Search found 16 matches

by f_bohmann
Wed Nov 26, 2008 2:36 am
Forum: PSP Development
Topic: compiling latest toolchain on osx, iconv problem at stage 2
Replies: 6
Views: 3556

ooPo wrote:The script doesn't install libgmp and libmpfr. So, no.
Also, installing them into /usr/local is generally a better idea.
got it. gmp needs to be compiled with "ABI=32", else it will not match mpfr et al.
by f_bohmann
Mon Nov 24, 2008 10:25 pm
Forum: PSP Development
Topic: compiling latest toolchain on osx, iconv problem at stage 2
Replies: 6
Views: 3556

compiling latest toolchain on osx, iconv problem at stage 2

heyho... im trying to build the toolchain (svn rev. 2446) for osx for 2 days now, but step 002 fails on me with: ====================================== gcc -g -O2 -DIN_GCC -DCROSS_DIRECTORY_STRUCTURE -W -Wall -Wwrite-strings -Wstrict-prototypes -Wmissing-prototypes -Wold-style-definition -Wmissing-f...
by f_bohmann
Sat Nov 18, 2006 3:16 pm
Forum: PS3 Development
Topic: How open is Playstation 3?
Replies: 18
Views: 16602

we have one at the office, but the guy who owns it will probably take it home to germany next week, and i cant afford one before january. a project that i could imagine for ps2dev: - since a lot of people might be interested in homebrew while not beeing linux-savy or interested in linux at all, a ti...
by f_bohmann
Fri Nov 17, 2006 5:41 pm
Forum: PS3 Development
Topic: PS3 Documents, Images, PDFs, Linux, etc.
Replies: 3
Views: 4530

yeah. shift reload on the open platform site did the trick. the loader is there.
by f_bohmann
Mon Nov 13, 2006 3:28 pm
Forum: PS3 Development
Topic: PS3 Documents, Images, PDFs, Linux, etc.
Replies: 3
Views: 4530

"Currently X server uses virtual frame buffer to render its image. No hardware acceleration is supported under Linux." i wonder how much nagging needs to take place until we get gl es there. :) the rest looks cool, like it will be possible to create a nice linux-kernel based launcher, and ...
by f_bohmann
Tue Oct 31, 2006 6:00 pm
Forum: PSP Development
Topic: HELP: Compiling a lib for the psp...
Replies: 7
Views: 3032

are you sure that you actually compiled the lib for psp? and not for the host system that you use to compile?

f
by f_bohmann
Wed Mar 15, 2006 11:19 pm
Forum: General Discussion
Topic: PS2/PSP game coding competition?
Replies: 11
Views: 6379

please dont start before breakpoint 06, which is during the easter weekend. after that, i'd probably like to take part.

f
by f_bohmann
Thu Dec 01, 2005 10:05 pm
Forum: PSP Development
Topic: Hardware accelerated swizzling
Replies: 10
Views: 4172

i am not totally sure why you would want to do that, since for realtime generated textures (emu screen etc) just displaying them unswizzled should be a lot faster than uploading them, swizzle them and then display. and for non-realtime data ... well. you would of course pre-swizzle them in your tool...
by f_bohmann
Tue Nov 22, 2005 12:16 am
Forum: PSP Development
Topic: usb
Replies: 10
Views: 3403

my current setup enables usb when i launch my program (to upload new builds etc), and when i need to write something to the memcard from the psp (screenshots or something) i disable usb, write the stuff and then reenable usb. works flawlessly.

f
by f_bohmann
Thu Oct 13, 2005 1:57 am
Forum: PSP Development
Topic: Australian PSP Firmware
Replies: 5
Views: 2163

mameaddict, how about using a 2.0 firmware update? just as a hint. oh and you might want to use google to find one.
by f_bohmann
Tue Aug 09, 2005 9:29 pm
Forum: PSP Development
Topic: Best way to debug please
Replies: 1
Views: 1424

look into the examples under debugging, there is an example on how to use the exception handler that will tell you enough to use psp-addr2line when your program crashes.

also make sure you have -g in your compiler-options so line/debug infos are in your executable.
by f_bohmann
Wed Jul 06, 2005 8:18 pm
Forum: PSP Development
Topic: Image Conversion
Replies: 17
Views: 5197

the 3500$ program is a very very good image converter that goes far beyond neuquant in terms of dithering/color reduction especially for palettized images. if you look at this from a commercial point of view, the 3500$ are cheap if compared to the cost of a programmer implementing a tool that is as ...
by f_bohmann
Fri Jul 01, 2005 12:50 am
Forum: PSP Development
Topic: PSPSDK 1.0+beta released!
Replies: 59
Views: 57443

it's in the readme (haha ;)

svn co svn://svn.pspdev.org/psp/trunk/pspsdk
by f_bohmann
Fri Jul 01, 2005 12:27 am
Forum: PSP Development
Topic: Question about the color space on the PSP
Replies: 10
Views: 4416

harold, i guess you did not understand what people are telling you. :) each pixel has 16 bits, of which 1 bit is used for alpha, and 5 bits for each red, green and blue. this "shifting orgy" you posted just scales down the color components from 8 bits per color to 5 bits per color and then...
by f_bohmann
Fri Jun 10, 2005 11:19 pm
Forum: PSP Development
Topic: PSFTool
Replies: 4
Views: 3024

the link has an additional / ... (see //) ... remove that, and the link works.
by f_bohmann
Wed Jun 08, 2005 9:27 am
Forum: PSP Development
Topic: 4.0 Toolchain compiling?
Replies: 6
Views: 6159

mh. i am trying to compile nem's helloworld with the psp-toolchain, and i get the same error. compiling the c files with psp-gcc works fine, but when i get to the startup.s, i get the errors. following your post i am under the impression that .include "/usr/local/pspdev/psp/psp/include/machine/...