nice.. okay. I'll go then.
Maybe you should read what I wrote.. I wasnt building an ee-gcc at all.. blackdroid seemed to think ee-gcc works fine with floats.. (which conflicts with your comments) and you seem to think ee-gcc can build many different variants.. have you tried it?
Search found 50 matches
- Thu May 19, 2005 10:51 am
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 14500
- Thu May 19, 2005 8:33 am
- Forum: PSP Development
- Topic: Terrain rendering
- Replies: 21
- Views: 11560
Skippy - not your fault.. GLVOX.exe was corrupted on upload.. Reuploading now.. sorry about that. Have a new one in a zip try this: http://users.on.net/~dlannan//Files/PSP/GLVOX.zip Turns out my host doesnt like exe's :-) .. thats why convimage16 probably is broken.. fixing now.. use this like to dl...
- Thu May 19, 2005 5:00 am
- Forum: PSP Development
- Topic: Terrain rendering
- Replies: 21
- Views: 11560
No probs.. but erm.. it will be just my demo? Its basically a dev tool - so you really need to be able to build it to try your own apps. Heres the PC exe: http://users.on.net/~dlannan//Files/PSP/GLVOX.exe The idea is that you can make your own demos without a PSP.. then when you get access to a V1.0...
- Thu May 19, 2005 4:53 am
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 14500
Sorry I did actually work on the gcc chain on PS2 as a devver about 3/4 yrs ago. Snsystem actually were forced to release their 2.95.2 compiler becuse it was GPL'd gnu compiler.. the subsequent ones they made afterwards were different. If you run the info on ee-gcc I saw it was similar to the one re...
- Thu May 19, 2005 1:22 am
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 14500
If it works with floats then whats the fix for the c.lt.s problem? Looking at the MIPS instruction set 4K is wildly different to 5900. Sure the opcode may translate is some way, but as far as I can tell they are actually substantially different devices? Unless the 4K on the MIP website is different ...
- Wed May 18, 2005 12:12 pm
- Forum: PSP Development
- Topic: Terrain rendering
- Replies: 21
- Views: 11560
Replace your xmain in glvox with this. Also make a RED 256x256 pixel height map. Convert it with ConvImage using this: ConvImage16.exe <your red image> HeightMap Full red represents highest point, black represents lowest.. and shade in between.. is.. erm.. inbetween :-) Also at the top of the glvox ...
- Wed May 18, 2005 11:30 am
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 14500
Yeah. binutils went mostly ok - minus the yacc issues (you have to manually run through some steps that dont seem to happily go through automake).. and gcc needed some manual modifying (some c files dont build properly and some compiler settings fall over too).. yes, I sort of wish I had written it ...
- Wed May 18, 2005 11:25 am
- Forum: PSP Development
- Topic: Terrain rendering
- Replies: 21
- Views: 11560
hi. to make a sky.c use: ConvImage <image name> Sky there should be a working ConvImage.exe in the Src zip. As for heightfiled, it currently uses a simple perlin noise function to build it: ComputeMap() does this. To place your own heightmap, simply dont call ComputeMap(). And set the array HMap to ...
- Wed May 18, 2005 7:40 am
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 14500
Quick q too - qould it be a good idea to put up a zip of the compiler + libs (i used newlibs so should be okay for most stdlib gear). Or is there going to be a pspdev made up like the ps2dev? just wondering? Sorry I sounded grumpy.. hehe I should be sleeping.. <edit> actually ignore that.. since I b...
- Wed May 18, 2005 7:21 am
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 14500
Im not duplicating anything.. just rebuilding the cross compiler? so I end up with a r4000 set of binutils? this is right isnt it? Last was when I built one fer ps2 about 3 yrs ago? I realise fully gcc has plenty of cross platform targets.. thats why Im doing it? and the current ps2dev.. is definite...
- Wed May 18, 2005 5:44 am
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 14500
Welp. I am pretty sure whats happening is that the cross compiler has only been built for the r5900. If you try other -mcpu options you will find that the compiler cant build them (unrecognised option). Essentially by specifying -mgp32 the compiler builds only for the 32bit assembly of the r5900. I ...
- Wed May 18, 2005 4:25 am
- Forum: PSP Development
- Topic: bmp to const unsigned short
- Replies: 7
- Views: 5593
- Wed May 18, 2005 1:58 am
- Forum: PSP Development
- Topic: noobifull BitBlt Clipping
- Replies: 7
- Views: 5643
Hi.. I added a similar thing to nems PG library. Source here: http://forums.ps2dev.org/viewtopic.php?t=1752 it adds a clip flag to the function - there are times you will want to bitblt to an offscreen buffer (esp for things like the panorama sky map used in my terrain src) and they wont necessarily...
