Search found 51 matches

by snowsquirrel
Sun Jun 08, 2008 8:00 am
Forum: PSP Development
Topic: why are u32/uint32_t/SceUInt32 defined as longs?
Replies: 18
Views: 5025

Now if you're talking about psp-gcc, you COULD alias int32_t to long since it's compiling for a 32 bit CPU, but the code won't be portable. Which was my original point. on 90% (pulled that number out of my ass) of the platforms out there typedefing int32 as int works. While typedefing it as long, o...
by snowsquirrel
Fri Jun 06, 2008 11:16 pm
Forum: PSP Development
Topic: why are u32/uint32_t/SceUInt32 defined as longs?
Replies: 18
Views: 5025

Getting o/t here, but I find streams a PITA to use, plus they tend to blow up mem usage on embedded systems. Printf is probably the only old school technique I continue to employ. I wish they would make modernized version of of it, something like C# version of formatted strings where the format oper...
by snowsquirrel
Fri Jun 06, 2008 12:36 pm
Forum: PSP Development
Topic: why are u32/uint32_t/SceUInt32 defined as longs?
Replies: 18
Views: 5025

why are u32/uint32_t/SceUInt32 defined as longs?

Why is u32 defined as an unsigned long int? I know on my 32 bit systems, a long and int are both 32. So it doesn't matter, which is used.... kind of... one really annoying side effect are the compiler warnings generated from printf. u32 mynum = 25L; printf( "my num %u\n", mynum &am...
by snowsquirrel
Sun May 04, 2008 8:38 am
Forum: PSP Development
Topic: porting from sceGu openGL: help drawing Vertex arrays.
Replies: 9
Views: 4534

Is your emulator complete? Available for download? That might save me porting to OpenGL.
~S
by snowsquirrel
Sun May 04, 2008 2:56 am
Forum: PSP Development
Topic: porting from sceGu openGL: help drawing Vertex arrays.
Replies: 9
Views: 4534

Anyone know when the opengl equivilant of sceGuOffset(x,y)?
~S
by snowsquirrel
Thu May 01, 2008 5:21 am
Forum: PSP Development
Topic: what is libgu/libgum? Shoudl I use pspgl?
Replies: 6
Views: 2915

I am making it multi-platform and using OpenGL for the PC side. I use a 480x272 viewport on the PC version too. The PC version is strictly for Debugging purposes. I still haven't decided if I will port the PSP specific parts to OpenGL too. I must say that I do find the ge/gum a little nicer to use( ...
by snowsquirrel
Tue Apr 29, 2008 8:27 am
Forum: PSP Development
Topic: porting from sceGu openGL: help drawing Vertex arrays.
Replies: 9
Views: 4534

Thanks, for the reply.

Does binding the texture move it into vram? i.e, can I free the texture data from user memory after I am done gen/binding it? If so, is there a way to do the same with Ge?

Thanks,
~S
by snowsquirrel
Tue Apr 29, 2008 12:13 am
Forum: PSP Development
Topic: porting from sceGu openGL: help drawing Vertex arrays.
Replies: 9
Views: 4534

I would hope I don't have to go that deep. I am assuming this is pretty standard stuff I am doing, and that anyone who knows opengl would know the answer too. What is a decent PSP emulator?
~S
by snowsquirrel
Mon Apr 28, 2008 10:55 am
Forum: PSP Development
Topic: porting from sceGu openGL: help drawing Vertex arrays.
Replies: 9
Views: 4534

porting from sceGu openGL: help drawing Vertex arrays.

Trying to port my GU and GUM code to open GL. Most of the calls seem to map pretty well, but have a bit of trouble with my code for rendering a model. I had this: sceGumMatrixMode( GU_MODEL ); sceGumLoadIdentity(); sceGumTranslate( &pos ); //set te...
by snowsquirrel
Fri Apr 18, 2008 10:45 am
Forum: PSP Development
Topic: [unsolved] usbhostfs broken
Replies: 13
Views: 6095

Can someone send me 32bit binaries of pspsh, and usbhostfs_pc (statically linked would be best, but not mandatory). Then I could test them out on my MEPIS 64, and in 32bit Puppy. I can't seem to find a download link for any binaries, except for windows versions. PM me, and I'll shoot you my email. T...
by snowsquirrel
Mon Apr 14, 2008 3:19 am
Forum: PSP Development
Topic: psplinkusb pspsh no prompt
Replies: 3
Views: 2847

This happens to me, after the first reset of psplink. Are you in linux, and are you running 64bit? I am, and I know of atleast one other person having the problem who also happens to be on 64bit linux. If you don't know, just give me the output of uname -a. I don't know if the bug is in psplink pc t...
by snowsquirrel
Thu Apr 10, 2008 10:23 pm
Forum: PSP Development
Topic: [unsolved] usbhostfs broken
Replies: 13
Views: 6095

Yeah, for some reason, now my game doesn't even seem to launch, yet it works fine in windows.

I was wondering if there is a way to force a 32bit build of usbhostfs. But haven't had much time for this, the past week.

~S
by snowsquirrel
Tue Apr 08, 2008 10:27 am
Forum: PSP Development
Topic: [unsolved] usbhostfs broken
Replies: 13
Views: 6095

FYI:
I noticed that the pc precompiled version I was using was rev 2300, and the latest was 2368. So I reverted to 2300, and it seemed to make no difference.

I am running 64bit. I wonder if there is an issue with the 64bit version of libusb?

