Search found 29 matches

by skeezixcodejedi
Fri Nov 02, 2007 11:44 pm
Forum: PSP Development
Topic: Any quickies .. porting to Slim for app that only uses sce?
Replies: 3
Views: 2069

Interesting. Any 'hello world' type short samples? (Time is tight for me now, so any pointers are appreciated :) Just looking randomly around, I nabbed the source for Doom/PSP recently released: psp_main.c:main() .. first few lines pretty much: pspDebugScreenInit(); pspDebugScreenSetBackColor(0x0000...
by skeezixcodejedi
Fri Nov 02, 2007 1:55 am
Forum: PSP Development
Topic: Any quickies .. porting to Slim for app that only uses sce?
Replies: 3
Views: 2069

Oh wait, maybe I have that backwards; the sce's are the problem, not the psp user functions I bet. Hmm. Are there user mode equivilents for most functions people use these days, to avoid wrapping up all their sce's in something? I think I'll have a few minutes today (breath breath), so will start se...
by skeezixcodejedi
Fri Nov 02, 2007 1:30 am
Forum: PSP Development
Topic: Any quickies .. porting to Slim for app that only uses sce?
Replies: 3
Views: 2069

Any quickies .. porting to Slim for app that only uses sce?

Have a newborn in the house, so the last few months have been a total writeoff and just now getting back into the swing of things; so I've missed the Slim discussions :( I'm hoping someone can point me to a quick summary: If you're only using "sce" functions (kernel prx's I presume), then ...
by skeezixcodejedi
Wed Nov 09, 2005 2:22 am
Forum: PSP Development
Topic: [game - WIP] toobin
Replies: 11
Views: 7774

I keep seeing that 'Atari ST' comment so I really must clear it up .. :)

Toobin' was an arcade game, that also had a port to the Atari ST (among other machines.) :)

jeff
by skeezixcodejedi
Fri Oct 28, 2005 6:59 am
Forum: PSP Development
Topic: Requirements to work with boot loader for rom 2.0?
Replies: 0
Views: 888

Requirements to work with boot loader for rom 2.0?

I'm not sure if homebrew apps work in the 2,0 eboot loader, so I've asked a few people to try them out and see. (such as CaSTaway, among others) If they do not work, then what would be the cause? ie: kernel calls apparently are the problem, but .. which are they? ie: You can call the GU functions fr...
by skeezixcodejedi
Wed Oct 26, 2005 5:16 am
Forum: PSP Development
Topic: 16-bit graphics mode.. I'm blowing it somewhere :)
Replies: 1
Views: 1485

16-bit graphics mode.. I'm blowing it somewhere :)

hey all, I generally write most of my code to be cross platform, and my latest little puzzler game is no exception; runs fine on Palm OS, Pocket PC, Windows and others; my PSP port is showing up with nasty colours though, so something is funked up for me :) For my CaSTaway project I'm using 4444 mod...
by skeezixcodejedi
Tue Sep 27, 2005 5:10 am
Forum: PSP Development
Topic: SDL Install / Usage Trouble
Replies: 13
Views: 4493

Check the logfile it mentions, and scan up to the actual 'error' lines in question. You'll be able to see the tiny 'C' program it wrote to do the test, and the error messages. Chances are it just can't find the libs needed to produce the executable.. ie: For PSP, it needs to have the pspkernel and o...
by skeezixcodejedi
Tue Sep 06, 2005 12:40 pm
Forum: PSP Development
Topic: Problem showing images (UPDATED, please check it)
Replies: 4
Views: 2168

I didn't look at your code.. The image is showing up correctly, just the wrong colours? Are you loading and parsing the palette correctly? Are you using the same palette depth as you're showing? ie: If you're in a 444-4 type display mode (4bits for each component), then you just can't get the same c...
by skeezixcodejedi
Mon Sep 05, 2005 11:51 pm
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

I know the C lib like the back of my hand, thanks ;) Up a bit I mentioned the problem was that in swpping between platforms, one lib I was using had the args to memset backwards and so after the malloc it wasn't clearing anything . (Note that on Palm OS, memset has its arguments backwards for some r...
by skeezixcodejedi
Mon Sep 05, 2005 8:13 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

Ah, one more thing that could help others..

