Search found 646 matches
- Tue Dec 15, 2009 7:15 am
- Forum: PSP Development
- Topic: RAM issue with PRX modules
- Replies: 12
- Views: 18917
Re: RAM issue with PRX modules
I have realized that some functions, when used from .prx modules, get too much RAM (sprintf function, printf function). What do you mean by "get too much RAM"? Another problem is that, when removing the PSP_HEAP_SIZE_KB(-5*1024); (which reserves 5MB of the memory for loading PRXs) from th...
- Mon Dec 14, 2009 4:10 am
- Forum: PSP Development
- Topic: How to detect memory leaks ?
- Replies: 9
- Views: 3795
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 fou...
- Mon Dec 14, 2009 12:49 am
- Forum: PSP Development
- Topic: Swapping palettes for each texture
- Replies: 10
- Views: 13781
- Sat Dec 12, 2009 9:32 am
- Forum: PSP Development
- Topic: [Help/Suggestions needed] MultiTasKing v101
- Replies: 20
- Views: 11218
- Thu Dec 10, 2009 7:42 am
- Forum: PSP Development
- Topic: Bump Mapping with GU
- Replies: 5
- Views: 2892
No best practice, but here is a good reading on how to achieve bump mapping or similar per-pixel-effects via paletted texture mapping:
http://vcg.isti.cnr.it/activities/geome ... pping.html
http://vcg.isti.cnr.it/activities/geome ... pping.html
- Thu Dec 10, 2009 6:41 am
- Forum: PSP Development
- Topic: 24-bit texture swizzling?
- Replies: 11
- Views: 5027
- Thu Dec 10, 2009 6:37 am
- Forum: PSP Development
- Topic: Bump Mapping with GU
- Replies: 5
- Views: 2892
Re: 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 The psp gu does not support hardware bumpmapping o...
- Wed Dec 09, 2009 9:47 am
- Forum: PSP Development
- Topic: Volume SFX Control
- Replies: 4
- Views: 2351
Re: Volume SFX Control
So I'm helping improve the JGE engine that we either broke or didn't work to begin with. Either way I'm trying to add volume control to SFX. if I set volume straight on here without calling anything or using vars it works... But we cant do that... JMP3::init(); pspAu...
- Wed Dec 09, 2009 9:21 am
- Forum: PSP Development
- Topic: About releasing MoHH eloader source code
- Replies: 58
- Views: 40489
lol, now I'm confused :) Thx4clarificationDraan wrote:mohh eloader wrote:devs ONLY WHAT THA FUCK.....i guesse u arnt the answer to 5.5X ofw >.>See? :)m0skit0 wrote:I'm the answer to nothing. I only do as I please. Don't like it? Make the eloader yourself, whining boy.
This wasn't reply to willow :D
- Wed Dec 09, 2009 5:15 am
- Forum: PSP Development
- Topic: About releasing MoHH eloader source code
- Replies: 58
- Views: 40489
- Wed Dec 09, 2009 12:37 am
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
- Mon Dec 07, 2009 9:46 pm
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
I'll respond to this today evening, as I don't have my personal e-mail account login with me at work.yeshua wrote:http://wololo.net/forum/viewtopic.php?f ... 8089#p8087
You may want to respond to this Raphael...
Thanks for the notification :)
- Mon Dec 07, 2009 9:25 pm
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
- JRenderer::Destroy() is not a safe destruction of all objects involved (see below) [...] Regarding the new test method, which basically creates a new JRenderer every time SQUARE is pressed - the error is obviously, because the JRenderer::Destroy() function doesn't safely clean up everything, just...
- Mon Dec 07, 2009 8:02 am
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
Yes. It's just that the cause auf the SDK bug would be if the PSM register is overwritten actively by use of sceDrawBufferList (I don't know any other function that writes to that register...). But JGE++ didn't seem to use it anywhere, so the question remains why it happened there anyway. I'm sill s...
- Mon Dec 07, 2009 6:32 am
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
I noticed, since sceGuDrawBufferList changes the psm hardware register, but is supposed to be non-permanent (ie changed back to value given with sceGuDrawBuffer when a new display list is started with sceGuStart) it makes absolute sense to add that command in sceGuStart, since it already resets the ...
