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.
Search found 125 matches
- Tue Apr 18, 2006 11:33 pm
- Forum: PSP Development
- Topic: Playing around with firmware and making homebrew application
- Replies: 7
- Views: 2958
- Mon Apr 17, 2006 2:50 am
- Forum: PSP Development
- Topic: lua on PSP (not lua player !)
- Replies: 13
- Views: 4608
- Sun Apr 16, 2006 8:21 am
- Forum: PSP Development
- Topic: lua on PSP (not lua player !)
- Replies: 13
- Views: 4608
- Sun Apr 16, 2006 4:29 am
- Forum: PSP Development
- Topic: lua on PSP (not lua player !)
- Replies: 13
- Views: 4608
- Sat Apr 15, 2006 10:56 pm
- Forum: PSP Development
- Topic: lua on PSP (not lua player !)
- Replies: 13
- Views: 4608
- Sat Apr 15, 2006 8:56 pm
- Forum: PSP Development
- Topic: lua on PSP (not lua player !)
- Replies: 13
- Views: 4608
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
I think it's available on the PS2Dev Subversion server:
http://svn.ps2dev.org/listing.php?repna ... rev=0&sc=0
Pete
- Sat Apr 15, 2006 8:15 pm
- Forum: PSP Development
- Topic: In need of help with C
- Replies: 8
- Views: 3209
- Sat Apr 15, 2006 8:13 pm
- Forum: PSP Development
- Topic: lua on PSP (not lua player !)
- Replies: 13
- Views: 4608
- Thu Apr 13, 2006 6:32 pm
- Forum: PSP Development
- Topic: Free memory available functions
- Replies: 19
- Views: 9081
- Wed Apr 05, 2006 3:20 am
- Forum: PSP Development
- Topic: PSP and memory allocation
- Replies: 4
- Views: 1638
- Wed Mar 29, 2006 4:38 pm
- Forum: PSP Development
- Topic: FIX: free()'s issue with already free'd pointers
- Replies: 13
- Views: 3828
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++,...
- Tue Mar 28, 2006 9:40 am
- Forum: PSP Development
- Topic: FIX: free()'s issue with already free'd pointers
- Replies: 13
- Views: 3828
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.
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.
- Thu Mar 23, 2006 9:49 pm
- Forum: PSP Development
- Topic: MMU for dynamic VRAM usage
- Replies: 16
- Views: 6457
- Sun Mar 05, 2006 1:29 am
- Forum: PSP Development
- Topic: MP3 Buffered Playback
- Replies: 10
- Views: 7130
- Sat Mar 04, 2006 1:15 pm
- Forum: PSP Development
- Topic: MP3 Buffered Playback
- Replies: 10
- Views: 7130
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...
- Wed Feb 15, 2006 9:06 am
- Forum: PSP Development
- Topic: pixel shaders on psp
- Replies: 4
- Views: 1689
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 ...
- Wed Feb 15, 2006 8:49 am
- Forum: PSP Development
- Topic: pixel shaders on psp
- Replies: 4
- Views: 1689
- Sat Feb 04, 2006 8:21 pm
- Forum: PSP Development
- Topic: using c and c++ code in one project = compile error ???
- Replies: 13
- Views: 3262
- Fri Feb 03, 2006 10:11 am
- Forum: PSP Development
- Topic: using c and c++ code in one project = compile error ???
- Replies: 13
- Views: 3262
- Thu Feb 02, 2006 9:37 am
- Forum: PSP Development
- Topic: Semaphore problem
- Replies: 5
- Views: 1714
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 ...
- Thu Feb 02, 2006 8:51 am
- Forum: PSP Development
- Topic: Anyone had success with >8bpp indexed textures?
- Replies: 13
- Views: 4609
- Thu Feb 02, 2006 1:57 am
- Forum: PSP Development
- Topic: Semaphore problem
- Replies: 5
- Views: 1714
- Wed Feb 01, 2006 7:16 pm
- Forum: PSP Development
- Topic: Mutex's & Thread's
- Replies: 2
- Views: 1111
- Mon Jan 23, 2006 6:30 pm
- Forum: PSP Development
- Topic: warnning main is normally a non-static function cant comply?
- Replies: 22
- Views: 4411
- Sun Jan 22, 2006 8:03 am
- Forum: PSP Development
- Topic: Timing
- Replies: 8
- Views: 2811
- Sat Jan 21, 2006 4:25 am
- Forum: PSP Development
- Topic: Timing
- Replies: 8
- Views: 2811
- Sat Jan 21, 2006 3:58 am
- Forum: PSP Development
- Topic: Timing
- Replies: 8
- Views: 2811
- 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 ).
- Thu Jan 12, 2006 6:12 am
- Forum: PSP Development
- Topic: Proper use of sceGuTex* when copying to VRAM?
- Replies: 2
- Views: 1394
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...
- Thu Jan 12, 2006 1:35 am
- Forum: PSP Development
- Topic: Proper use of sceGuTex* when copying to VRAM?
- Replies: 2
- Views: 1394
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...