2009 1:20 pm
Forum: PSP Development
Topic: sceio commands in 1.50 kernel mode
Replies: 2
Views: 1123

sceio commands in 1.50 kernel mode

Hi Guys, For my current program, I had difficulty getting it to work in 1.50 kernel mode, and found the attached code for checking & creating folders was the culprit preventing the program from starting. Is this usual for sceio commands working with Memorysticks? This code does work in usermode ...
by Art
Wed Jul 29, 2009 9:22 am
Forum: PSP Development
Topic: MS free space problem
Replies: 12
Views: 5465

I still didn't get the thing to work.
I assume the 64 bit integers are long long.
I got a 16Gb MS now.
by Art
Wed Jul 22, 2009 8:23 am
Forum: PSP Development
Topic: MS free space problem
Replies: 12
Views: 5465

thankyou :)
by Art
Tue Jul 21, 2009 5:55 pm
Forum: PSP Development
Topic: PRX turns off psp
Replies: 35
Views: 10780

would you not have to also include psppower.h for the power functions???
by Art
Mon Jul 20, 2009 9:12 pm
Forum: PSP Development
Topic: MS free space problem
Replies: 12
Views: 5465

MS free space problem

Hi Guys, I have always used this snippet to retrieve Memory Stick space remaining I don't know how it works: void free_ms_memory() { int memd; sceIoDevctl("ms0:", 0x02425818, &pbuf, sizeof(pbuf), 0, 0); for (memd=...