Search found 43 matches

by MrMr[iCE]
Sun Jul 20, 2008 1:35 pm
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 67990

still keeping it going eh hlide?

come see me on irc, you know where to go =)
by MrMr[iCE]
Sun Feb 25, 2007 11:00 pm
Forum: PSP Development
Topic: Who are the famous PSP developers ?
Replies: 16
Views: 7381

I vote for Tyranid, author of PSPLink. That app is the most useful, and robust, dev tool I've ever seen.
by MrMr[iCE]
Sun Feb 25, 2007 12:40 am
Forum: PSP Development
Topic: colored printf text
Replies: 4
Views: 3127

oops ya..psp, not sce. good catch =)
by MrMr[iCE]
Sat Feb 24, 2007 9:20 pm
Forum: PSP Development
Topic: colored printf text
Replies: 4
Views: 3127

youll have to be more specific...if you mean the text printed to the pc console via psplink, then yes, if you know how to work with ansi escape codes, like this: // output to psplink console, move cursor up one before printing the text printf("\033[1Alook ma, only one line!\n&qu...
by MrMr[iCE]
Sat Feb 24, 2007 8:50 pm
Forum: PSP Development
Topic: Flickering polys - help
Replies: 3
Views: 2188

ask and ye shall recieve: void sgl_drawA(byte a_type, dword a_vertexTotal) { //Allocate RAM //sceKernelDcacheWritebackInvalidateAll(); struct SGLVertex *vertex=sceGuGetMemory(a_vertexTotal * sizeof(struct SGLVertex)); struct SG...
by MrMr[iCE]
Sat Jan 27, 2007 8:13 am
Forum: PSP Development
Topic: Need help! How do i rotate the psp screen ?
Replies: 6
Views: 3587

There is no built-in way to rotate the display. If your app does gu rendering with 3d transforms, you could tweak your projection matrix to do the flip. if its 2d, then your SOL.
by MrMr[iCE]
Fri Jan 26, 2007 10:32 pm
Forum: PSP Development
Topic: Problems with PRX exports using C++
Replies: 9
Views: 5740

Re: Problems with PRX exports using C++

b) what is the argp argument of s SceKernelThreadEntry? is there a way to make it a user pointer so a given thread object or task can be passed? Apparently there seems to be no way to pass a user pointer to sceKernelCreateThread no, you cant pass user data in sceKernelCreateThread, but you can in s...
by MrMr[iCE]
Fri Jan 26, 2007 5:12 pm
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 18943

v3 is up now http://mrmrice.fx-world.org/files/libpspmath_v3.zip This adds one new function: vfpu_ease_in_out. This function is mainly for animation control, when you want to smoothly interpolate between 2 points with an accleration and deceleration curve. Ive included a sample in the zip that shows...
by MrMr[iCE]
Fri Jan 26, 2007 4:54 am
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 18943

v2 is up for grabs http://mrmrice.fx-world.org/files/libpspmath_v2.zip This one adds quite a few quaternion functions, check pspmath.h for the full list. atan2f is available as well. to install: make make install make install will copy the lib and header files into the proper sdk folders, so just do...
by MrMr[iCE]
Wed Jan 24, 2007 9:35 pm
Forum: PSP Development
Topic: VFPU math lib
Replies: 29
Views: 18943

VFPU math lib

I've been working on a general purpose math lib to replace most of libm's implementations of major math functions. I'm almost done with it but here's a taste of what to expect, in cycle times: let v = 0.4f - sinf(v) = 0.389418, cycles: 856 - vfpu_sinf(v) = 0.3...
by MrMr[iCE]
Wed Jan 24, 2007 1:29 am
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 67990

Found a bug with prefixes and vbfy1 instruction: vadd.s S010, S000[1] vsub.s S011, S000[1] vbfy1.p C020, C000[x, 1] should produce: S010 = C000[x] + 1 S011 = C000[x] - 1 S020 = C000[x] + 1 S021 = ...
by MrMr[iCE]
Mon Jan 22, 2007 2:51 pm
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 67990

Re: VFPU diggins

vi2uc.q vd.s, vs.q 1 0 { vd.s[0]( 0.. 7) = vs.q[0] & 0xFF; vd.s[0]( 8..15) = vs.q[1] & 0xFF; vd.s[0](16..23) = vs.q[2] & 0xFF; vd.s&am...
by MrMr[iCE]
Fri Jan 19, 2007 9:08 am
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 67990

VFPU has control registers and some are relative to random seed i guess. They are documented in groepaz's document. 128 VFPU_PFXS Source prefix stack 129 VFPU_PFXT Target prefix stack 130 VFPU_PFXD Destination prefix stack 131 VFPU_CC Condition information 132 VFPU_INF4 VFPU internal information 4 ...
by MrMr[iCE]
Wed Jan 17, 2007 6:55 pm
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 67990

void sceQuatToMatrix(ScePspQuatMatrix *q, ScePspFMatrix4 *m) { /* x2 = SQR(x); y2 = SQR(y); z2 = SQR(z); w2 = SQR(w); xy = x * y; xz = x * z; yz = y * z; wx = w * x; wy = w * y; wz = w * z; matrix[0&...
by MrMr[iCE]
Wed Jan 17, 2007 12:11 pm
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 67990

wow slick man...works great =)
Come on irc, made another routine you might wanna check out =)
by MrMr[iCE]
Tue Jan 16, 2007 11:46 pm
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 67990

bloody brilliant man...thats some tight code, the normalization code is certainly much shorter than what I had =)

