Search found 23 matches
- Sun Feb 19, 2006 8:31 am
- Forum: PSP Development
- Topic: media engine and sleep/resume psp
- Replies: 5
- Views: 2810
yeah, I thought it was related to reseting it too, so I tried to backup the overwritten ram area and then restoring it before going to sleep, but it doesn't work... I eventually was able to go to sleep mode but only after having trigerred a bus error (after restoring me overwritten ram and resetting...
- Thu Feb 16, 2006 10:10 pm
- Forum: PSP Development
- Topic: media engine and sleep/resume psp
- Replies: 5
- Views: 2810
- Tue Feb 14, 2006 6:17 am
- Forum: PSP Development
- Topic: media engine and sleep/resume psp
- Replies: 5
- Views: 2810
media engine and sleep/resume psp
Hi all, I've been using a lot the me lately and it's really a wonderful thing to play with! My issue is it seems I cannot make the psp go to sleep mode when using it. I've done batches of testings and it seems once you called (whatever you call after...) sceSysregMeResetEnable() you cannot have slee...
- Sun Jul 31, 2005 7:45 pm
- Forum: PSP Development
- Topic: found how to use color function (filtering)
- Replies: 8
- Views: 3817
- Fri Jul 29, 2005 5:16 am
- Forum: PSP Development
- Topic: issue in svn 792
- Replies: 8
- Views: 4324
tried some previous version of svn, and I found that before, errno was defined in libcglue.c, perhaps the issue is related. here's what I found in an older version in libcglue, /* newlib's errno.h wants a function that returns a pointer to errno. */ #ifdef F_glue___errno #undef errno int errno; /* T...
- Fri Jul 29, 2005 4:09 am
- Forum: PSP Development
- Topic: issue in svn 792
- Replies: 8
- Views: 4324
ok, I'm now back at home, here's what I get if I compile with svn 792 : zlib/gzio.o: In function `destroy': zlib/gzio.c:349: undefined reference to `__errno' zlib/gzio.o: In function `check_header': zlib/gzio.c:252: undefined reference to `__errno' zlib/gzio.c:252: undefined reference to `__errno' z...
- Fri Jul 29, 2005 1:58 am
- Forum: PSP Development
- Topic: issue in svn 792
- Replies: 8
- Views: 4324
It would be helpful if either, or both, of you would post the actual errors you're having instead of just waving your arms around in some nebulous fashion and sitting around for an update. woua, you're quite nervous today ? ;-) I was thinking my description was enough : if you compile code which re...
- Thu Jul 28, 2005 10:35 pm
- Forum: PSP Development
- Topic: issue in svn 792
- Replies: 8
- Views: 4324
- Thu Jul 28, 2005 6:09 pm
- Forum: PSP Development
- Topic: issue in svn 792
- Replies: 8
- Views: 4324
issue in svn 792
It seems in latest svn there is an issue with __errno which is not defined.
I've to put it in my sourcecode in order to compile.
I've to put it in my sourcecode in order to compile.
- Thu Jul 28, 2005 10:12 am
- Forum: PSP Development
- Topic: audio playback frequency
- Replies: 1
- Views: 1267
audio playback frequency
correct me if I'm wrong but right now, only 44Khz is supported
as playback frequency for psp (I mean on hardware side).
Does anyone know if psp can handle other frequencies (11025,22050,32000,...) ?
Or does it rely on software mixing ?
as playback frequency for psp (I mean on hardware side).
Does anyone know if psp can handle other frequencies (11025,22050,32000,...) ?
Or does it rely on software mixing ?
- Wed Jul 27, 2005 6:35 pm
- Forum: PSP Development
- Topic: clutmode, clutload & sync
- Replies: 4
- Views: 2367
- Wed Jul 27, 2005 1:46 am
- Forum: PSP Development
- Topic: clutmode, clutload & sync
- Replies: 4
- Views: 2367
- Wed Jul 27, 2005 12:20 am
- Forum: PSP Development
- Topic: found how to use color function (filtering)
- Replies: 8
- Views: 3817
Hm, just to understand that correctly... that call would reject any pixel that does not keep the blue channel to 0, right? exactly. Also, it seems as the function masks the function by 0x03, GU_LESS and above are not available when color testing. good to know ! In fact I was trying to be able to fi...
