Search found 60 matches

by white rabbit
Tue Oct 16, 2007 7:01 pm
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 77750

And it is. I done figgered it out! They were even more lazy than you can imagine. The interlaced modes ARE NTSC. The screen buffer in those modes is laid out this way: 240 lines of even field 22 lines of nothing 240 lines of odd field 1 line of nothing I was playing around with the printf some more...
by white rabbit
Mon Apr 30, 2007 9:54 pm
Forum: PSP Development
Topic: uClinux on the PSP
Replies: 151
Views: 149478

Right, I'm moving jobs (after just getting the house move finished (with lots of DIY still left to do)) so I'm back for a short while, no doubt before I dissapear again for a few months as has become my habit. I was looking for my uLinux thread and saw this on the front page so had a look. Well done...
by white rabbit
Thu Feb 08, 2007 7:33 pm
Forum: PSP Development
Topic: Problems with PRX exports using C++
Replies: 9
Views: 6468

Well for a start once you have the mangled names dont stick it in a cpp file , Else you are going to get potentially menagled names for mangled names ;) Of course your real issue is you are trying no doubt to make a kernel module or at least disabled the use of newlib. I really wouldn't use c++ in ...
by white rabbit
Thu Feb 08, 2007 4:32 am
Forum: PSP Development
Topic: Problems with PRX exports using C++
Replies: 9
Views: 6468

Hmm, I'm getting nowhere fast with this... $ psp-g++ -G0 -O2 -Wall -c -o foo.o foo.cpp -I$PSPSDK/include/ $ psp-nm | grep 'T _Z.*' | awk '{ print "PSP_EXPORT_FUNC(" $3 ")" }' I stick these into exports.exp $ psp-build-exports -b exports.exp > exp...
by white rabbit
Wed Jan 17, 2007 11:36 pm
Forum: PSP Development
Topic: long time, no speak...
Replies: 6
Views: 2972

Well the mangled names are auto generated, you dont have to worry about them if you have a h file normally, it is only when you need to link things together and the sdk provides no means of flagging an exported function or class inside the code so you have to pull the mangled names from the gcc out...
by white rabbit
Wed Jan 17, 2007 6:19 am
Forum: PSP Development
Topic: long time, no speak...
Replies: 6
Views: 2972

1. Up to you, amazingly I now run 3.03oe for my development purposes (although I still have my 1.0 tucked away). As you can use psplink even in 3.03 mode it is quite convinient :) 2. Get SVN working :P It hasn't changed massively but it has changed. Maybe ill do a new source release soon. 3. Export...
by white rabbit
Wed Jan 17, 2007 5:44 am
Forum: PSP Development
Topic: long time, no speak...
Replies: 6
Views: 2972

long time, no speak...

Hi guys, I've finally moved house and got most of the inital work on it out of the way, so I want to start PSP dev again now 2007 has rolled around and to make up for me pretty much just gaving up in 2006 :( I'm coming back to my code, and as always happens, I keep thinking "why the hell did I ...
by white rabbit
Wed Jun 14, 2006 7:29 pm
Forum: PSP Development
Topic: Odd memory / render problem
Replies: 1
Views: 1419

Hmmm, I think I've got it - I call sceGuTexMode() when I call any texture. It seems fine to call it once, but no more... that right? Also, I'm having a bit of a multi-texture issue. I want to use 2 texture images, one for each sceGumDrawArray(), but only the last one called in sceGuTexImage() seems ...
by white rabbit
Wed Jun 14, 2006 7:10 pm
Forum: PSP Development
Topic: Gimp plugin
Replies: 37
Views: 25822

Sorry, that's pretty much what I meant - I can edit the texture data outside of the image without too much hassle, but editing an image in a knocked up app is never fun.
by white rabbit
Tue Jun 13, 2006 11:09 pm
Forum: PSP Development
Topic: Odd memory / render problem
Replies: 1
Views: 1419

Odd memory / render problem

I have a mesh class, and if I have just one, it's fine. If I have two, then the memory looks fine (thanks to TyRaNiD for PSPLink!), but nothing gets rendered. I thought I was out of RAM - odd as I have almost nothing else alloc'ed, but hey... But on checking, the memory is fine, and contains all val...
by white rabbit
Tue Jun 13, 2006 10:53 pm
Forum: PSP Development
Topic: Gimp plugin
Replies: 37
Views: 25822

Thanks for that - I was thinking of making a texture editor, but was putting it off with all the work required.

