Search found 63 matches
- Thu Apr 10, 2008 8:11 pm
- Forum: PSP Development
- Topic: Tower Defence Target Tracker
- Replies: 5
- Views: 2223
- Thu Apr 10, 2008 6:50 am
- Forum: PSP Development
- Topic: Tower Defence Target Tracker
- Replies: 5
- Views: 2223
I'm pretty sure the variable 'i' is out of range. You write to the gunner array the first time just after the 'bench 6'. Often reading out of bounds will just read off garbage, but writing there is nastier. Random nit-pickings ;) - It is a good habit to initialize your variables - You can remove a c...
- Wed Sep 05, 2007 10:15 pm
- Forum: PSP Development
- Topic: SparkFun PSP Touchscreen and Data Entry
- Replies: 14
- Views: 7075
IIRC PSP operates on 3.3v, so unless you want to use external power supply, the LM8500 is out of the question. LM8300 is 3.5v model, might work fine with 3.3v too. Some other controllers operating at 3.3v: Texas Instrument's TSC2005 is another one too: http://focus.ti.com/lit/ds/sbas379a/sbas379a.pd...
- Tue Sep 04, 2007 10:16 pm
- Forum: PSP Development
- Topic: SparkFun PSP Touchscreen and Data Entry
- Replies: 14
- Views: 7075
Start with this and you should get your Google keywords right:
http://www.national.com/mpf/LM/LM8500.html
"Four Wire Resistive Touchscreen Controller" gets you pretty far :) I'm sure there are some example hobbyist projects around too.
http://www.national.com/mpf/LM/LM8500.html
"Four Wire Resistive Touchscreen Controller" gets you pretty far :) I'm sure there are some example hobbyist projects around too.
- Fri Apr 13, 2007 6:55 pm
- Forum: PSP Development
- Topic: Simple C++ Animation Class Not Working!
- Replies: 9
- Views: 4325
Hint:
:)
Code: Select all
...
int frame;
int length;
...
float n = frame/length;
...
- Wed Jan 31, 2007 10:39 pm
- Forum: PSP Development
- Topic: PSP Oscilloscope
- Replies: 9
- Views: 4970
There are some projects around the web which purpose is to turn a pc sound card into a oscilloscope. Google: pc sound card oscilloscope You will need some special electronics to convert the signal to nice range for the sound card (or psp) to record. You will run into a problem trying to measure DC v...
- Thu Sep 21, 2006 10:08 pm
- Forum: PSP Development
- Topic: Hi i get a bus error
- Replies: 5
- Views: 1803
My best guess is that you use iNumberOfGroups the wrong way. Say you have iNumberOfGroups = 1, and allocate 1 object, then tmpObj->ObjMeshPart[iNumberOfGroups] will access out of bounds. Off by one... If you want to access the last object and iNumberOfGroups is the number of objects, then it is tmpO...
- Tue Sep 19, 2006 10:18 pm
- Forum: PSP Development
- Topic: How to correctly aply UV coords for texture?
- Replies: 2
- Views: 1392
This is kinda common problem. The problem is that different APIs define the texture in different ways. Some assume that the 0,0 texture coordinates are top-left, some bottom-left. First make sure your texture loading stuff loads the texture the right way, and then adjust the texture coordinates to m...
- Thu Sep 14, 2006 12:14 am
- Forum: PSP Development
- Topic: Hardware per pixel lighting (2D)
- Replies: 8
- Views: 3825
If your lights are in general smooth shapes, then you could easily render to 120x68 texture and then render that on top of your current framebuffer. I have no experience how the destination alpha is handled when rendering, but if additive works there, then you should be able to handle the lighting u...
- Fri Sep 01, 2006 10:20 pm
- Forum: PSP Development
- Topic: alter array size in struct?
- Replies: 2
- Views: 1269
- Wed Aug 16, 2006 8:19 am
- Forum: PSP Development
- Topic: Blending...
- Replies: 3
- Views: 1960
You use alpha. In the first case you should use: GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA and source alpha value of 128. In the second case use GU_SRC_ALPHA, GU_ONE and source alpha of 64. If you are using texture as source color you may want to modulate the color coming from texture with a white color ...
- Sat Jul 15, 2006 11:15 pm
- Forum: PSP Development
- Topic: ID3 Parser Help [resolved]
- Replies: 3
- Views: 2253
- Wed Jul 05, 2006 3:37 am
- Forum: PSP Development
- Topic: PSPGL and DepthTesting problem.
- Replies: 14
- Views: 4810
- Tue Jun 20, 2006 6:25 am
- Forum: PSP Development
- Topic: Crashs after 3 restarts
- Replies: 27
- Views: 9531
- Sun Jun 18, 2006 11:35 pm
- Forum: PSP Development
- Topic: Extracting amplitude/tempo from mp3/sceAudio stream
- Replies: 15
- Views: 6259
groepaz, this is getting a bit off topic, but here's the flower thing in a nut shell: The main stem: 1) pick 2 random numbers, the first is the lenght if a curve and the second is the curvature 2) linearly interpolate along that arc 3) if certain amount of distance has been passed, roll a dice again...
