Search found 25 matches
- Wed May 24, 2006 2:33 am
- Forum: PSP Development
- Topic: Help!, Whats wrong with my code?
- Replies: 3
- Views: 2044
- Sun May 07, 2006 8:44 am
- Forum: PSP Development
- Topic: Sample/snippet of how to rotate an image using gu functions?
- Replies: 4
- Views: 2947
if you're rendering it vertex by vertex, (TRIANGLE_STRIP/TRIANGLE_FAN etc) sceGumRotateZ(valueInRads); is what you need, although if you know about vertices you'd probably know about transformation matrices too. if you're rendering SPRITES on the other hand, basically, you cant, SPRITEs are always s...
- Tue May 02, 2006 8:21 pm
- Forum: PSP Development
- Topic: Someone Please help me
- Replies: 6
- Views: 3248
- Tue Apr 11, 2006 7:34 pm
- Forum: PSP Development
- Topic: 3d graphic books recommendations
- Replies: 11
- Views: 5275
- Wed Apr 05, 2006 5:08 am
- Forum: PSP Development
- Topic: strange 3d issue (please help)
- Replies: 5
- Views: 2400
Could be a lot of things really, What direction is culling set to? try turning it off totally. Can you render the cube then call your function and see anything? Does your function(s) change or set any flags or states? That's only a few of the more common things that it could be, post some code and m...
- Wed Mar 29, 2006 12:56 am
- Forum: PSP Development
- Topic: Non-working blending mode
- Replies: 4
- Views: 2228
Re: Non-working blending mode
I've writing a small application for both Windows/GL and the PSP, but there is one blending-mode that doens't seem to work the way I intend it. sceGuBlendFunc(GU_ADD, GU_DST_COLOR, GU_ZERO, 0, 0); This is supposed to multiply the source texels with the destination pixels, right (Des...
- Sat Mar 25, 2006 11:02 pm
- Forum: PSP Development
- Topic: 2D bitmap/texture hardware rotation?
- Replies: 6
- Views: 2932
- Thu Mar 09, 2006 9:39 pm
- Forum: PSP Development
- Topic: hex codes for colours
- Replies: 6
- Views: 2609
- Wed Mar 08, 2006 7:22 pm
- Forum: PSP Development
- Topic: hex codes for colours
- Replies: 6
- Views: 2609
Depends what colour depth you're using, in HEX each pair of letters represents 2 bytes or 8 bits, or 0-255 in DEC. The PSP uses whatever colour depth you've set, it can be anything for textures* but printing to the screen should be in 16 or 32 bit, web colours are defined as 24 bit which I imagine i...
- Wed Mar 08, 2006 11:45 am
- Forum: PSP Development
- Topic: File Read problem ?!
- Replies: 8
- Views: 3872
- Tue Mar 07, 2006 9:08 pm
- Forum: PSP Development
- Topic: Manipulating strings to remove certain words? Quick Question
- Replies: 3
- Views: 1484
Re: Manipulating strings to remove certain words? Quick Ques
I have been wanting to know, how do you/I manipulate / edit a string/buffer to remove certain words? EX: BEFORE: sprintf(buffer, "You're weird and this is an example."); printf(buffer); AFTER: sprintf(buffer, "weird example"...
- Tue Mar 07, 2006 6:12 am
- Forum: PSP Development
- Topic: Just some quick n00b questions
- Replies: 2
- Views: 2857
Re: Just some quick n00b questions
1) nothing to do with me, so i can't comment. 2) CYGWIN is a LINUX environment for Windows (think of it like an emulator, but, erm, a bit different) 3) Everything, but basically for compiling native code for the PSP using an non-PSP chip (ie your PC's x86) aka cross-compiling. it's also got all the ...
- Fri Mar 03, 2006 8:02 pm
- Forum: PSP Development
- Topic: [Release] Pong+ (Better than it sounds)
- Replies: 10
- Views: 9189
- Thu Mar 02, 2006 9:32 pm
- Forum: PSP Development
- Topic: sceGumRotate in 2D
- Replies: 0
- Views: 963
sceGumRotate in 2D
Hey all. I'm trying to rotate a sprite/poly, in 2d (ie. most of the setup is the same as in the graphics.c in the scriptscribbler tutorials) I figured it would be a simple case of: sceGumMatrixMode(GU_MODEL); sceGumPushMatrix(); sceGumRotateZ(3.14159 * 0.25f&a...
