Search found 646 matches

by Raphael
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...
by Raphael
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...
by Raphael
Mon Dec 14, 2009 12:49 am
Forum: PSP Development
Topic: Swapping palettes for each texture
Replies: 10
Views: 13781

pspsdk/samples/gu/clut/
by Raphael
Sat Dec 12, 2009 9:32 am
Forum: PSP Development
Topic: [Help/Suggestions needed] MultiTasKing v101
Replies: 20
Views: 11218

A library that provides a list of GUI elements (sometimes called 'widgets'), like buttons, checkboxes, textboxes, menus, etc.
by Raphael
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
by Raphael
Thu Dec 10, 2009 6:41 am
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 5027

Basically every available graphics engine (OSL, triEngine, JGE, ...) and even a lot of graphics sample codes have a swizzling function included. Doing a search on the forum would have helped too.
by Raphael
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...
by Raphael
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...
by Raphael
Wed Dec 09, 2009 9:21 am
Forum: PSP Development
Topic: About releasing MoHH eloader source code
Replies: 58
Views: 40489

Draan wrote:
mohh eloader wrote:devs ONLY WHAT THA FUCK.....i guesse u arnt the answer to 5.5X ofw >.>
m0skit0 wrote:I'm the answer to nothing. I only do as I please. Don't like it? Make the eloader yourself, whining boy.
See? :)

This wasn't reply to willow :D
lol, now I'm confused :) Thx4clarification
by Raphael
Wed Dec 09, 2009 5:15 am
Forum: PSP Development
Topic: About releasing MoHH eloader source code
Replies: 58
Views: 40489

m0skit0 wrote:I'm the answer to nothing. I only do as I please. Don't like it? Make the eloader yourself, whining boy.
I guess willow was more likely referring to "mohh eloader"... so no need to take it personal for you :)
by Raphael
Wed Dec 09, 2009 12:37 am
Forum: PSP Development
Topic: Weird screen behavior
Replies: 38
Views: 16285

Dr Watson posted here about the issue http://forums.ps2dev.org/viewtopic.php?t=9244&highlight=&sid=e8bc0671b3a19e7eeafd59bde2bd9537 This was in '07. Willow, you said that SDK changed around that time? What do you guys know about that? Could that have caused this bug? I took a quick look int...
by Raphael
Mon Dec 07, 2009 9:46 pm
Forum: PSP Development
Topic: Weird screen behavior
Replies: 38
Views: 16285

yeshua wrote:http://wololo.net/forum/viewtopic.php?f ... 8089#p8087

You may want to respond to this Raphael...
I'll respond to this today evening, as I don't have my personal e-mail account login with me at work.
Thanks for the notification :)
by Raphael
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...
by Raphael
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...
by Raphael
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 ...
by Raphael
Mon Dec 07, 2009 5:56 am
Forum: PSP Development
Topic: Weird screen behavior
Replies: 38
Views: 16285

Thanks, I believe this fixes the issue. My HelloWorld Program has the "fix" in the svn. Well, then I guess the only question left is: when and what causes this hardware register to be overwritten?... At least it might be worth-while putting that "fix" into pspgu directly, since ...
by Raphael
Mon Dec 07, 2009 5:19 am
Forum: PSP Development
Topic: Weird screen behavior
Replies: 38
Views: 16285

yeshua wrote:What header file do I include to use that command you posted above. It doesn't compile by simply just adding it...
It's in pspgu.h... oh wait, it's actually called sceGuSendCommandi. My fault :)
by Raphael
Mon Dec 07, 2009 4:56 am
Forum: PSP Development
Topic: Weird screen behavior
Replies: 38
Views: 16285

have you added this line: sendCommandi(210,BUFFER_FORMAT); to JRenderer::StartScene()? EDIT: I see, you only changed JRenderer::Destroy() for engine->End(). This will not solve the problem of JGE not freeing up the vram allocations ANYWHERE, ie it will always cause problems unless yo...
by Raphael
Mon Dec 07, 2009 1:49 am
Forum: PSP Development
Topic: SDK ADD: VRAM MMU (valloc/vfree)
Replies: 13
Views: 8031

Well, there is no "more current version", as the library was never updated from it's release (didn't have to :). There are just the two different versions (valloc.c old one, vram.c new one), and I still recommend using vram.c, as it doesn't depend on malloc (no dynamic sysram allocations) ...
by Raphael
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...
by Raphael
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 #...
by Raphael
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 ...
by Raphael
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...
by Raphael
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...
by Raphael
Fri Dec 04, 2009 7:58 pm
Forum: PSP Development
Topic: 24-bit texture swizzling?
Replies: 11
Views: 5027

To add up on a_noobs reply (hi there btw :): the swizzle function doesn't know, nor care about pixelformats. It only works on raw bytes and "swizzles" them around, hence it needs a byte-width as parameter, rather than pixel-width... everything else is cared for by the GU when unswizzling f...
by Raphael
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...
by Raphael
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.
by Raphael
Thu Sep 18, 2008 6:22 am
Forum: PSP Development
Topic: Trouble understanding sceGuTexImage()
Replies: 4
Views: 2051

Also take a look at the supported texture pixel formats. There is no RGB888 24bit format.
by Raphael
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 ...
by Raphael
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

Short answer: you simply can't on PSP