- Sun Jun 18, 2006 9:57 pm
- Forum: PSP Development
- Topic: Extracting amplitude/tempo from mp3/sceAudio stream
- Replies: 15
- Views: 6259
- Sat Jun 17, 2006 11:36 pm
- Forum: PSP Development
- Topic: Crashs after 3 restarts
- Replies: 27
- Views: 9531
- Sat Jun 17, 2006 10:50 pm
- Forum: PSP Development
- Topic: Extracting amplitude/tempo from mp3/sceAudio stream
- Replies: 15
- Views: 6259
You're right, the average of the sample values does not really mean anything (well... it is lowpass filter of some sort). As suggested earlier oneway to do beat detection is to use fourier transform, but there is easier way too :) Usually it is enough to just use set of band pass filters. That is wh...
- Thu Jun 08, 2006 11:43 pm
- Forum: PSP Development
- Topic: scaling meshes - keeping aspect ratio
- Replies: 6
- Views: 3328
- Wed Jun 07, 2006 10:29 pm
- Forum: PSP Development
- Topic: scaling meshes - keeping aspect ratio
- Replies: 6
- Views: 3328
So... what you want to do is to use the 16bit coords, right? There are several ways you could do it, but I thinkg the easiest is not to use the same pivot as in the original mesh. If you want to get the most precision out of the 16bits, you have to translate the mesh too. Something like this should ...
- Wed May 24, 2006 6:20 pm
- Forum: PSP Development
- Topic: Problem porting a game from PC to PSP
- Replies: 17
- Views: 7096
- Tue May 23, 2006 9:57 pm
- Forum: PSP Development
- Topic: Problem porting a game from PC to PSP
- Replies: 17
- Views: 7096
- Tue May 23, 2006 6:08 am
- Forum: PSP Development
- Topic: Problem porting a game from PC to PSP
- Replies: 17
- Views: 7096
ector, Where do I define the stack size? I tried to look around but could not really found anything. My entrypoint of the code is pretty much based on the cube sample. I dont create any extra threads in my program. The another thing is how do I keep track of my stack? Is there some variable or funct...
- Mon May 22, 2006 10:06 pm
- Forum: PSP Development
- Topic: reading a file with highscores?
- Replies: 4
- Views: 1761
Ghoti, I wonder what piece of code should do :) I see a bit of Lua-ism there. I think the easiest way to read/write simple records to a file is to use the fprintf/fscanf combo. Say, you want to write the name of the player and a score it could be pretty much like this: #include <stdio.h> #include <s...
- Mon May 22, 2006 7:31 pm
- Forum: PSP Development
- Topic: Problem porting a game from PC to PSP
- Replies: 17
- Views: 7096
The code is indeed C++ (I think that const reference would have been a good clue ;)). The Vec3 is a class and that code works well under VC7 and GCC. The same vector class is used in code which I can verify working. I suspected bad pointers at first too. I have douple checked a lot of code to make s...
- Mon May 22, 2006 7:03 am
- Forum: PSP Development
- Topic: Problem porting a game from PC to PSP
- Replies: 17
- Views: 7096
Yep, it returns correct results on my pc version and comparison operators have higher precedense (executed first) than logic ops. http://www.cppreference.com/operator_precedence.html The place where the C operator precedense usually gets hairy when you need to mask and shift, since shift has higher ...
- Sun May 21, 2006 11:26 pm
- Forum: PSP Development
- Topic: Problem porting a game from PC to PSP
- Replies: 17
- Views: 7096
Problem porting a game from PC to PSP
Hi, I've been trying to port one of my games to PSP lately, but I ran into a weird crash which does not really make any sense at all. int FindClosestEdge(const Vec3& pos, float maxDist, Vec3& outPos) { int bestIdx = UNDEF_IDX; float bestDistSqr = FLT_MAX; float maxDi...
- Wed Apr 12, 2006 6:30 pm
- Forum: PSP Development
- Topic: Disable texturing...
- Replies: 4
- Views: 2406
- Tue Apr 11, 2006 6:04 pm
- Forum: PSP Development
- Topic: Minimum Vertex size
- Replies: 11
- Views: 5557
- Wed Apr 05, 2006 5:15 am
- Forum: PSP Development
- Topic: strange 3d issue (please help)
- Replies: 5
- Views: 2208
Drawing black triangles on black background? Maybe you just have the lighting turned on, and you specify no normals or no lights, and suddenly they start to affect when rendering in 3D? IIRC the 2D mode does support lighting, where the 3D definitely does. What is the size of your triangles and how y...