Search found 186 matches

by Brunni
Sun Feb 17, 2008 7:46 pm
Forum: PSP Development
Topic: Developping for new PSPs...
Replies: 2
Views: 1854

Developping for new PSPs...

Hello, I have a PSP fat with 3.40 OE firmware and I'm happy with it, but the problem is that a lot of people are reporting me that MasterBoy for example isn't working (error 80020001: the game could not be started). I'm not sure of what I should tell them... what should I do? Recompile it with a spe...
by Brunni
Tue Oct 16, 2007 1:48 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

I've answered your question in your topic at playeradvance.org.
by Brunni
Sat Sep 22, 2007 6:04 am
Forum: PSP Development
Topic: psp slim outputting 1080p
Replies: 22
Views: 11363

TyRaNiD wrote:For a start the impose menu (i.e. the home button menu) uses main ram for its framebuffer, however you probably get shocking performance from it, whether it would stand a chance of doing 1920x1080 is open to debate :)
Cool! Is there any source code on how to do this, please? :)
by Brunni
Wed Aug 29, 2007 3:27 am
Forum: PSP Development
Topic: GCC and cache misses
Replies: 10
Views: 3804

Well, the MIPS CPU has a cache prefetch instruction. You could try using it with inline assembly at the start of certain key functions to make sure the data it needs will be in the cache. The hard part, of course, is deciding where to put it, and what data to prefetch. To be pedantic, you don't hav...
by Brunni
Mon Aug 27, 2007 7:33 pm
Forum: PSP Development
Topic: GCC and cache misses
Replies: 10
Views: 3804

It doesn't help, -Os will produce significantly slower code :(
(I'm using -O3 right now and -O2 does help for "bad builds" but is significantly slower on "good builds")
by Brunni
Mon Aug 27, 2007 8:43 am
Forum: PSP Development
Topic: GCC and cache misses
Replies: 10
Views: 3804

GCC and cache misses

Hello, I've a very big problem, my project (MasterBoy, an emulator for two consoles) seems to have reached a "critical size". In fact, whatever I modify or add can - and will most likely - make the performance drop by as much as 100%. It's usually about 50%, but it's simply enormous anyway...
by Brunni
Mon Aug 20, 2007 5:56 pm
Forum: PSP Development
Topic: Enabling speakers with headphones plugged in? (solved)
Replies: 26
Views: 14297

I'd like to thank dot_blank again, I can now automatically display a message when the headphones are plugged out. The game is paused, the sound muted, and you can select whether you want to disable sound or keep it playing (on the speaker). That's very cool :-)
by Brunni
Mon Aug 13, 2007 10:46 pm
Forum: PSP Development
Topic: [HELP] psptoolchain WON'T INSTALL!!
Replies: 3
Views: 2223

This toolchain (as well as cygwin especially) is a royal pain to get working, at least on Windows (never tried on other OS). If you want to begin developping quickly you can always use devkitpro which includes devkitpsp. You can get started very quickly, even on Windows Vista. Basically just install...
by Brunni
Sat Aug 11, 2007 8:39 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

You're welcome. I'm glad you could unbrick your psp :)
by Brunni
Fri Aug 10, 2007 10:57 pm
Forum: PSP Development
Topic: drawing multiple objects with the GU with different colours?
Replies: 4
Views: 2128

Maybe you could be playing with light, ambient color or something like this?
by Brunni
Fri Aug 10, 2007 10:04 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

LOREK> Ok, now I can answer you precisely ^^ I'm sorry, I'll have to do something more about this PC version, I haven't tested it at all since the 2.0 release (I always use PSPLink, it's a bit more handy). I'll try to fix it and improve a bit for the next release. For now, here is what you can do if...
by Brunni
Fri Aug 10, 2007 5:12 pm
Forum: PSP Development
Topic: Enabling speakers with headphones plugged in? (solved)
Replies: 26
Views: 14297

Oh yesssssssssssssss so cool! I've gotta try this :)
This would make the psp a great audio player for silent rooms if we could pause the audio output when the headphones are accidentially plugged out ;)
Thank you veryyyy much :)
by Brunni
Wed Aug 08, 2007 6:41 pm
Forum: PSP Development
Topic: JGE++ and psplink ? (Solved)
Replies: 3
Views: 2146

Re: JGE++ and psplink ? (Solved)

The games themselves work fine on the PSP as EBOOT files, so I am asking: did someone manage to develop using JGE++ and use psplink ? If not, should I use another library ? (any suggestion ? I just want to do a 2D game, but I'd like the engine to use the GU as I'll probably need a few 3D features) ...
by Brunni
Wed Aug 08, 2007 6:37 pm
Forum: PSP Development
Topic: Enabling speakers with headphones plugged in? (solved)
Replies: 26
Views: 14297

