Search found 15 matches
- Thu Sep 22, 2005 7:29 pm
- Forum: PSP Development
- Topic: IDE Selection and woes
- Replies: 12
- Views: 3914
Okay, here's a quick update: devkitPRO: Very nice, works now fine. But is missing autotools and other needed parts, so it's not possible to get and build needed libraries such as SDL and zlib etc... I tried myself to install autotools under mingw, but ended up chasing problems to why autoheader woul...
- Mon Sep 19, 2005 10:48 pm
- Forum: PSP Development
- Topic: How to make memory efficient and fast sprites?
- Replies: 3
- Views: 1627
I don't think it would make a whole lot of difference, and as far as blitting goes, I don' think blitting a subsection of a larger image is any slower than blitting an image loaded by itself. Okay, nice to know. How about memory consumption. 10 small surfaces VS 1 big containing all 10 frames. &quo...
- Mon Sep 19, 2005 8:23 pm
- Forum: PSP Development
- Topic: hide corrupt data in kxploit target? [SOLVED]
- Replies: 4
- Views: 2367
- Mon Sep 19, 2005 7:54 pm
- Forum: PSP Development
- Topic: How to make memory efficient and fast sprites?
- Replies: 3
- Views: 1627
How to make memory efficient and fast sprites?
A n00b question, which is the better approach? : I'm using SDL as my framework for graphics in a game I'm working on. I'm proting my Java game to PSP. And I'm curious about how to be most efficient with mem: 1. Should I continue doing what's mem efficient for J2ME application: To load the sprites as...
- Mon Sep 19, 2005 7:32 pm
- Forum: PSP Development
- Topic: hide corrupt data in kxploit target? [SOLVED]
- Replies: 4
- Views: 2367
hide corrupt data in kxploit target? [SOLVED]
How would one proceede with $PSPSDK/lib/build.mak's kxploit target to make it hide corrupt data? it now generates $target/EBOOT.PBP and $target%/EBOOT.PBP, but I'd like it to create those ______1 and what not targets. What are the rules for this fix, and is it a straight forward thing to put into bu...
- Sat Sep 17, 2005 12:38 am
- Forum: PSP Development
- Topic: IDE Selection and woes
- Replies: 12
- Views: 3914
Re: yes :s
EDIT: I've tried both a full install of cygwin, and a minimal install of cygwin. Both resulting in the same error. Right now I am rebuilding with all processes turned off, lets see if that helps. Thx in advance, Opi Hello Opi, I haven't found a way around these problems yet. But what I've managed t...
- Fri Sep 16, 2005 10:31 pm
- Forum: PSP Development
- Topic: SDL Tutorial lesson 2
- Replies: 9
- Views: 7340
SDL Tutorial lesson 2
After giving up on getting cygwin + psptoolchain to work, I spent a few hours getting SDL, PSPSDK + toolchain up on my Suse box. Worked like a charm. My next step was to follow a tutorial on SDL, easy as pie. With a few minor modifications I got it working on my PSP. The filestructure in this RAR fi...
- Thu Sep 15, 2005 7:40 am
- Forum: PSP Development
- Topic: IDE Selection and woes
- Replies: 12
- Views: 3914
- Wed Sep 14, 2005 10:55 pm
- Forum: PSP Development
- Topic: IDE Selection and woes
- Replies: 12
- Views: 3914
- Wed Sep 14, 2005 8:27 pm
- Forum: PSP Development
- Topic: IDE Selection and woes
- Replies: 12
- Views: 3914
Well, that wasn't the newest toolchain, and I can't get the compile to work. Seems like cygwin is known to crash on large configure scripts. Here is one (of many reports): http://studio.imagemagick.org/pipermail/magick-users/2003-March/008059.html Update: http://www.mail-archive.com/cygwin@cygwin.co...
- Wed Sep 14, 2005 6:59 am
- Forum: PSP Development
- Topic: SDL Install / Usage Trouble
- Replies: 13
- Views: 4749
- Wed Sep 14, 2005 4:57 am
- Forum: PSP Development
- Topic: IDE Selection and woes
- Replies: 12
- Views: 3914
following a variation of this one:
http://forums.ps2dev.org/viewtopic.php?p=22080#22080
I got it working... goode... Now I only need to figure out how to include libsdl.
Any takers?
http://forums.ps2dev.org/viewtopic.php?p=22080#22080
I got it working... goode... Now I only need to figure out how to include libsdl.
Any takers?
- Wed Sep 14, 2005 12:09 am
- Forum: PSP Development
- Topic: IDE Selection and woes
- Replies: 12
- Views: 3914
second attempt at running ./toolchain.sh
Here is the second attempt. checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ANSI C... none needed /tmp/pspdev/gcc-4.0.1/intl/configure: fork: Resource temporarily...
- Wed Sep 14, 2005 12:08 am
- Forum: PSP Development
- Topic: IDE Selection and woes
- Replies: 12
- Views: 3914
First ./toolchain.sh run
Here is the first attempt at running the toolchain. ./config.status: line 765: /usr/bin/rm: Resource temporarily unavailable ./config.status: line 767: /usr/bin/mv: Resource temporarily unavailable config.status: creating config.h ./config.stat...
- Tue Sep 13, 2005 8:48 pm
- Forum: PSP Development
- Topic: IDE Selection and woes
- Replies: 12
- Views: 3914
IDE Selection and woes
Hi First off, I'm newbie to c++ development, but not to programming. I've read up on c++ and in "nice friendly ides" managed to make some pieces of code compile and run (whohoo!) But now I want to participate on the homebrew front it all thikens:... http://wiki.ps2dev.org/psp:programming_f...