- Thu Mar 02, 2006 8:33 pm
- Forum: PSP Development
- Topic: [Release] Pong+ (Better than it sounds)
- Replies: 10
- Views: 9189
nope, theres a % in the last bit that must be causing probs ? how odd, try copy/paste this: http://www.myfilehut.com/userfiles/70101/PongPlus.zip might work.... Wow, once again, the best ideas are the simple ones... :) Nice consept! Cheers, I figured that simple games have a faster turnaround and l...
- Tue Feb 28, 2006 8:31 pm
- Forum: PSP Development
- Topic: [Release] Pong+ (Better than it sounds)
- Replies: 10
- Views: 9189
- Tue Feb 28, 2006 5:51 am
- Forum: PSP Development
- Topic: [Release] Pong+ (Better than it sounds)
- Replies: 10
- Views: 9189
[Release] Pong+ (Better than it sounds)
Well, IMO it's better than it sounds. It's like having a cocktail table in your pocket! I know, Pong is admittedly a bit of a n00bish topic for a game, but it's simple and more than anything gave me a goal to connect all my doodlings together for, as such it only took a day to write, hopefully its p...
- Wed Feb 15, 2006 10:34 pm
- Forum: PSP Development
- Topic: How to compile, link and transfer PSP programs from VS.NET
- Replies: 71
- Views: 148919
Concerning your VC6 problem I'm afraid, I can't help since I did not extensivle enough use VC6 to help you with that. However, the wizard requires the custom wizard engine v. 7.1 at least and this version ships with .NET 2003 so I think it won't work with VC6. I would suggest you to get the VC++ EE...
- Tue Feb 14, 2006 4:31 am
- Forum: PSP Development
- Topic: sceCtrlReadBufferPositive Vs sceCtrlPeekBufferPositive
- Replies: 2
- Views: 1657
- Tue Feb 14, 2006 2:37 am
- Forum: PSP Development
- Topic: sceCtrlReadBufferPositive Vs sceCtrlPeekBufferPositive
- Replies: 2
- Views: 1657
sceCtrlReadBufferPositive Vs sceCtrlPeekBufferPositive
Can anyone explain the difference between sceCtrlReadBufferPositive and sceCtrlPeekBufferPositive ? Peek is undocumented in the PSPSDK docs. I've not done any experiments other than using one in my game vs using the other I still get all the same information about the analogue nub and the buttons us...
- Tue Feb 14, 2006 12:43 am
- Forum: PSP Development
- Topic: How to compile, link and transfer PSP programs from VS.NET
- Replies: 71
- Views: 148919
- Mon Feb 13, 2006 11:19 pm
- Forum: PSP Development
- Topic: How to compile, link and transfer PSP programs from VS.NET
- Replies: 71
- Views: 148919
Hey, just another request for info on doing this in VC6, I've never setup a custom script/makefile before so havent a clue how to even translate the .net version to vc6. Hexdump - you can do similar things with VC6. But then again, why use VC6 when .NET toolkit is free :) http://msdn.microsoft.com/v...
- Fri Feb 10, 2006 4:15 am
- Forum: PSP Development
- Topic: This is my "I'ma noob helpme!" topic... (only one
- Replies: 9
- Views: 4669
- Thu Feb 09, 2006 2:21 am
- Forum: PSP Development
- Topic: Compiling C++ (this should be easy.. maybe)
- Replies: 3
- Views: 2377
- Thu Feb 09, 2006 12:35 am
- Forum: PSP Development
- Topic: Compiling C++ (this should be easy.. maybe)
- Replies: 3
- Views: 2377
Compiling C++ (this should be easy.. maybe)
Hey all, this is my 1st post so, hello, long time lurker 1st time poster etc etc. I've a question, it's most likely very easy to answer (and probably has been donr before), but seing as I have round about 0 experience using linux or any non-IDE programming (other than a little UnrealScript and GBA s...