That gentoo error message "*** [Gentoo] sanity check failed! *** " has always annoyed the hell out of me - one day I might look at a proper fix, but this is what I do to workaround it:
cd build/libogg
autoreconf --install --force
rm config.sub
svn up
cd ../..
./libraries.sh
Search found 45 matches
- Mon Feb 16, 2009 1:04 pm
- Forum: PSP Development
- Topic: problem with libraries.sh from svn's psplibraries
- Replies: 2
- Views: 1183
- Fri Mar 07, 2008 3:50 am
- Forum: PSP Development
- Topic: how can i build cal3D with the latest sdk?
- Replies: 2
- Views: 2144
- Sun Feb 17, 2008 12:30 pm
- Forum: PSP Development
- Topic: Prebuilt uCLinux 0-22 on A psp
- Replies: 1
- Views: 1203
You need to install a custom firmware to run any homebrew (that includes uCLinux). There's a fairly decent howto here on using Pandora's Battery to do the install of a cfw (I'd recommend M33-3.90) : http://forums.qj.net/f-psp-pandora-discussion-207/t-guide-make-the-perfect-pandoras-battery-124530.ht...
- Wed Jan 16, 2008 4:49 am
- Forum: PSP Development
- Topic: Any gotchas with developing on a 64 bit OS?
- Replies: 12
- Views: 5827
I'm running 64bit Linux: $ uname -a Linux trinity 2.6.23.11 #1 SMP PREEMPT Mon Dec 17 21:44:20 EST 2007 x86_64 Dual Core AMD Opteron(tm) Processor 270 AuthenticAMD GNU/Linux I also probably update and rebuild the full toolchain once a month or so - and have no problems compiling any PSP programs. My...
- Sat Jan 12, 2008 12:15 pm
- Forum: PSP Development
- Topic: Adhoc wifi
- Replies: 7
- Views: 2712
- Sat Jan 12, 2008 5:33 am
- Forum: PSP Development
- Topic: help with timing
- Replies: 6
- Views: 1897
hmm.. I guess you must be bnc9 over in qj since you posted the exact same question:
http://forums.qj.net/f-psp-development- ... 32245.html
For your current level of C++ expertise, you'll probably get more help there. These really are basic questions you're asking.
http://forums.qj.net/f-psp-development- ... 32245.html
For your current level of C++ expertise, you'll probably get more help there. These really are basic questions you're asking.
- Fri Dec 14, 2007 12:17 pm
- Forum: PSP Development
- Topic: Made a "How to setup the psptoolchain" tutorial...
- Replies: 13
- Views: 6504
The 01c9 is hardcoded in the usbhostfs code and will only be different if you alter the source and recompile. Not always. You can change the 01c9 value for usbhostfs_pc by adding the '-p <value>' option and changing the 'pid' value in psplink.ini. You only really need to do this if you have more th...
- Thu Jun 07, 2007 2:32 pm
- Forum: PSP Development
- Topic: Ok, I REALLY need help getting back into PSP development...
- Replies: 6
- Views: 3171
- Sat May 26, 2007 3:53 pm
- Forum: PSP Development
- Topic: PSP Toolchain error
- Replies: 10
- Views: 3740
Your build directory was owned by root, so your user wasn't able to write into it. Also, it looks like your group is 'eric' not 'users' like alot of linux systems - so you'll need to change the 'chown' command to 'chown -R eric:eric' instead to set the correct group for your account. What I don't re...
- Sat May 26, 2007 3:36 pm
- Forum: PSP Development
- Topic: PSP Toolchain error
- Replies: 10
- Views: 3740
- Sat May 26, 2007 3:16 pm
- Forum: PSP Development
- Topic: PSP Toolchain error
- Replies: 10
- Views: 3740
- Sat May 26, 2007 11:29 am
- Forum: PSP Development
- Topic: PSP Toolchain error
- Replies: 10
- Views: 3740
- Sat Jul 15, 2006 1:48 pm
- Forum: General Discussion
- Topic: Antimass 3D client
- Replies: 3
- Views: 3205
The cal3D lib is now in svn.ps2dev.org/psp/trunk/cal3D Check the README.PSP file for details on building - have fun with it! I'll be commiting performance updates to it over the next little while. Also, remember that it is 3d api agnostic. I'm personally using it with pspgl since I've been coding op...
- Thu Jul 13, 2006 9:36 pm
- Forum: PSP Development
- Topic: ATRAC3 Player Sample
- Replies: 76
- Views: 50456
Nevermind about the streaming - I've worked around it by adding a separate thread that keeps a double buffer filled ( reduced the internal buffer down to 512k for dual atrac3 streams). I've also found that I can blend 2 concurrent atrac3 samples ( on separate channels ) with almost no drop in 3d fra...