Presumably, things 'worked' because sceGuGetMemory zeros out the memory it returns, or it so happened to be zero'd out. malloc() doesn't normally zero out the buffer, and so I ran into issues.

Goddamn :P

jeff
by skeezixcodejedi
Mon Sep 05, 2005 8:01 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

aha! memset. Some of the platforms I work on use a backwards memset.. MemSet ( buf, size, ptr ) versus memset ( buf, ptr, size ) Damn thing was using 'memset' instead of 'MemSet', so the size was 0 ('\0') and thus the alpha layer wasn't zero, it was random. I'll check the other memsets to be safe. S...
by skeezixcodejedi
Mon Sep 05, 2005 7:56 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

Hmm.. alright, I think I may have narrowed it down to some endian conversion issue in a TGA (targe) decoder, thats improperly detecting the presence of an alpha layer when there isn't one.. so its over-writing some goodies and botching up the menu rendering somewhere. (If I force it to no alpha laye...
by skeezixcodejedi
Mon Sep 05, 2005 7:25 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

Alright.. narrowing in some more. After adjusting a few things around due to some of this discussion (order of operations), I can get much of the project to work .. excepting the menu code, which depends on malloc (but I nolonger think its a problem with malloc.) I'll trace the size of the GU list n...
by skeezixcodejedi
Mon Sep 05, 2005 6:45 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

Alrighty, okay, so sceGuGetMemory allocates out of the pointer you passed into GuStart - gotcha. (I should've caught that from the source to sceGuGetMemory.) So I'm definately blowing way past the end of that, which could explain much. Theres two main problems (as above), that I can summarize.. (1) ...
by skeezixcodejedi
Mon Sep 05, 2005 5:57 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

What about these two questions.. 1) When does sceGuGetMemory() allocations go away? ie: As soon as you do a GuFinish, do they get potentially invalidated? Or just "sometime in the future" as garbage collection or the like? 2) Why would sceGuGetMemory() work and malloc() not work? ie: To tr...
by skeezixcodejedi
Mon Sep 05, 2005 12:41 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

Take a look in the implementation of sceGuGetMemory() to see what's happening: http://svn.ps2dev.org/filedetails.php?repname=psp&path=%2Ftrunk%2Fpspsdk%2Fsdk%2Fgu%2FsceGuGetMemory.c&rev=0&sc=0 Nothing gets allocated, you just get back a chuck of memory inside your command buffer. Replac...
by skeezixcodejedi
Mon Sep 05, 2005 12:20 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

Edit: removing the post for now. Will the compiler and linkage properly support large globals? Changing the alloc's over to this: unsigned char msabuff[1050L*1024L]; unsigned char disc[2][1050L*1024L]; Device still hung, but I promptly ran out of power so I'll have to wait a bit to look into that fu...
by skeezixcodejedi
Mon Sep 05, 2005 12:11 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

So if you're using sceGuGetMemory, you do not need to free the returned buffer? At what point does it become free'd on its own? ie: If you perform a GuFinish(), does it kill everything allocated with sceGuGetMemory? (that would explain much) It is curious why malloc and sceGuGetMemory 'work' at diff...
by skeezixcodejedi
Sun Sep 04, 2005 9:24 am
Forum: PSP Development
Topic: Mysterious problems..
Replies: 16
Views: 5162

Mysterious problems..

You know, despite having done a lot of embedded systems hacking, working on the bizarre ARM/pseudo-68k Palm OS 5 systems and other strage environments, the PSP is most mystifying sometimes :) Most of the time its very easy going, but a few times I've just lost hours or days screwing with weird stuff...
by skeezixcodejedi
Sat Sep 03, 2005 4:23 am
Forum: PSP Development
Topic: Flickering / missing single-pixel lines/dots?
Replies: 5
Views: 2129

Makes perfect sense in retrospect :) Thanks for the tips my friends,

jeff
by skeezixcodejedi
Fri Sep 02, 2005 9:56 pm
Forum: PSP Development
Topic: Flickering / missing single-pixel lines/dots?
Replies: 5
Views: 2129

Oh baby.. some success! (after a couple of days this is a big thing :) Where is the proper place to do this? I had dropped a couple of calls in there before but it didn't help.. so the trick is to drop the,m right after each call to the GuDrawArray()? Which one.. the cache or cache-and-invalidate on...
by skeezixcodejedi
Fri Sep 02, 2005 1:04 pm
Forum: PSP Development
Topic: Flickering / missing single-pixel lines/dots?
Replies: 5
Views: 2129

Flickering / missing single-pixel lines/dots?