Yes, would be great.
Btw do you know if there's a way to know whether the headphones are plugged in or not?
by Brunni
Wed Aug 08, 2007 6:20 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

Hmm it's like the first version (OSLib 1.0). What is the problem?
No I'm not pspdonkey. Other people can use the logo if they want because the source is available on my site ;)
by Brunni
Sat Aug 04, 2007 7:22 am
Forum: PSP Development
Topic: now,we can use libaudiocodec to decode mp3 and aac
Replies: 36
Views: 59166

Thank you very much! I've done a driver for the OldSchool Library (currently mp3 only). It's composed from simple functions such as init, load file, play, decode, etc. The rest is identical to a normal wave output. #include "oslib.h" #include <pspaudiocodec.h> #include <pspsdk.h> typedef s...
by Brunni
Thu Jun 21, 2007 10:03 pm
Forum: PSP Development
Topic: Using a sprite for rendertarget ?
Replies: 23
Views: 149561

Awe-so-me!
It's very intresting, could you post the code you used to do this please? :)
by Brunni
Thu Jun 21, 2007 2:21 am
Forum: PSP Development
Topic: Using a sprite for rendertarget ?
Replies: 23
Views: 149561

I played with the same idea some time ago. The only problem with it is the 512x512 texture (and therefore drawbuffer) limitation of the GU. So the best you can get is a 512x512 -> 480x272 smoothing, which doesn't look too promising to be honest. Also, with this you will much more easily hit the fil...
by Brunni
Sun Jun 10, 2007 11:18 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

Oh thank you. Now oslGet/SetImagePixel take swizzling in account. This is just a problem for people who are using the old method (raw access to image->data) but they will be warned (in the breaking changes section): if they want their old code to work, just put an oslSetImageAutoSwizzle(0) in the be...
by Brunni
Wed Jun 06, 2007 7:52 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

I'm thinking about automatically swizzling images upon loading but I need your advice. You'll have to specify OSL_UNSWIZZLED to make sure it isn't swizzled, else it will be. Does this seem better to you?
Thanks in advance for your opinion
by Brunni
Sat May 26, 2007 1:53 am
Forum: PSP Development
Topic: analog stick acts wierd.
Replies: 6
Views: 3023

My english is not good, and so my explanations are :p
You'll see what I'm talking about when trying the analog sample :)
by Brunni
Thu May 24, 2007 8:20 pm
Forum: PSP Development
Topic: analog stick acts wierd.
Replies: 6
Views: 3023

The analog stick is.... analog :p that is, not very precise. You have to take in account a minimal treshold. The stick will never be at (0, 0). The weirdest is that it doesn't have a "dead zone", its value depend from the direction you moved it last time, but it should always be in a range...
by Brunni
Tue May 22, 2007 3:06 am
Forum: PSP Development
Topic: now,we can use libaudiocodec to decode atrac3 and atrac3plus
Replies: 11
Views: 6763

Cool :)
But does this always need KERNEL mode? I'm wondering how official games do :/
by Brunni
Tue May 22, 2007 2:11 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

I think you are mixing java objects and C structures (which are completely different)... OSLib is C only, so setting a pointer to NULL won't free the associated memory (of course), it will just... set this pointer to NULL (which is usually a bad idea if your object hasn't been freed first because yo...
by Brunni
Mon May 21, 2007 2:16 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

Thanks for your support and your bug reports ^^ I'm confused when you are saying that oslLoadImageFile is now case sensitive... there is no reason at all. I'm using sceIoOpen and so on. Maybe fopen (like I was using before) wasn't? But fopen was a wrapper to sceIo anyway. That's something to investi...
by Brunni
Sat May 19, 2007 7:56 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

FINALLY!!!!!!!! Here it is :) The version 2.00 alpha1. Get it here: http://brunni.dev-fr.org/index.php?page=pspsoft_oslib It's alpha, not definite (some things may change until the final release!), but it's still good for testing ;) Please tell me any problem or suggestion with this version. Thank y...
by Brunni
Sat May 12, 2007 12:48 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

Release the keys? I don't understand what you want to do...
by Brunni
Thu May 10, 2007 6:25 pm
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

PSPLink... ;)
by Brunni
Tue May 01, 2007 6:00 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 159951

8 (0-7)
by Brunni
Mon Apr 30, 2007 3:30 am
Forum: PSP Development
Topic: Bug in oslDeleteImage() function ?
Replies: 2
Views: 2839

Hmm... it should be okay... I'll test it when I've got some time. Thanks for the report ;)