Search found 30 matches

by MysticWhiteDragon
Sun Jun 21, 2009 7:30 am
Forum: PS2 Development
Topic: Problem with a define
Replies: 6
Views: 3462

From the psp-setup.c /** * This file handles all the PSP-specific kernel setup and exit stuff. * * Is there some general interest for this file, so that we can place it * somewhere in the compiler toolchain include path? * * Usage: Simply add * -DMODULE_NAME="your-module-name" psp-...
by MysticWhiteDragon
Sun Jun 21, 2009 7:21 am
Forum: PS2 Development
Topic: Problem with a define
Replies: 6
Views: 3462

Thanks jbit!!! I haven't ever used -D in a makefile. I copied that -D from another makefile. Thanks for straightening that out. It now works fine. Now I know for future reference. Line from the other makefile. LDFLAGS = psp-setup.c -DMODULE_NAME="Name" -DMODULE_ATTR=0 -DVERSION_MAJOR=1 -DV...
by MysticWhiteDragon
Sun Jun 21, 2009 6:45 am
Forum: PS2 Development
Topic: Problem with a define
Replies: 6
Views: 3462

Problem with a define

I am attempting to build a multi-platform game (Starting with PSP, PS2 & Windows). I can get the PSP version to compile correctly, but the PS2 compiler will not accept -DPS2 while -DPSP works for the PSP. Any help would be appreciated. Makefile #BUILD_DC = 1 #BUILD_PSP = 1 # BUILD_PS2 = 1 #BUILD...
by MysticWhiteDragon
Sun Jun 07, 2009 9:23 am
Forum: PSP Development
Topic: PSP 4000 Development?
Replies: 12
Views: 5170

I wish that Sony would just do something like Micro$oft's XNA creator program.
by MysticWhiteDragon
Mon Apr 13, 2009 4:39 am
Forum: PSP Development
Topic: play video file
Replies: 1
Views: 1310

The closest you can get right now is make a pmp file. I managed to incorporate a pmp file into a demo I made.

TriEngine is available at http://trac2.assembla.com/openTRI
by MysticWhiteDragon
Fri Dec 26, 2008 1:06 pm
Forum: PSP Development
Topic: Creating own ISO
Replies: 7
Views: 2514

Personally I would just zip the EBOOT.PBP and all the other files in a zip file and then just let the user extract the files manually. If you want them put into the PBP there are several different methods providing the EBOOT is small enough. 1) Use a program such as Tiny Hexer and use export to sour...
by MysticWhiteDragon
Fri Dec 26, 2008 12:51 pm
Forum: PSP Development
Topic: HTMLViewer in Homebrew
Replies: 16
Views: 7129

I'm not sure if you are willing to do this but you could always port a browser or make your own. Here are two good sources if you are willing to take this approach.

http://www.codeproject.com/KB/recipes/krhtmlviewer.aspx

http://www.dillo.org/
by MysticWhiteDragon
Wed Dec 24, 2008 11:59 am
Forum: PSP Development
Topic: Animation & Models
Replies: 0
Views: 935

Animation & Models

I'm interested in what people believe is the most efficient and usable model format for the PSP. I know most people use obj here for static models but what about animated? I wrote a Milkshape3D (*.ms3d) file loader is anyone is interested, but am still curious to see if there is another format that ...
by MysticWhiteDragon
Mon Dec 15, 2008 12:37 pm
Forum: PSP Development
Topic: [SOLVED] TV Out - garbage on screen?
Replies: 8
Views: 2697

THANKS!!! That helped out a lot! Just one thing though. I noticed that a few pixels are still messed up near the bottom of the screen. I didn't notice it until I tried the PSP LCD screen, then I moved the vertical higher up on my TV and noticed it there too. I managed to remove that problem by addin...
by MysticWhiteDragon
Sun Dec 14, 2008 9:51 am
Forum: PSP Development
Topic: [SOLVED] TV Out - garbage on screen?
Replies: 8
Views: 2697

