Search found 24 matches

by bengarney
Thu Nov 24, 2005 5:42 am
Forum: PSP Development
Topic: PSPGL Viewport/Projection Oddities
Replies: 9
Views: 2655

Thanks!
by bengarney
Sun Nov 20, 2005 2:38 pm
Forum: PSP Development
Topic: PSPGL Viewport/Projection Oddities
Replies: 9
Views: 2655

And a solution...

And the new glViewport.c, that seems to be working - but takes a topleft x,y instead of a bottomleft, so beware! #include "pspgl_internal.h" void glViewport (GLint x, GLint y, GLsizei width, GLsizei height) { pspgl_curctx->viewport.x = x; pspgl_curctx->viewport.y =...
by bengarney
Sun Nov 20, 2005 12:09 pm
Forum: PSP Development
Topic: PSPGL Viewport/Projection Oddities
Replies: 9
Views: 2655

Alrighty - here's a modified copy of the envmap sample app. You can move the viewport around by using the d-pad and the buttons on the right. One side controls X size/position and the other Y size/position. Useful for visualizing what the values mean, and now that I've seen it, I expect I can get th...
by bengarney
Sat Nov 19, 2005 12:54 pm
Forum: PSP Development
Topic: Clicking audio
Replies: 5
Views: 1867

Cool, thanks! :)
by bengarney
Sat Nov 19, 2005 12:19 pm
Forum: PSP Development
Topic: Clicking audio
Replies: 5
Views: 1867

C'mon, if you're going to go to the trouble of counting the changes TWICE, surely you could post the changed lines. :P
by bengarney
Sat Nov 19, 2005 9:43 am
Forum: PSP Development
Topic: Clicking audio
Replies: 5
Views: 1867

Tried triple buffering it? :)
by bengarney
Sat Nov 19, 2005 6:52 am
Forum: PSP Development
Topic: PSPGL Viewport/Projection Oddities
Replies: 9
Views: 2655

Some additional notes: I meant top left for PSP, bottom left for GL. Don't think anything uses top right. /* Viewport / Screen Offset */ sendCommandi&#40;CMD_OFFSETX, &#40;2048 - width/2 - x&#41; << 4&#41;; sendCommandi&#40;CMD_OFFSETY, &#40;2048 - height/2 - y&#41; << 4&...
by bengarney
Fri Nov 18, 2005 9:02 pm
Forum: PSP Development
Topic: PSPGL Viewport/Projection Oddities
Replies: 9
Views: 2655

Thanks! :)
by bengarney
Fri Nov 18, 2005 3:42 pm
Forum: PSP Development
Topic: PSPGL Viewport/Projection Oddities
Replies: 9
Views: 2655

And a little more testing suggests it's probably two things. First, the area to which the graphics are clipped is being set properly but the graphics themselves aren't offset properly, and second, I'm not sure that the GL offset semantics (ie, the lowerleft corner) are being preserved properly - it ...
by bengarney
Fri Nov 18, 2005 3:27 pm
Forum: PSP Development
Topic: PSPGL Viewport/Projection Oddities
Replies: 9
Views: 2655

So, after some more experimenting, I find that the clipping is done against the proper rectangle, but the rendering isn't offset appropriately - it stays relative to the topleft corner, regardless of what x/y I pass to glViewport. This seems related to a problem described in this thread: http://foru...
by bengarney
Wed Nov 16, 2005 8:28 pm
Forum: PSP Development
Topic: PSPGL Viewport/Projection Oddities
Replies: 9
Views: 2655

PSPGL Viewport/Projection Oddities

Howdy again! I've got the following setup code that I use to manage my working area for rendering purposes. It works great on a varety of GL implementations (mac, pc, linux, on all drivers, and has for years...). screenHeight and screenWidth are 479 and 271 respectively - one pixel less than my actu...
by bengarney
Sat Oct 29, 2005 6:02 pm
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

It worked for me... maybe 0 is a default or something?