- Tue Jul 26, 2005 6:49 pm
- Forum: PSP Development
- Topic: clutmode, clutload & sync
- Replies: 4
- Views: 2367
clutmode, clutload & sync
I'm having some color palette update issues.... I'm working in 5551 color mode, with 8bits texture, using replace mode & alpha. I'm rendering sprites & have to switch the palette multiple times. Moreover some entries in my palette are transparent (|=0x8000). Sometimes it seems the alpha isn'...
- Tue Jul 26, 2005 6:41 pm
- Forum: PSP Development
- Topic: found how to use color function (filtering)
- Replies: 8
- Views: 3817
found how to use color function (filtering)
Hi, I'm still playing a lot with GU & found how to use sceGuColorFunc(int a0, unsigned int color, int a2); It's a color filtering function. a0 is function (GU_EQUAL,GU_LESS,....) a2 is the color mask you'll have to acticate color testing & then specify the function in the sam...
- Thu Jul 21, 2005 2:35 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 166293
- Thu Jul 21, 2005 2:31 am
- Forum: PSP Development
- Topic: blending mode
- Replies: 1
- Views: 1293
blending mode
Hi,
I've just discovered that blending operation 2 is the opposite of 1.
Can be usefull sometimes... So I guess a little #define GU_SUBTRACT_REVERSE 2 or something with a better name ;-) will help.
I've just discovered that blending operation 2 is the opposite of 1.
Can be usefull sometimes... So I guess a little #define GU_SUBTRACT_REVERSE 2 or something with a better name ;-) will help.
- Wed Jul 20, 2005 2:14 am
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 166293
- Tue Jul 19, 2005 7:51 pm
- Forum: PSP Development
- Topic: Media Engine?
- Replies: 165
- Views: 166293
am I the only one testing this ? ;-) it seems it cannot compile with latest svn (update a few hours ago). the debugfindmodule,... functions cannot be found. same for kprintf sample .... anyway, if we can get this to work it will be a major boost for lots of homebrew here (codec, emulator core like s...
- Fri Jul 08, 2005 1:04 am
- Forum: PSP Development
- Topic: at3/mp3 playback
- Replies: 0
- Views: 1304
at3/mp3 playback
the current progress with pspnet stuff shows it possible to load & use .prx file. So is someone working on a hardware accelerated at3/mp3 player ? I guess mp3 will be harder since it doesn't seems we have function names yet, but at3 functions seem to be available. I'm interested in this since ev...
- Thu Jul 07, 2005 4:17 pm
- Forum: PSP Development
- Topic: memmove issue
- Replies: 4
- Views: 2321
in fact it's a bit strange. I had my sources compiling and working well without pspsdk (using my own malloc, stdio functions, ...). the sources are snes9x ones, more specifically, my own version of it (I'm the author of ljp, a palmos multi system emulators). I've ported it to pspsdk, compiling is fi...
- Thu Jul 07, 2005 9:49 am
- Forum: PSP Development
- Topic: memmove issue
- Replies: 4
- Views: 2321
memmove issue
hi, just wanted to point the small issue with pspsdk & memmove.
it doesn't seem to be well implemented whereas memcpy is ok.
it doesn't seem to be well implemented whereas memcpy is ok.
- Thu Jul 07, 2005 9:43 am
- Forum: PSP Development
- Topic: NeoCDPSP v0.1
- Replies: 7
- Views: 4445
NeoCDPSP v0.1
Hi,
here's my little contribution, a new Neogeo CD emulator!
check it by downloading on my website, http://yoyofr.fr.st
currently : fullsound & music (using mp3) support with fullspeed at
333Mhz.
thx a lot to the great guys here for pspsdk!
here's my little contribution, a new Neogeo CD emulator!
check it by downloading on my website, http://yoyofr.fr.st
currently : fullsound & music (using mp3) support with fullspeed at
333Mhz.
thx a lot to the great guys here for pspsdk!