After several attempts I still am having problems. Below is the code that I am using. main.c #include <pspkernel.h> #include <pspctrl.h> #include <pspdisplay.h> #include <pspdebug.h> #include <pspkernel.h> #include <pspsdk.h> #include <psprtc.h> #include <string.h> #include <stdio.h> #include "...
by MysticWhiteDragon
Mon Dec 08, 2008 9:12 am
Forum: PSP Development
Topic: [SOLVED] TV Out - garbage on screen?
Replies: 8
Views: 2697

After further digging into the code and some searching on the the internet is seems that there is a problem drawing an alpha image onto the screen when copying the framebuffer using sceGuCopyImage. I used sceKernelDcacheWritebackInvalidateAll() where needed as listed on other posts and sites.
by MysticWhiteDragon
Sun Dec 07, 2008 7:34 am
Forum: PSP Development
Topic: [SOLVED] TV Out - garbage on screen?
Replies: 8
Views: 2697

Thanks for the reply. I always search previous threads before posting, and managed to get the cursortest example to compile from the thread you mentioned. That is how I found out to copy the image to the location 0x44200000. I am using a custom graphics library that allows scaling and such, which is...
by MysticWhiteDragon
Sun Dec 07, 2008 1:37 am
Forum: PSP Development
Topic: [SOLVED] TV Out - garbage on screen?
Replies: 8
Views: 2697

[SOLVED] TV Out - garbage on screen?

When I draw an image onto the PSP screen it draws correctly. However, when I draw the image to the TV whether it be progressive or interlaced I get black lines on the bottom of the screen and pink on the top of the screen. Any idea what could be causing that? I do have sceKernelDcacheWritebackInvali...
by MysticWhiteDragon
Mon Dec 01, 2008 6:21 am
Forum: PSP Development
Topic: [PROBLEM Solved] Image in 3D not stretching properly.
Replies: 0
Views: 896

[PROBLEM Solved] Image in 3D not stretching properly.

I'm trying to get my one function to draw a stretched image in 3D space and it is not properly drawing it. It stretches the image correctly but it does not clamp to the vertices correctly. It also displays the box as a white background not sure why though. here are the ways I'm trying to call the fu...
by MysticWhiteDragon
Fri Mar 28, 2008 11:19 am
Forum: PSP Development
Topic: Retrieving values from PSP registry?
Replies: 1
Views: 987

Retrieving values from PSP registry?

I'm working on a program and am wondering how to get settings from the PSP's registry, specifically the values for the TV out aspect ratio and the interlaced/progressive mode.
by MysticWhiteDragon
Wed Dec 05, 2007 8:50 am
Forum: PSP Development
Topic: 32 bit mode for PSP & 16 bit mode for TV screen???
Replies: 0
Views: 954

32 bit mode for PSP & 16 bit mode for TV screen???

I am trying to incorporate TV out into my program. I want to use 32 bit depth (8888) for output to the PSP and 16 bit depth (5551 or 5650) for output to the TV. This is because I have a SDTV and want to use VRAM rather than system RAM since it processes faster. I can get 10 fps displaying system RAM...
by MysticWhiteDragon
Sun Dec 02, 2007 11:14 pm
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 75970

I managed to get 32Bit interlaced mode to work in a test program at 10 frames per second using memcpy from the framebuffer to VRAM. Is there any speed advantage by pointing the VRAM to the framebuffer that is drawn and if so then how would I go about doing I do it? It's based off of a port of the Ne...
by MysticWhiteDragon
Thu Nov 22, 2007 7:29 am
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 75970

Couldn't it be possible to grab the screen data like remotejoy does, but instead of sending it via USB, resize it and send it through the video out?
by MysticWhiteDragon
Wed Oct 24, 2007 10:33 am
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 75970

I use cygwin through Dev-C++. Oh well, at least I got it to work copying the pspstubs.s file into the pspDveManager.S file. Anyway, I am trying to compile the TVOut Sample and have no idea on how to include the files that are needed: int sceHprm_driver_1528D408&#40;&#41;; int sceImposeSetVid...
by MysticWhiteDragon
Sat Oct 20, 2007 9:35 am
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 75970

I uncommented that line and still no luck. Same errors as before
by MysticWhiteDragon
Sat Oct 20, 2007 6:36 am
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 75970