~S
by snowsquirrel
Mon Apr 07, 2008 8:06 am
Forum: PSP Development
Topic: [unsolved] usbhostfs broken
Replies: 13
Views: 6095

hard drive,

Does this happen to you using the wifi?

~S
by snowsquirrel
Mon Apr 07, 2008 5:38 am
Forum: PSP Development
Topic: HOME -> Quit in prx on slim == flaming death.
Replies: 2
Views: 1294

I am not explicitly spawning anything threads. So possibly psplink is the culprit. I am having a bunch of prolblems with psplink on linux right now, so I'll have to try it out on window, when I a chance.

~S
by snowsquirrel
Mon Apr 07, 2008 5:20 am
Forum: PSP Development
Topic: PSPLINK on slim and lite
Replies: 5
Views: 2412

get the svn version (3.0), not the 2.0 bundle. Then build it. Take what is in release_oe, that is the prx version.
~S
by snowsquirrel
Mon Apr 07, 2008 5:19 am
Forum: PSP Development
Topic: Win32 native Toolchain for PSPSDK
Replies: 261
Views: 155770

I'll host them temporarily over but I don't have an uninstalled copy right now.
~S
by snowsquirrel
Mon Apr 07, 2008 3:10 am
Forum: PSP Development
Topic: Win32 native Toolchain for PSPSDK
Replies: 261
Views: 155770

how about a temporary server for the weekend?
by snowsquirrel
Mon Apr 07, 2008 3:01 am
Forum: PSP Development
Topic: HOME -> Quit in prx on slim == flaming death.
Replies: 2
Views: 1294

HOME -> Quit in prx on slim == flaming death.

If I export my game to the memstick, as eboot. when I home-quit, it says waiting and then the whole psp shuts off. I am guessing something is wrong with my exit callbacks. int CALLBACKS_exit( int arg1, int arg2, void *common ) { (void)arg1; (void&...
by snowsquirrel
Sun Apr 06, 2008 1:02 pm
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 18943

Extended Asm. I get it now. Thanks.
~S
by snowsquirrel
Sun Apr 06, 2008 3:14 am
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 18943

Ok I understand everything but this line: : "+m"(*vout): "m"(*va), "m"(*vb)" So this line is mapping the value in registers to value in memory? If so, shouldn't this mapping be done at the beginning? O...
by snowsquirrel
Sun Apr 06, 2008 1:50 am
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 18943

yes, I have looked at the code, but it really means nothing too me. I suspected that the instructions were optimized for v4's not v3's. I think that is pretty common. But I am not 100% sure what you are saying? "lv.q C000, %1\n" "lv.q C010, %2\n" loading va and vb into registers ...
by snowsquirrel
Sun Apr 06, 2008 12:27 am
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 18943

hello,

I am interested in the vector proecessing funciton in the lb. But I notice that they are v4's and not v3's. To use this with v3's, do I have to assign x,y,z in my v4 to xyz in my v3. Or do most people just use v4's for everything, ignoring the 'w' when only xyz are needed?


~S
by snowsquirrel
Sun Apr 06, 2008 12:11 am
Forum: PSP Development
Topic: vector functions
Replies: 3
Views: 1698

Thanks.

Can someone comment on how the community was able to reverse engineer libgu/gum, and not libvfpu?

~S
by snowsquirrel
Sun Apr 06, 2008 12:09 am
Forum: PSP Development
Topic: what is libgu/libgum? Shoudl I use pspgl?
Replies: 6
Views: 2915

Thanks, those two posts largely settled my decision.
~S
by snowsquirrel
Sat Apr 05, 2008 1:39 pm
Forum: PSP Development
Topic: what is libgu/libgum? Shoudl I use pspgl?
Replies: 6
Views: 2915

what is libgu/libgum? Shoudl I use pspgl?

I have been doing a few tutorials, and have a small project on the go. The tutorials I have been doing used gu/gum. But I notice that it seems more people here are using pspgl. I have never really used opengl, so syntactically, I have no preference. I am still early in my (learning) project, so I wo...
by snowsquirrel
Sat Apr 05, 2008 1:01 pm
Forum: PSP Development
Topic: vector functions
Replies: 3
Views: 1698

vector functions

Are there any functions for vector math which take advantage of the psp hardware? i.e, add two vectors, scale a vector, etc. I want c/c++, not assember too.

I looked in pspvfpu, but it doesn't seem to have any.

Thanks,
~S
by snowsquirrel
Fri Apr 04, 2008 10:44 pm
Forum: PSP Development
Topic: [unsolved] usbhostfs broken
Replies: 13
Views: 6095

My job requires I have vista. I have linux at home. It is slow at work right now, so I was fooling around with this stuff. A little disappointing that it works fine in windows, but not in linux, especially considering that the toolset is native to linux. It is really a matter of productivity. Having...
by snowsquirrel
Fri Apr 04, 2008 4:44 am
Forum: PSP Development
Topic: [unsolved] usbhostfs broken
Replies: 13
Views: 6095

I have been using it all day in windows. It appears to be rock solid in windows.
~S
by snowsquirrel
Thu Apr 03, 2008 11:50 am
Forum: PSP Development
Topic: [unsolved] usbhostfs broken
Replies: 13
Views: 6095

I tried running using -vv -t 100. It seems poll for command continually, until I issue one with pspsh, then it does it, writes back the output, and starts polling again. But when I issue a reset, it loosk like it never does another write, and does not start polling again. Here is the output, you can...