At some point having a gdb.ini file or something would make sense, I imagine.
by bengarney
Sat Oct 29, 2005 9:02 am
Forum: PSP Development
Topic: ODE in ps2dev.org svn compilation error
Replies: 7
Views: 2004

Are you capping at 60fps, or is that just a refresh/synch issue? (The reason I ask is because if you want your whole game to run at 30fps, you usually want each component to be running at 100+fps.) I'd be really interested to see what sort of optimizations to ODE you could do with the VFPU. Speaking...
by bengarney
Fri Oct 28, 2005 12:08 pm
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

Guide to using WLAN-GDB.

Updated the archive: http://www.coderhump.com/wifi_stub_patch.zip Howdy, got my time. :) Cleaned things up. There's a little bit of debug spam but it's largely informative rather than annoying. :) So here's an overview of what I've done. It's clean enough for my needs but I'd love to make it more s...
by bengarney
Thu Oct 27, 2005 3:01 pm
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

Hey guys - had to stay late at work today, so this has to get put off till tomorrow. On the plus side I had some time to think my implementation through, and I've got what I need to do all mapped out...

So... See y'all tomorrow. :)
by bengarney
Thu Oct 27, 2005 2:12 am
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

Yup... Hopefully will have some time tonight after work. Thanks for the interest! :) (I can't wait to debug my project with it, either. :P)
by bengarney
Thu Oct 27, 2005 2:12 am
Forum: PSP Lua Player Development
Topic: w00t, GTA: LCS uses Lua!
Replies: 7
Views: 3778

Worst case, you can dump the LUA bytecode - it's most likely higher level than normal assembly, and the compiler's typically a lot less smart, so you should be able to easily work out what's going on with some pencil & paper work.
by bengarney
Wed Oct 26, 2005 2:59 pm
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

Howdy gentlemen, Success! Between raf's insight into networking and jim's point about kernel mode vs user mode debugging, I got the debugger to wiggle. Brought up a modified version of the GDB example, hit circle, got an exception in psp-gdb. Made sw_ return, and continued execution. Hit cross and h...
by bengarney
Wed Oct 26, 2005 11:17 am
Forum: PSP Lua Player Development
Topic: w00t, GTA: LCS uses Lua!
Replies: 7
Views: 3778

Having scripting languages in your game is a time-honored tradition - almost every major game engine has a scripting language embedded in it. LUA is a popular choice because it's flexible and easily embedded though many engines have custom languages that fit their need more exactly. It's a good move...
by bengarney
Wed Oct 26, 2005 3:29 am
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

Thank you so much for taking a look! I had no idea that that would be a related issue. Bizarre. What are the other implications of running the main thread in kmode? I believe I need to be in a kernel mode thread to properly load the networking libraries. But everything after that can/should be in us...
by bengarney
Tue Oct 25, 2005 3:42 pm
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

Done a little more experimenting. I seem to be experiencing similar problems to <http://sources.redhat.com/ml/ecos-discuss/2000-11/msg00337.html>. But not sure how to map the suggested fixes to the PSP GDB build; tried using the build options but with no luck, still get messed up addresses. Witness ...
by bengarney
Tue Oct 25, 2005 7:50 am
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

I haven't had a chance to focus in on it. The wifi/net part works great, but the stub is giving me weird stuff, so I guess my next step is going to be to dig into that. Hopefully sometime in the next few days - have to give some other projects love at the moment but ought to have time soon. I'd love...
by bengarney
Sun Oct 23, 2005 12:06 pm
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

PSPPet is a stud - very impressive work he's done! Anybody have GDB experience to be able to debug this behavior? I'm hoping it's fairly trivial; I'm trying to port a much larger application and having a working debugger would be _invaluable_. I'll poke at it myself of course but any way to short ci...
by bengarney
Sat Oct 22, 2005 7:22 pm
Forum: PSP Development
Topic: Wifi GDB Stub
Replies: 20
Views: 5610

Wifi GDB Stub

Hey guys, First off - great work on the PSPSDK, everyone! It's been super cool to work with. Since I'm basically too lazy and lacking in components/time/equipment to make a serial cable, I decided to take some time and try doing a GDB stub that uses the wifi. This was a bit complicated by the lack o...