The emu is running along well so I expect my blitting code is working as expected (and its essentially derived from the blit sample in the SDK.) For a couple of days I've been trying to bring over some UI code I've been using in a couple other platforms, but it always renders as a total mess.. the c...
by skeezixcodejedi
Fri Sep 02, 2005 6:21 am
Forum: PSP Development
Topic: dosbox
Replies: 698
Views: 624983

bah, Xenon 2 is an ST and Amiga game. It stunk in DOS, and CaSTaway is fast :) For Civ, use CaSTaway as well.

DOS.. Wizardry 7, Eye of the Beholder, Dune 2 .. woowoo :)

DOSBox usually performs badly until you hit about 600MHz or so; how does she fare on the poor PSP?

jeff
by skeezixcodejedi
Wed Aug 31, 2005 11:59 am
Forum: PSP Development
Topic: "Best" recommendations for fastest runtime..
Replies: 0
Views: 879

"Best" recommendations for fastest runtime..

I realize this is top of the flamebait, but its also something that needs to be nailed down good for everyone.. I did some searches and found numerous recommendations but not a concrete 'this is likely your best bet'. Please let me know if this is noted somewhere so I don't waste your time ;) For in...
by skeezixcodejedi
Wed Aug 31, 2005 11:43 am
Forum: PSP Development
Topic: sceIoOpen .. screwy?
Replies: 6
Views: 2502

Words to live by :) It wasn't immediately obvious until I started getting those back :)

BTW, many kudos to yourself and the others who kicked the SDK off; incredible work. Easier to develop for than Palm OS and Pocket PC and even the GP32.. surprising!

jeff
by skeezixcodejedi
Wed Aug 31, 2005 5:16 am
Forum: PSP Development
Topic: sceIoOpen .. screwy?
Replies: 6
Views: 2502

It really generally depends on the platform; most unix boxes return -1 on error and set errno; some platforms return 0. >0 or >=0 is usually success. Getting -0xFFF0000 and such seems pretty weird :) Still, nomatter.. just had to find it out. It helped when it wasn't returnign random values.. when u...
by skeezixcodejedi
Tue Aug 30, 2005 11:23 am
Forum: PSP Development
Topic: sceIoOpen .. screwy?
Replies: 6
Views: 2502

Additionally, biulding sample/kernel/fileio sample compiles flawlessly, but crashes the PSP when run.

Thanks for any ideas!

jeff

edit: Actually the Makefile is missing USE_PSPSDK_LIBC=1 .. adding that and filio.c demo seems to work, so I'll go see if it wrote anything useful out (its a rom dumper).
by skeezixcodejedi
Tue Aug 30, 2005 11:19 am
Forum: PSP Development
Topic: sceIoOpen .. screwy?
Replies: 6
Views: 2502

sceIoOpen .. screwy?

Edit: Please ignore the whole posting. Looks like a library problem, fiddling with library order solves it.. so must be sucking in some incorrect lib :( -- After getting some weird results while mucking with some basic code using the defaults in PSPSDK I put together a dumb test case.. #if 1 int fd ...
by skeezixcodejedi
Tue Aug 30, 2005 10:51 am
Forum: PSP Development
Topic: -lpsplibc -lc or "Do not cross the streams Venkman"
Replies: 13
Views: 5196

I suspect I had a related problem.. Simple code in one or more .o files was working with a more-or-less typical PSPSDK Makeflie; -l pspgu was added to the defaults, and otherwise the same.. and she worked. I added in 10 or 15 source files from one of the projects I'm porting over.. compiled out of t...