Search found 6 matches

by jubber
Sun Jan 22, 2006 5:56 am
Forum: PSP Development
Topic: What the funk!? PSP 16 bit storage method - please help!!!!!
Replies: 2
Views: 1120

Thanks

Oh monkey pants - so it stores bytes big endian (msb is on the left) but bytes within shorts or ints little-endian. Thanks for the tip - I suppose one plus side is targas are already in the right format for memory. Cheers, jubber God I hate little endians. With their tomahawks and their facepaint. L...
by jubber
Sun Jan 22, 2006 5:08 am
Forum: PSP Development
Topic: What the funk!? PSP 16 bit storage method - please help!!!!!
Replies: 2
Views: 1120

What the funk!? PSP 16 bit storage method - please help!!!!!

After a lot of swearing and cursing I've noticed that 16bit pixels are stored on the psp in lo-byte hi-byte order - this is for real? Really annoyed the skd blit sample does not mention this. Have I made a mistake somewhere or does the following genuinely happen? - Write 0xFACE to a short in memory ...
by jubber
Sat Jan 21, 2006 4:26 pm
Forum: PSP Development
Topic: Loading bmp's
Replies: 12
Views: 6402

thanks for the info quick question - in 16bpp mode, as used in the Blit example code in pspsdk, the texture is sitting in ram then it is used as a texture on a poly to display. My question is this - what is the bit arrangement for the shorts in the texture (array in ram)? is it 1555 (ie ARGB or ABGR...
by jubber
Sat Jan 21, 2006 1:28 am
Forum: PSP Development
Topic: 16 bit textures
Replies: 0
Views: 784

16 bit textures

Hi there - quick problem that is doing my nut in. I've loaded up a tga file into an array of short ints. No problem there. TGAs apparently store their 16 bit pixels in least significant byte followed by most significant byte so I run through the array switching them around. The next bit, which seems...
by jubber
Thu Jan 19, 2006 6:20 pm
Forum: PSP Development
Topic: Loading bmp's
Replies: 12
Views: 6402

nice bit of code

Just a quick thickie question - if I ask this function to load a 16 bit bitmap, will it still work (I haven't got display of bitmaps up and running yet, so tricky to test) - I ask because a section of the code flips red and blue parts, and looks to my untrained eye as if it may be hard coded for 32 ...
by jubber
Thu Jan 19, 2006 5:37 pm
Forum: PSP Development
Topic: Idiot requires help with spaceships, aliens, lasers!
Replies: 0
Views: 725

Idiot requires help with spaceships, aliens, lasers!

Hi chaps - first time poster here with a question or two. I'm trying to write a 2D game on the psp - and so far your forums have proved invaluable, especially getting cygwin and psptool up and running. I am using Blit from the samples and getting a starfield up and running with it was simplicity its...