- Wed May 18, 2005 12:17 am
- Forum: PSP Development
- Topic: Terrain rendering
- Replies: 21
- Views: 11560
I found lots of bugs in ImageConv.. sorry to those who tried it. I really dont know how I got any usable data!!! Anyhow.. its all fixed now, and I am providing the source so you can see how simple it actually is to do :-) http://users.on.net/~dlannan//Files/PSP/ConvImage16.zip Also I have fixed a fa...
- Tue May 17, 2005 1:35 am
- Forum: PSP Development
- Topic: Terrain rendering
- Replies: 21
- Views: 11560
- Mon May 16, 2005 3:50 pm
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 14500
I was wondering that the gcc built for ps2dev kit was actually built for the r5900? hence the missing ISA implementations. I have used the -march=mips32, with no luck. Also on another note, is the PSP r4K a 64-bit or 32-bit series (there are many) does anyone know for sure the type it is? Its not a ...
- Mon May 16, 2005 3:32 pm
- Forum: PSP Development
- Topic: Terrain rendering
- Replies: 21
- Views: 11560
Heres the source.. it wasnt _that_ bad :-) .. Also I must send thanks to Nem and the original writer of glvox.. Andrea. Theres alot of their code that did this.. I just tied it together :-) .. Also in the TerrainSrc.zip I have included a simple image convertor. Converts almost any standard windows i...
- Mon May 16, 2005 2:59 pm
- Forum: PSP Development
- Topic: Terrain rendering
- Replies: 21
- Views: 11560
Terrain rendering
This is my first effort on PSP .. and after 10 hrs.. I must say this little device is damn sweet. http://users.on.net/~dlannan//Files/PSP/PSP_Terrain096.JPG Im using alot of nems gear, and will post all the source with some minor additions (like a sin/cos and few other bits). Also I have made a simp...
- Mon May 16, 2005 9:50 am
- Forum: PSP Development
- Topic: Some possibly silly questions regarding float, double &
- Replies: 29
- Views: 14500
I think this is a compiler problem - Im trying to rebuild gcc with a set of r4000 cpu sources, which will hopefully resolve this. As far as I can tell.. both the 64-bit and 32-bit r4000's cupport c.lt.s .. in all cases. Hence.. why I think the compiler might be at fault. For a quick fix for this jus...
- Mon May 16, 2005 3:32 am
- Forum: PSP Development
- Topic: jpg to psp graphic converter & killing psp intro
- Replies: 8
- Views: 6162
- Fri May 13, 2005 9:45 am
- Forum: PSP Development
- Topic: Mystery bit
- Replies: 3
- Views: 3423
- Sun May 08, 2005 6:19 pm
- Forum: PSP Development
- Topic: How To Crash The PSP
- Replies: 51
- Views: 43427
Just my 2 cents: Id agree with PsPet. Cracking / Using something from CodeWarrior or Snsystems should be a big no-no. At the moment, it is fair to say, that there has been no real 'cracking' at all - simply an explot/hole that the original V1.0 PSP's have that allow people to execute ELF's. By using...
- Fri May 06, 2005 11:33 pm
- Forum: PSP Development
- Topic: Hello World for PSP
- Replies: 99
- Views: 182981
- Fri May 06, 2005 5:51 pm
- Forum: PSP Development
- Topic: Hello World for PSP
- Replies: 99
- Views: 182981
- Fri May 06, 2005 3:39 pm
- Forum: The Incredible Hall Of Shame
- Topic: Program (NOT) started off 1.5ver! YES
- Replies: 2
- Views: 4130
- Fri May 06, 2005 1:26 am
- Forum: PSP Development
- Topic: Hello World for PSP
- Replies: 99
- Views: 182981
I think lmx misunderstood what I said. Basically if the EBOOT.PBP is run to _install_ V1.5 onto a V1.0 system, then the EBOOT.PBP would be unencrypted because the V1.5 isnt yet installed? Hence, you pull apart EBOOT.PBP, say the DATA.PSAR or DATA.PSP and try and find the likely parts that are doing ...
- Fri May 06, 2005 12:08 am
- Forum: PSP Development
- Topic: Hello World for PSP
- Replies: 99
- Views: 182981
Im not sure if this is the right place for this but, if the version 1.0 Jap versions (like I have) were updated then the EBOOT.PBP installer they run, must be unencrypted right? If this is so, then sure this can be reverse engineered to find out the 'flags/whatever' needed to turn encryption back of...
- Thu May 05, 2005 6:58 pm
- Forum: PSP Development
- Topic: Hello World for PSP
- Replies: 99
- Views: 182981
- Thu May 05, 2005 5:23 pm
- Forum: PSP Development
- Topic: Hello World for PSP
- Replies: 99
- Views: 182981
Interestingly this EBOOT.PBP wasnt put together with elf2psp command line tool - either there is a necessary update for this tool, or need a different tool? BTW please bash me.. for being so pessimistic about this.. there has been alot of hype.. and has been driving me nuts.. Its wiked this is now p...
- Thu May 05, 2005 5:07 pm
- Forum: PSP Development
- Topic: Hello World for PSP
- Replies: 99
- Views: 182981