- Thu Jul 13, 2006 9:05 pm
- Forum: General Discussion
- Topic: Antimass 3D client
- Replies: 3
- Views: 3205
- Thu Jul 13, 2006 6:49 am
- Forum: PSP Development
- Topic: It cannot allocate enough memory, ok, now how to fix it?????
- Replies: 12
- Views: 4058
- Thu Jul 13, 2006 4:30 am
- Forum: PSP Development
- Topic: I Need a tut.
- Replies: 4
- Views: 1927
Go here: http://forums.qj.net/forumdisplay.php?f=11
They've got lots of stickies on how to set things up and tutorials.
They've got lots of stickies on how to set things up and tutorials.
- Thu Jul 13, 2006 4:22 am
- Forum: PSP Development
- Topic: ATRAC3 Player Sample
- Replies: 76
- Views: 50456
moonlight: Any luck with figuring out atrac3 streaming? I'm adding music/sound support to my 3d world ( www.antimass.org/zilt ) based on your atrac3sample3.zip and the streaming would help free up memory. Thanks,
Zilt
Zilt
- Thu Jul 13, 2006 3:43 am
- Forum: PSP Development
- Topic: GetTickCount equilivent?
- Replies: 7
- Views: 2911
- Thu Jul 13, 2006 3:13 am
- Forum: PSP Development
- Topic: Error in log.txt from pspgl
- Replies: 2
- Views: 1485
- Wed Jul 12, 2006 4:21 am
- Forum: General Discussion
- Topic: Antimass 3D client
- Replies: 3
- Views: 3205
Antimass 3D client
Here's a _very_ early release of my multiuser 3d world client. I wasn't planning on releasing this for another couple of weeks until more features were completed, however, that doesn't seem to be the psp homebrew way :) So, with this release, you can see 3 skeleton based 3D animated characters. Two ...
- Tue Jul 11, 2006 12:18 pm
- Forum: PSP Development
- Topic: Installing PSPGL [SOLVED]
- Replies: 3
- Views: 1544
- Tue Jul 11, 2006 4:31 am
- Forum: PSP Development
- Topic: PSPGL Question
- Replies: 4
- Views: 1520
- Mon Jul 10, 2006 8:25 am
- Forum: PSP Development
- Topic: GL_TRIANGLES needing resetting as GL_QUADS? Quick question
- Replies: 2
- Views: 1254
Quick answer - no. Each GL_TRIANGLES element is independent from the previous triangle. However, trying to reuse the same veritces in the following triangle sometimes allows the low level driver/hardware to speed up the triangle rendering by converting the GL_TRIANGLES into a GL_TRIANGLE_STRIP - but...
- Mon Jul 10, 2006 6:17 am
- Forum: PSP Development
- Topic: wtf? PSPGL + Building Lists = undefined, but not implicate??
- Replies: 8
- Views: 2973
Depends on what you're trying to do. For instance, in my font rendering code ( a common place for display lists), I generate a vertex array to store the required vertices and texcorrdinates for the text string - you only need to do this once for the string. Then you just need to do a glDrawArrays() ...
- Mon Jul 10, 2006 3:17 am
- Forum: PSP Development
- Topic: [Solved] Compiler bug was in fact optimizier bug.
- Replies: 13
- Views: 4856
- Mon Jul 10, 2006 2:56 am
- Forum: PSP Development
- Topic: [Solved] Compiler bug was in fact optimizier bug.
- Replies: 13
- Views: 4856
I can't see anything obviously wrong with the code. Try compiling without -O2 to see if it makes a difference (you currenlty add it in twice - and there might be a bug in the optimizer). Other then that, it's looks ok. I also wouldn't redefine .
Code: Select all
new
- Mon Jul 10, 2006 1:53 am
- Forum: PSP Development
- Topic: [Solved] Compiler bug was in fact optimizier bug.
- Replies: 13
- Views: 4856
Most likely it's a bug in your code. I have dozens of classes with 0-6 virtual methods in each class, and I've _never_ had any problem with g++. And this is not some toy engine - it does substantial 3D code with blended skeleton 3d character animation, bezier curves, hardware lighting, transparent 2...
- Mon Jul 10, 2006 1:48 am
- Forum: PSP Development
- Topic: wtf? PSPGL + Building Lists = undefined, but not implicate??
- Replies: 8
- Views: 2973
Re: wtf? PSPGL + Building Lists = undefined, but not implica
because the PSPGL DOES in fact have the List commands No - PSPGL does NOT have List commands. Why not bother checking the documentation and the source code next time. glNewList, glEndList, and glCallList are declared but have _no_ definitions in the pspgl source code. glGenLists has a definition, b...
- Fri Jul 07, 2006 11:43 pm
- Forum: PSP Development
- Topic: PSPGL - Compiled lib ok, demos not so much[Solved]
- Replies: 14
- Views: 4238