Search found 19 matches

by Ryu
Mon Nov 21, 2005 11:08 am
Forum: PSP Development
Topic: Image scaling
Replies: 5
Views: 1911

you should look at the examples of the pspsdk, namely the blit.c example. basically you can draw a quad, let's say you give 4 coordinates x,y (z=0) ----------- A 0,0 B 480,0 C 480,272 D 0,272 you can draw that polygon using the sceGu library (similar to opengl), and you can use a texture, so you nee...
by Ryu
Tue Nov 15, 2005 11:00 am
Forum: PSP Development
Topic: Image scaling
Replies: 5
Views: 1911

oh yeah with sceGuTexScale(float scaleu,float scalev) you can scale the UV coordinates, actually if you're able to render a sprite on the screen that way (with a texture), then just play a bit with that function and you'll see the textures stretching, so you can use it to scale an image on the scree...
by Ryu
Tue Nov 15, 2005 10:52 am
Forum: PSP Development
Topic: Image scaling
Replies: 5
Views: 1911

is it to just display them? if yes then just use GL-like functions with proper vertex coordinates and u,v mapping; example in 16bit: sceGuDrawArray(GU_SPRITES,GU_TEXTURE_16BIT|GU_COLOR_5551|GU_VERTEX_16BIT|GU_TRANSFORM_2D,2,0,vertices); and if you use sceGuTexFilter(GU_LINEAR,GU_LINEAR); then you'll...
by Ryu
Sun Nov 13, 2005 7:22 pm
Forum: PSP Development
Topic: pspGL Texture problem
Replies: 10
Views: 3795

the crash probably occurs when you're trying to load the image, try to identify the problem by commenting less and less stuff in the image loader; and if the problem is not there (i just read the code it seems ok) then comment the pspgl lines in the LoadTextures function instead, that way you might ...
by Ryu
Fri Nov 11, 2005 5:13 pm
Forum: PSP Development
Topic: Has anyone tried building the GBA source?
Replies: 8
Views: 3222

... and i had decided to make my own makefile, so i suggest you do the same...
by Ryu
Fri Nov 11, 2005 5:11 pm
Forum: PSP Development
Topic: Has anyone tried building the GBA source?
Replies: 8
Views: 3222

yes, i built that PSPGBA 1.1 here, and already trying to optimize it in assembler
by Ryu
Wed Oct 26, 2005 7:03 am
Forum: PSP Development
Topic: first code - intro
Replies: 5
Views: 3929

nice stuff!
by Ryu
Fri Oct 21, 2005 4:23 am
Forum: PSP Development
Topic: Advice needed for Database app
Replies: 3
Views: 1383

dankydoo wrote:Look into something called sqllite....google it. It's a self contained dbms that can be compile into your executable.

dankydoo
wow that looks great, im gonna try it thanks :)
by Ryu
Fri Oct 21, 2005 4:11 am
Forum: PSP Development
Topic: Need some more help with some graphics code
Replies: 13
Views: 4723

Ok, I understand that. What's the use of dividing rgb by 8 in that code? Why not leave that out and only use values from 0-31? Can someone explain why it was decided to have it divide by 8 and use 255 values? it's because 0-255 is used in the 32bit format 8888 and is widely used, at least if you wa...
by Ryu
Fri Oct 21, 2005 4:03 am
Forum: PSP Development
Topic: Rendered objects are all black.
Replies: 5
Views: 2299

but.. I shouldn't put texture coordinates and color info in the struct if I don't specify a texture format and color format in the call to sceGuDrawArray. And besides, my geometry seems correct, which means that the function sees the vertex format I specified. ok i read the h file again, i guess yo...
by Ryu
Fri Oct 21, 2005 4:00 am
Forum: PSP Development
Topic: Running EBOOT.PBP's on the PSP
Replies: 7
Views: 3419

if you have abc and abc% then you'll see a corrupted icon, however if you rename abc to "abc _" , well with 32 characters total, and abc% to abc_~1% then no more corruption. in the Makefile i have EXTRA_TARGETS = EBOOT.PBP kxploit and in the build.mak i added "renamer" in the kxp...
by Ryu
Fri Oct 21, 2005 3:41 am
Forum: PSP Development
Topic: Rendered objects are all black.
Replies: 5
Views: 2299

you have to use that structure:

struct Vertex
{
float u,v;
UINT color;
float x,y,z;
};
by Ryu
Fri Oct 21, 2005 3:39 am
Forum: PSP Development
Topic: 3D models to psp format converter ?
Replies: 7
Views: 5820

you don't need to convert to anything... you could just use that 3ds file in your program
by Ryu
Thu Oct 20, 2005 11:35 pm
Forum: PSP Development
Topic: Running EBOOT.PBP's on the PSP
Replies: 7
Views: 3419

or you do just "make", but change the makefile so it has kxploit as additional target, so you don't have to type "make kxploit" also i modified the build file so it automatically renames the folder (so you don't have corrupted icons) and then copies them to the psp, just lazy to ...
by Ryu
Thu Oct 20, 2005 11:32 pm
Forum: PSP Development
Topic: Need some more help with some graphics code
Replies: 13
Views: 4723

Someone else (from here) told me that it was 255 in 5551 mode, and it's been working fine all along... that's wrong, even your code proves it: int color=((b>>3)<<10) | ((g>>3)<<5) | (r>>3) | 0x8000; // Creates and stores color. u16 *address=VRAM+((((512)*PIXEL_SIZE)*y)+x); // Caculates address of p...
by Ryu
Thu Oct 20, 2005 11:24 pm
Forum: PSP Development
Topic: How to read the manual?
Replies: 3
Views: 2145

peterstroeiman wrote:Nice. But I can only find info on the tools then. Is there any documentation for the SDK itself?
try this, this is the same as reading the include files though
http://psp.jim.sh/pspsdk-doc/modules.html
by Ryu
Thu Oct 20, 2005 3:59 am
Forum: PSP Development
Topic: Need some more help with some graphics code
Replies: 13
Views: 4723

the range is always 0 => (2^n)-1

so

1 : 0 => 1
5 : 0 => 31
8 : 0 => 255
by Ryu
Tue Oct 18, 2005 8:03 pm
Forum: PSP Development
Topic: psp-fixup-imports error
Replies: 1
Views: 1273

ok sorry forget it, i forgot to use the module info macro in the cpp file

PSP_MODULE_INFO(...)

lol
by Ryu
Tue Oct 18, 2005 7:23 pm
Forum: PSP Development
Topic: psp-fixup-imports error
Replies: 1
Views: 1273

psp-fixup-imports error

I already made some apps in .c and it works fine, but when i want to compile .cpp files, well everything compiles but after I get this error, and of course the resulting epb file doesn't work. Help would be greatly appreciated as I would really be happy to be able to use classes and stuff. Here's th...