As to freenode, I'm there right now...try connecting to one of the alternatives here: http://freenode.net/irc_servers.shtml
by MrMr[iCE]
Tue Jan 16, 2007 4:11 pm
Forum: PSP Development
Topic: PSP Oscilloscope
Replies: 9
Views: 4764

I think your 'scope' would be limited to sampling at 44kz, the only frequency it can record at (I think, someone correct me if I'm wrong). You'd need something a bit more realtime, possibly through the usb port.
by MrMr[iCE]
Tue Jan 16, 2007 3:28 pm
Forum: PSP Development
Topic: VFPU diggins
Replies: 81
Views: 67990

Re: VFPU diggins

vasin.q/t/p/s vd, vs 4/?/?/? 3 &#123; for &#40;i = 0; i < |q/t/p/s|; ++i&#41; vd&#91;i&#93; = asin&#40;vs&#91;i&#93;&#41; * 2/PI; // not sure about this conversion &#125; This function returns values in the range of -1 to 1, where libm's asinf returns values ...
by MrMr[iCE]
Tue Jan 09, 2007 10:09 am
Forum: PSP Development
Topic: Hard times with pspaudiolib
Replies: 0
Views: 1021

Hard times with pspaudiolib

Several people have requested I implement suspend support into my game, snakeSP. So I hooked the power callback and managed to get the game to restart on resume, with one hitch: I never get audio back. When app enters suspend, I set a flag in the main app thread so it will shutdown audio and gu oper...
by MrMr[iCE]
Fri Dec 16, 2005 10:37 pm
Forum: PSP Development
Topic: rRootage for PSP v1.5
Replies: 41
Views: 63006

Seems Wired News likes the psp port of rRootage as well!

Seems Wired News likes the psp port of rRootage as well!

http://blog.wired.com/games/
by MrMr[iCE]
Mon Oct 24, 2005 4:56 pm
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 34829

Honestly I don't know. I'm using the opcode list in binutils, this is what you would see if these opcodes were found in a binary with psp-objdump.
by MrMr[iCE]
Sun Oct 23, 2005 2:46 pm
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 34829

I've updated the wiki again, now theres information on loading/storing values into the vfpu.
by MrMr[iCE]
Thu Oct 20, 2005 12:34 pm
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 34829

no just very difficult to do...im not familiar with adding opcodes to gas, and I have no clue how to get gcc to schedule the register usage. That requires someone who really knows binutils and gcc to do that. For now well stick to the macro stuff, much easier to use =)
by MrMr[iCE]
Thu Oct 20, 2005 10:12 am
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 34829

Heh the wiki just links to the first page I pasted above. Ill do a proper entry for the wiki later.
by MrMr[iCE]
Wed Oct 19, 2005 3:56 pm
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 34829

I've written up a reference that shows how the registers are mapped in the various single/pair/triple/quad modes. This should help a bit when trying to juggle all those matrices/vectors around the vfpu register space. http://bradburn.net/mr.mr/vfpu.html http://bradburn.net/mr.mr/vfpu2.html <-- this ...
by MrMr[iCE]
Sun Oct 16, 2005 5:48 am
Forum: PSP Development
Topic: shouldnt fgets ignore newline characters?
Replies: 2
Views: 1382

shouldnt fgets ignore newline characters?

In the application I'm writing, I'm using fgets to read lines from a text file. Problem is when I render the strings with pspDebugScreenPrintf or my own font routines, I see newline characters in the strings. Granted fgets does terminate a string at the newline, it should not include the newline cha...
by MrMr[iCE]
Sun Oct 09, 2005 6:33 pm
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 34829

I guess we'll need someone to adapt the vfpu stuff into an existing app...I dont have anything to do a benchmark with besides my little 3d tests.
by MrMr[iCE]
Sun Oct 09, 2005 2:57 pm
Forum: PSP Development
Topic: Pictochat port, is it possible?
Replies: 2
Views: 1891

It would only be possible if there is a way to craft custom wifi packets. The DS uses a proprietary protocol developed by Nintendo, it's not based on tcp or udp or any other known protocol. So the psp wouldnt know what to do with packets sent by the DS. The psp needs to be in a raw packet mode where...
by MrMr[iCE]
Sun Oct 09, 2005 10:21 am
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 34829

well im still waiting for SVN access from oobles, but here's something you can play with in the meantime. http://bradburn.net/mr.mr/files/libpspvgum.zip source included, also contains a small demo to try out the vfpu routines. Have any real benchmarks? sorry man, I only did a simple gettimeofday dif...
by MrMr[iCE]
Sun Oct 09, 2005 4:35 am
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 34829

I did some profiling, heres some results to give you an idea how well vfpu performs: test case: set up gu view matrix to identity set up gu projection matrix set up gu model matrix with x rotation, z rotation, and translate with pspgum * 1000 runs, cpu at 222mhz 35155 us (micro seconds) with pspvgum...