Here is the makefile I used. btw, I use Portable Dev-C++ so I can develop programs on any PC with a USB Drive. TARGET = Target FOLDER = VideoOut OBJS = src/eboot.o src/pspDveManager.o #BUILD_PRX = 1 #PRX_EXPORTS = src/exports.exp PSP_FW_VERSION = 371 INCDIR = include src CFLAGS = -O2 -G0 -Wall CXXFL...
by MysticWhiteDragon
Sat Oct 20, 2007 4:51 am
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 75970

Sorry, what I meant is if I try .S is still reads the #include as a comment and not an include.
by MysticWhiteDragon
Fri Oct 19, 2007 10:39 pm
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 75970

for some reason it doesn't matter if it is .s or .S neither work for me. I just get the same message as before. The only option that work for me is to add all the file info from the included stub file into to file that I call the functions from.
by MysticWhiteDragon
Fri Oct 19, 2007 9:53 am
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 75970

I found out that for some reason my pspDveManager.s file will not include "pspstub.s" because of the #. If I copy all or pspstub.s to pspDveManager.s it works fine. Does anyone know how to fix this and also is it possible to make all of this code into a single EBOOT rather that an EBOOT an...
by MysticWhiteDragon
Wed Oct 17, 2007 10:42 am
Forum: PSP Development
Topic: Using the TV out in homebrew, whatever cable, full screen
Replies: 80
Views: 75970

Problem Compiling DVE Sample

I tried to compile the PRX and EBOOT.PBP and I can compile the the PRX no problem, but when I go to compile the EBOOT.PBP it gives me the following error below. The makefile is similar to the Makefile in the example. Any idea why I get this error? src/pspDveManager.s&#58; Assembler messages&...
by MysticWhiteDragon
Tue Sep 19, 2006 10:11 am
Forum: PSP Development
Topic: Help with loading PCX images.
Replies: 1
Views: 1267

Tried something different

I tried pasting some other code in and using Lesson 4's tutorial it says "Image load failed!". Can anyone help me with this problem? graphics.c Image* loadImage&#40;const char* filename&#41; &#123; PCXHEADER pcx; int idx = 0; int c; int i,j; int numRepeat; FILE *filePtr; int wi...
by MysticWhiteDragon
Sun Sep 17, 2006 11:41 pm
Forum: PSP Development
Topic: Help with loading PCX images.
Replies: 1
Views: 1267

Help with loading PCX images.

I'm not sure why my image is not the right size and why it's all pink. Can someone help mw out with loading a PCX image? I'm somewhat of a beginner with programming. main.c #include <pspdisplay.h> #include <pspctrl.h> #include <pspkernel.h> #include <pspdebug.h> #include <pspgu.h> #include <stdio.h>...
by MysticWhiteDragon
Sun Sep 17, 2006 11:31 pm
Forum: PSP Development
Topic: How to tell makefile to make kxploit??
Replies: 4
Views: 2453

I use the following to make mine ready to drag and drop onto the 1.5FW PSP TARGET = test OBJS = src/main.o src/psp/graphics.o CFLAGS = -O2 -G0 -Wall -I"C:/PSPDev/include" -I"src/psp" CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti ASFLAGS = $(CFLAGS) #USE_PSPSDK_LIBC = 1 LIBDIR = ...
by MysticWhiteDragon
Sat Feb 18, 2006 8:18 am
Forum: PSP Development
Topic: Possibile idea to port MUGEN to PSP
Replies: 4
Views: 2809

Duo: You're right about it being closed source and elecbyte dissappearing. Zesensei used the kof91 game engine and added some mugen compatibility to it to attempt to make a mugen clone that is open source. And I listed the GP32 port of kof91 due to it using the GP32's graphics since the PSP does not...
by MysticWhiteDragon
Thu Feb 16, 2006 9:05 am
Forum: PSP Development
Topic: Possibile idea to port MUGEN to PSP
Replies: 4
Views: 2809

Possibile idea to port MUGEN to PSP

A lot of people (along with me) want MUGEN for the PSP and I have come upon an idea. Thor has ported kof91 to the GamePark32 (GP32) which uses the GP32 libraries instead of the Allegro gaming library. http://www.geocities.com/rtb7/ First is to port the GP32 code into PSP code. Second is to add zesen...