Search found 21 matches

by Shito
Thu Aug 04, 2005 8:12 am
Forum: PSP Development
Topic: MP3 Playback sample code
Replies: 4
Views: 2578

Works like a charm, but this thing is killing my fps !!! :/
I'm really bad when it comes to audio, I guess mp3 is quite cpu intensive, isn't there a way to use the ME for this (and how?^^), or is there another format I should be using instead, which would be a little bit lighter on the cpu ??
by Shito
Tue Aug 02, 2005 5:43 am
Forum: PSP Development
Topic: 5551 format problems.
Replies: 5
Views: 2378

Kinda makes sense, but why is it reversing again in 32 bits then ??
From what I've seen, 32 bits is 8888 ARGB.
by Shito
Tue Aug 02, 2005 3:40 am
Forum: PSP Development
Topic: 5551 format problems.
Replies: 5
Views: 2378

From what I've tried, yeah, 5551 RGBA is indeed 1555 ABGR, but I had no problem getting the alpha channel to work, though.
by Shito
Mon Aug 01, 2005 5:31 pm
Forum: PSP Development
Topic: Latest SVN pspsdk errors
Replies: 8
Views: 3601

I updated the whole toolchain, so ./toolchain.sh
by Shito
Mon Aug 01, 2005 6:43 am
Forum: PSP Development
Topic: Latest SVN pspsdk errors
Replies: 8
Views: 3601

Ok, that was it, lost a whole day installing the latest toolchain (god, cygwin is sooooo slow on my pc ^^), but I can now compile again.
by Shito
Sun Jul 31, 2005 11:56 am
Forum: PSP Development
Topic: Latest SVN pspsdk errors
Replies: 8
Views: 3601

Latest SVN pspsdk errors

Just updated the pspsdk from svn, and now I have some brand new nice errors in my project : main.o: In function `main': main.c:(.text+0x868): undefined reference to `clock' /usr/local/pspdev/lib/gcc/psp/4.0.0/../../../../psp/lib/libc.a(exit.o&a...
by Shito
Tue Jul 26, 2005 7:08 am
Forum: PSP Development
Topic: 2 questions regarding 3D rendering
Replies: 14
Views: 5455

I know which bit depth it is in, but all I really need is the logo.c file which contains the texture, because I tried: 255,255,255,255, for each pixel. RGB16(255,255,255,255), for each pixel and 0xffff, for each pixel. None of which gave me the right texture. All I need to know is what goes between...
by Shito
Mon Jul 25, 2005 10:03 am
Forum: PSP Development
Topic: Loading a BMP on PSP source
Replies: 6
Views: 2937

Found this thread while searching for something else, and if it's not too late here's how you convert a 32 bits RGB color to a 16 bits one : int sourceColor, destColor ; int r, g, b ; r = (sourceColor&0x7C00)>>10 ; g = (sourceColor&0x03E0)>>5 ; b = (so...
by Shito
Tue Jul 19, 2005 7:23 am
Forum: PSP Development
Topic: 32 bits texturing problem !!
Replies: 4
Views: 2291

Well, pretty much what I posted up here, with struct Vertex { float u, v; unsigned int color; float x, y, z; }; as my vertex structure, and static unsigned int __attribute__((aligned(32))) tiles01_image[] = { ...
by Shito
Tue Jul 19, 2005 6:57 am
Forum: PSP Development
Topic: 32 bits texturing problem !!
Replies: 4
Views: 2291

(And 3 in a row)
Well, that was it, ARGB in 32 bits mode.
Now, why is it working in ABGR in 16 bits ?? °__°
What the fuck am i not understanding there ??
by Shito
Tue Jul 19, 2005 6:40 am
Forum: PSP Development
Topic: 32 bits texturing problem !!
Replies: 4
Views: 2291

Ok, got it displaying something, just needed to make my u,v,x,y and z floats in my vertex structure, silly me !!
The colors are way wrong, though.
Do you guys know if in 32 bits the format is ARGB ?
Would look weird as it seems to be ABGR in 16 bits. :/
by Shito
Tue Jul 19, 2005 5:51 am
Forum: PSP Development
Topic: 32 bits texturing problem !!
Replies: 4
Views: 2291

32 bits texturing problem !!

Ok guys, been playing around a bit with the psp sdk for the last days. I've been able to "blit" a 16-bits texture on screen. Now all I wanna do is doing the same, but with a 32-bits texture. "Ok, easy, just need to convert my bitmap image to 32 bit values now, and let know the psp i'm...
by Shito
Thu May 19, 2005 7:08 am
Forum: PSP Development
Topic: Terrain rendering
Replies: 21
Views: 10940

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 Can't seem to compile...
by Shito
Thu May 19, 2005 6:03 am
Forum: PSP Development
Topic: Terrain rendering
Replies: 21
Views: 10940

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 Can't seem to compile...
by Shito
Tue May 17, 2005 11:34 pm
Forum: PSP Development
Topic: noobifull BitBlt Clipping
Replies: 7
Views: 5250

If you want to see what it changes, try to blit an image at (0,-10) with and without this little fix. ;)
by Shito
Tue May 17, 2005 5:21 pm
Forum: PSP Development
Topic: noobifull BitBlt Clipping
Replies: 7
Views: 5250

:)

Smiths, here's the one I use, "full green" being the transparent color :

Code: Select all

#define		KEYCOLOR	0x03E0			//transparent color (full green)
by Shito
Tue May 17, 2005 6:35 am
Forum: PSP Development
Topic: noobifull BitBlt Clipping
Replies: 7
Views: 5250

noobifull BitBlt Clipping

Ok, first of all I'm not really used to hardcore coding and all, I'm more used to nice graphical APIs, so sorry in advance for any noobiness that could emerge from this topic. ^^ Sooo, since we're accessing the video memory to blit an image on screen, I can easily understand how some things could go...
by Shito
Tue May 17, 2005 1:35 am
Forum: PSP Development
Topic: Terrain rendering
Replies: 21
Views: 10940

Well, the guy also posted the sources after all. And with an image convertor that could be quite handy to anyone wanting to code a little bit. Ok by now we all have developped our own ways of converting a bitmap or whatever image into a c file for the weird BGR PSP format, but I sure know mine is no...
by Shito
Thu May 12, 2005 8:04 am
Forum: PSP Development
Topic: malloc newbie question
Replies: 22
Views: 9687

when i run my code to the PSP i have black screen but when i comment data[0] = 0xFFFF; i have "TESTING" displayed correctly Well then that means that sceKernelAllocPartitionMemory returned null. Either the memory could not be allocated because there wasn't enough free memory (I highly dou...
by Shito
Wed May 11, 2005 7:49 am
Forum: PSP Development
Topic: Hello World for PSP
Replies: 99
Views: 173328

Ok, thanks a lot, Loser's PS2 Dev Environment worked like a charm, time to have a little fun now. :)
by Shito
Wed May 11, 2005 1:54 am
Forum: PSP Development
Topic: Hello World for PSP
Replies: 99
Views: 173328

Hi guys, Been lurking this forum for quite a while now, and I'm really amazed at how quickly things progress here. I'm quite new to the ps2/psp dev scene, but this Hello World thing really is interesting and motivating. I gave a quick look at how to install a win32/cygwin/PS2dev-toolchain, and it lo...