I'll give that a go tonight!
by white rabbit
Sat Jun 10, 2006 4:44 am
Forum: PSP Development
Topic: Am I mad? - linux on PSP...
Replies: 36
Views: 17804

:bump: Right, I've found out this is pretty hard and I don't have enough motivation to do it now I've managed to get a new laptop out of work. Also, there's very little help out there - the source forge project is pretty quite (dead?) and there's nothing of any substance out there to help out with d...
by white rabbit
Sat Jun 10, 2006 4:36 am
Forum: PSP Development
Topic: scaling meshes - keeping aspect ratio
Replies: 6
Views: 3328

Hmm, I hadn't thought about scaling the model to make it fit the boundaries better...

Has anybody tried - what are the issues with the normals?
... How can you deal with this? .. capture the normals pre-scale I guess, and somehow stick them back in with the new position data... sounds hard...
by white rabbit
Fri Jun 09, 2006 6:24 pm
Forum: PSP Development
Topic: color to ABGR
Replies: 8
Views: 4611

Use unsigned ints?
by white rabbit
Wed Jun 07, 2006 8:43 pm
Forum: PSP Development
Topic: color to ABGR
Replies: 8
Views: 4611

You may want to change the: fA = abs(iA / 255); to fA = abs(iA / 255 .0 ); otherwise you'll get integer rounding, which means 120/255 = 0 0/255 = 0 to 254/255 = 0 255/255 = 1 to 509/255 = 1 etc etc I think that's your problem... edit - to your PS, abs just uses doubles (unless you use fabs (I hink i...
by white rabbit
Fri May 26, 2006 6:19 pm
Forum: PSP Development
Topic: No ScePspSMatrixN?
Replies: 3
Views: 2128

Cheers guys, I'll stick with floats then. BUT... I want to reduce the size of my vertex structure to 12 bytes - from other threads this seems to be the upper limit before a performace hit. So if I have something like: struct Vertex { char u, v; char nx, ny, nz; short x, y, z; }; Th...
by white rabbit
Wed May 24, 2006 11:14 pm
Forum: PSP Development
Topic: No ScePspSMatrixN?
Replies: 3
Views: 2128

No ScePspSMatrixN?

I am playing around with some optimisation and was going to go fully 16 bit. That seems ok for colours and for vertex positioning, but there's no 16 bit matrix types in psptypes.h Is this because it just doesn't make any sense, is not technically useful or just plan dumb? Or could I make my own and ...
by white rabbit
Mon May 22, 2006 5:54 pm
Forum: PSP Development
Topic: getting character out of integer
Replies: 10
Views: 3248

No idea which is faster, but I doubt there'd be much in it.

I'd say it's probably better you use your way: it will read easier when you come back to debug any code around there, and I'd say that's worth a few tenths of anybodies load time.
by white rabbit
Mon May 22, 2006 5:49 pm
Forum: PSP Development
Topic: getting character out of integer
Replies: 10
Views: 3248

Use the ASCII table then you don't have to translate your letters to and from their already assigned integer values (google is your friend). when you do printf( "%s", string ); printf is expecting a pointer with a null terminater (a zero value at the end). If you do some cl...
by white rabbit
Fri Apr 28, 2006 7:26 pm
Forum: PSP Development
Topic: Am I mad? - linux on PSP...
Replies: 36
Views: 17804

