Search found 15 matches

by J-Fox
Sat Feb 02, 2008 10:54 am
Forum: PSP Development
Topic: Texture splatting - 2 Textures (Alpha / Color)
Replies: 1
Views: 1762

Texture splatting - 2 Textures (Alpha / Color)

I would like to use a grayscale image (r=g=b, GU_PSM_5650) as alpha for another image (GU_PSM_5650). So basicly I m trying this: - I render my scene to a rendertarget, works - Blur that rendertarget, works - Get zbuffer to rendertarget, works and now I would like to render the sharp scene, and then ...
by J-Fox
Fri Feb 01, 2008 9:35 pm
Forum: PSP Development
Topic: Last parameter for sceGuClutMode - T16?
Replies: 0
Views: 986

Last parameter for sceGuClutMode - T16?

sceGuClutMode(GU_PSM_8888,0,0xFF,0xFF); sceGuClutLoad(0xFFFF/8,rawPalette); This makes T16 mode work as far as I can see it. I tried placing green colors in the upper range, red colors in the lower, both colors were present when rendering the zbuffer. This makes sens...
by J-Fox
Fri Feb 01, 2008 11:02 am
Forum: PSP Development
Topic: Reading the depthbuffer - Problem with format?
Replies: 6
Views: 4623

Well, I m only trying to do some cool graphics on psp.

- Reading the zbuffer 16bpp - FAILS
- Reading the zbuffer 32bpp - WORKS
- Render to texture 16bpp - WORKS
- Render to texture 32bpp - SLOW

Does anyone know how to read the zbuffer in GU_PSM_5650 just like in GU_PSM_8888?
by J-Fox
Thu Jan 31, 2008 9:04 pm
Forum: PSP Development
Topic: Reading the depthbuffer - Problem with format?
Replies: 6
Views: 4623

Thanks for pointing that out snow - and thanks alot for the link ufoz, I believed the zbufferfog sample was just using another fogmode made by sony, it was exactly what I have been looking for though =)

Thanks again!
by J-Fox
Thu Jan 31, 2008 10:23 am
Forum: PSP Development
Topic: Reading the depthbuffer - Problem with format?
Replies: 6
Views: 4623

Reading the depthbuffer - Problem with format?

Hey, #define BUF_WIDTH (512) #define SCR_WIDTH (480) #define SCR_HEIGHT (272) ... sceGuDepthBuffer(zbp,BUF_WIDTH); sceGuDepthRange(0xFFFF,0x0); ... sceGuTexMode(GU_PSM_4444,0,0,0); sceGuCopyImage(...
by J-Fox
Wed Oct 03, 2007 7:13 pm
Forum: PSP Development
Topic: PSP for non-game use
Replies: 12
Views: 3896

4. I hate moving the files onto the psp over and over again Who honestly moves any files to the PSP for developing purposes these days :) I think not everybody uses your software tyranid xD. Also I use it :P By the way there is an excel clone did by some spanish guy. You can test te last neocontest...
by J-Fox
Wed Oct 03, 2007 6:04 am
Forum: PSP Development
Topic: PSP for non-game use
Replies: 12
Views: 3896

1. Ofcourse, there are media players, ebook readers, office applications, ... 2. Look around, i recommend psp-homebrew.eu and qj.net 3. Yes, i like psp-programming.com 4. I hate moving the files onto the psp over and over again 5. Seeing that sony always changes stuff to make the firmware more secur...
by J-Fox
Wed Oct 03, 2007 5:52 am
Forum: PSP Development
Topic: Problem accessing ms0: from flash0:
Replies: 5
Views: 2565

I could imagine that the device is not mapped at the time you try to access it.
It would make sense if vshmain.prx is loaded as one of the first prx, meaning that it might take 5-10 seconds until ms0:/ was mapped to the correct device / driver
by J-Fox
Sun Sep 30, 2007 11:14 am
Forum: PSP Development
Topic: Problem with sceIoDread
Replies: 4
Views: 1891

Thats what i did. It works fine under the old PSP on 3.71M33 and 1.50, but it fails often on the Slim with 3.71M33.

//Edit: re-assigning the device and/or replugging the memory stick after changes to the files / directorys seems to fix the problem btw.
by J-Fox
Sun Sep 30, 2007 7:08 am
Forum: PSP Development
Topic: Problem with sceIoDread
Replies: 4
Views: 1891

Problem with sceIoDread

I just noticed that there seems to be some problem with "sceIoDread" on 3.71M33 . Somehow it skips some files or uses an outdated filesystem. It appears to do this randomly. On 1.50 this seems to work like icecream but on 3.71M33 its pretty buggy for some odd reason. in 7/10 cases it didnt...
by J-Fox
Sun Sep 30, 2007 4:33 am
Forum: PSP Development
Topic: Full hardware pilot under 3.xx for both flat and S&L
Replies: 6
Views: 3871

the whole thing looks pretty cool. There are some bugs though, for example, my mac address is shown wrong. part 4,5 and 6 are starting with FFFFFF and then the real part follows. For the unknown part which is 0 on JAP PSP: could it be the input mode (O to accept (Japanese version) / X to accept (Oth...
by J-Fox
Thu Sep 27, 2007 10:16 pm
Forum: PSP Development
Topic: 3.71 syscalls ?
Replies: 44
Views: 22168

wow thanks, that worked great and was easier fix than i thought it would be :)
by J-Fox
Thu Sep 27, 2007 9:28 pm
Forum: PSP Development
Topic: 3.71 syscalls ?
Replies: 44
Views: 22168

I was just trying to have a look at this but i cant seem to get the PRXTool from the svn to compile: Fox@Fox /cygdrive/c/PRXTool $ ./bootstrap ./bootstrap: line 7: $'\r': command not found ./bootstrap: line 10: $'\r': command not found ./bootstrap&...
by J-Fox
Wed Sep 26, 2007 6:00 pm
Forum: PSP Development
Topic: sceDisplayGetFrameBuf() fails, Bufferwidth / Pixelformat = 0
Replies: 4
Views: 2268

weltall: I havent works with nids before and i wasnt able to find any helpful posts on the forum either about this topic, however: i assumed adding an ASM Stub would help: .set noreorder #include "pspstub.s" STUB_START "sceDisplay_driver", 0x40010000, 0x00010005 STUB_FUNC 0xEEDA...
by J-Fox
Wed Sep 26, 2007 12:45 am
Forum: PSP Development
Topic: sceDisplayGetFrameBuf() fails, Bufferwidth / Pixelformat = 0
Replies: 4
Views: 2268

sceDisplayGetFrameBuf() fails, Bufferwidth / Pixelformat = 0

Hey, I m currently having a problem getting my code to work: #include <pspkernel.h> #include <pspdisplay.h> #include <stdio.h> #include <string.h> PSP_MODULE_INFO&#40;"MSUpdate", 0x1000, 1, 1&#41;; PSP_MAIN_THREAD_ATTR&#40;0&#41;; static int bufferwidth, pixelformat, unk, f...