- Mon Dec 07, 2009 5:56 am
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
- Mon Dec 07, 2009 5:19 am
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
- Mon Dec 07, 2009 4:56 am
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
- Mon Dec 07, 2009 1:49 am
- Forum: PSP Development
- Topic: SDK ADD: VRAM MMU (valloc/vfree)
- Replies: 13
- Views: 8031
- Sun Dec 06, 2009 11:52 pm
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
I took a look into JGE render setup and everything that happens in the hello world sample. Some things I found: - The initial render setup is very rudimentary, a lot of modes aren't set explicitly. These include: * GU_CULL_FACE and GU_CLIP_PLANES not disabled in 2D mode (but enabled, which is defaul...
- Sat Dec 05, 2009 11:17 pm
- Forum: PSP Development
- Topic: Why doesn't this draw a triangle? (Probably stupid mistake)
- Replies: 5
- Views: 3448
I checked the intraFont code and in fact it disables depth testing for it's own render then re-enables it (ie, it just assumes that depth testing was on before). I didn't find it doing that for blending though, so I guess that's pretty much out of the question, yes. PS: Might happen I stumble upon #...
- Sat Dec 05, 2009 1:14 am
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
I believe the bug lies in the library I use (JGE++), as one of our devs (Yeshua) was able to reproduce the issue with the hello world sample that comes with the library. There were also reports more than 2 years ago about such behavior with the library. Can you provide the code and/or instructions ...
- Sat Dec 05, 2009 1:04 am
- Forum: PSP Development
- Topic: Why doesn't this draw a triangle? (Probably stupid mistake)
- Replies: 5
- Views: 3448
Steps to track down the error: - does the intraFont draw/draw correctly? - disable lighting - disable blending (each frame, as intraFont will probably enable it again) - disable depth testing (each frame, as intraFont will enable it each time) - set GU_TRANSFORM_2D to check if your projection is wro...
- Fri Dec 04, 2009 8:23 pm
- Forum: PSP Development
- Topic: Weird screen behavior
- Replies: 38
- Views: 16285
On the initial problem: This random behaviour suggests that you somewhere have some kind of overflow in the code, that can carry on to the gu rendering (since all gu context information is stored in sysram actually). However, this can be insanely hard to track down, and I'd already to give up on som...
- Fri Dec 04, 2009 7:58 pm
- Forum: PSP Development
- Topic: 24-bit texture swizzling?
- Replies: 11
- Views: 5027
- Fri Dec 04, 2009 7:52 pm
- Forum: PSP Development
- Topic: sceGuGetMemory and alignement
- Replies: 2
- Views: 1932
Short answer: No, sceGuGetMemory won't return unaligned data if your initial display list provided in sceGuStart was aligned properly. In detail: This is made sure, by aligning the allocated size on 32bit (first 3 lines in the code, size = ((size + 3) >> 2) << 2), hence every following allocation wi...
- Thu Sep 18, 2008 10:52 pm
- Forum: PSP Development
- Topic: Trouble understanding sceGuTexImage()
- Replies: 4
- Views: 2051
The crash must be caused by some other error in your program, but the texture not showing has to do with the CPU cache:
http://www.goop.org/psp/cache-howto.html
You need to writeback the cache after the conversion to make sure the data is in RAM, so the GPU reads the proper values.
http://www.goop.org/psp/cache-howto.html
You need to writeback the cache after the conversion to make sure the data is in RAM, so the GPU reads the proper values.
- Thu Sep 18, 2008 6:22 am
- Forum: PSP Development
- Topic: Trouble understanding sceGuTexImage()
- Replies: 4
- Views: 2051
- Wed Sep 17, 2008 1:47 am
- Forum: PSP Development
- Topic: How to cover the PNG image with another PNG image?
- Replies: 5
- Views: 1911
OK, a little longer answer to make it clear: You can't write to alpha on PSP (hardware limitation unless SDL would use a software method for blended blitting which is just slow), hence why you can't save the alpha part of png1 into png2 and then blit that to screen. You have to do as ne0h suggested ...
- Tue Sep 16, 2008 5:18 am
- Forum: PSP Development
- Topic: How to cover the PNG image with another PNG image?
- Replies: 5
- Views: 1911