Can't find the pics anywhere :( I guess I lost them when my desktop was rebuilt last year. I'm a bit miffed about that. I only threw out my design book a couple of weeks ago too, otherwise I could have scanned some of that in - I had a great design for the screen to spin out. Not got anywhere with u...
by white rabbit
Wed Apr 19, 2006 6:07 pm
Forum: PSP Development
Topic: Am I mad? - linux on PSP...
Replies: 36
Views: 17804

p.s. white rabbit, do you have any pictures of your homemade ATX laptop? Sounds interesting. My first computer was a 286 motherboard in a wooden box. Hmmm, I can't find them at home, but I'll carry on looking in all the random places I keep stuff. I want to warn you though - it's a real mess, and b...
by white rabbit
Wed Apr 19, 2006 5:04 am
Forum: General Discussion
Topic: PSP retailer with <= 2.0 firmware
Replies: 3
Views: 3606

I've asked lik-sang.com, but no reply yet - they are normally very helpful though, so if you emailed and asked for a <= 2.0 specifically, I'm sure they'd try to help.

Good luck.
by white rabbit
Tue Apr 18, 2006 9:06 pm
Forum: PSP Development
Topic: Minimum Vertex size
Replies: 11
Views: 5557

Wowzers! That's a big increase! I've genreally err'ed away from using the 16 bit buffers (except for z which I found is ok) for the quality I thought they would give. Looks like I will have to re-think that if it makes that amount of difference. What pixel-packing format do you use? I always find I ...
by white rabbit
Tue Apr 18, 2006 8:51 pm
Forum: PSP Development
Topic: Am I mad? - linux on PSP...
Replies: 36
Views: 17804

With no MMU, there's no swap file. With uClinux when physical RAM runs out malloc/kalloc returns NULL and it's all over. Jim That's pretty much what I was thinking would happen. but a tiny kernel and shell with vi should easily run in 20meg. Granted the compiler may cause some issues, but I'd have ...
by white rabbit
Mon Apr 17, 2006 2:08 am
Forum: PSP Development
Topic: Am I mad? - linux on PSP...
Replies: 36
Views: 17804

Lost the eBay keyboard, but found it was a blessing, as another company makes the same sort of thing (with the same protocol) but has a more flexible craddle for the PSP to sit in. Now have a working text editor, and it's not very good, but at least I can now type on the train - once I'm back to wor...
by white rabbit
Mon Apr 17, 2006 2:03 am
Forum: PSP Development
Topic: PsP Soldier - Betatesters wanted!
Replies: 18
Views: 10594

Hey guys! How'd it go? Managed to get on the net, so thought I'd stick my head round the door.

Any future tests planned? I'd like to help if I can.
by white rabbit
Mon Apr 17, 2006 2:01 am
Forum: PSP Development
Topic: Minimum Vertex size
Replies: 11
Views: 5557

This is around 15k triangles and 20+ textures, plus a skin animated character that is around 2000 triangles. I export my geometry from 3DStudioMax as pre-formated vertex arrays so all I do is point to the list in memory and call drawArray(). I am using triangles, not triangle strips and I am starti...
by white rabbit
Thu Apr 13, 2006 11:29 pm
Forum: PSP Development
Topic: Minimum Vertex size
Replies: 11
Views: 5557

Bumped...

Any joy fixing this?
by white rabbit
Thu Apr 13, 2006 5:58 pm
Forum: PSP Development
Topic: PsP Soldier - Betatesters wanted!
Replies: 18
Views: 10594

Seddy - you have PM.

I have to pull out. Really sorry.

Good luck!
by white rabbit
Wed Apr 12, 2006 6:42 pm
Forum: PSP Development
Topic: 3d graphic books recommendations
Replies: 11
Views: 4629

I remeber some early discussion about clipping close to the camera not being good. Not sure what the outcome was (it was about 6 months ago), other than to use small triangles in the mesh. As for the maths, the David Eberly book has a lot of proofs and maths. I'm not sure where in the world you're a...