Search found 19 matches

by binaryONE
Tue Mar 10, 2009 5:29 pm
Forum: PSP Development
Topic: 2 channel wav file with MikMod
Replies: 2
Views: 1450

2 channel wav file with MikMod

Hey guys, do you know how to load a 2 channel wav file with MikMod?

When I try to do it, I get an error message saying the format is not valid.

What gives?

Thanks.
by binaryONE
Mon Mar 17, 2008 7:50 am
Forum: PSP Development
Topic: PSP Controller code with sensitivity.
Replies: 7
Views: 2062

You are right, however, this simulates sensitivity, I don't think there's any other way to measure it other than timing (at least not on psp), since that requires voltage variation or some mechanical feedback being interpreted by the kernel. If there is something like that I'd like to check it out f...
by binaryONE
Mon Mar 17, 2008 4:28 am
Forum: PSP Development
Topic: PSP Controller code with sensitivity.
Replies: 7
Views: 2062

J.F.

It seems that way, but you gotta try it, there's lots of things going on. :)
by binaryONE
Sun Mar 16, 2008 2:40 pm
Forum: PSP Development
Topic: PSP Controller code with sensitivity.
Replies: 7
Views: 2062

PSP Controller code with sensitivity.

I wrote this for for use in games and thought it maybe useful for others.

http://devrc.org/pub/pspctrl/ (has eboot, makefile and source)

Have fun.
by binaryONE
Wed Mar 12, 2008 4:38 pm
Forum: PSP Development
Topic: PSPLINK adventures
Replies: 3
Views: 1380

Oh ! nice man, fixed it.

Thanks.

Is there some heap-size difference between firmwares now?
by binaryONE
Wed Mar 12, 2008 4:07 pm
Forum: PSP Development
Topic: PSPLINK adventures
Replies: 3
Views: 1380

PSPLINK adventures

Hey guys, I am running 3.80 - m33 CFW with 1.5 kernel addon, all apps, every single one that i've downloaded run perfectly. My problem is this, If I wrote a simple program that uses file io functions such as, sceIoOpen/Close/Read/Write ... THe wierd thing is when i compile my program WITHOUT: BUILD_...
by binaryONE
Sat Jul 15, 2006 6:07 am
Forum: General Discussion
Topic: Tetris game (almost done, damn work)
Replies: 1
Views: 3364

Tetris game (almost done, damn work)

This is a tetris game I wrote just for fun.

I got the music off of some website.

The only things missing are the high scores and time.

Ill add that when I get a chance.

Have fun :) (I do hehe)

here's the download location ---> http://devrc.org/pub/psptetris/
by binaryONE
Mon Jun 05, 2006 12:16 pm
Forum: PSP Development
Topic: Controller stuff.
Replies: 0
Views: 832

Controller stuff.

I've written a little test program for psp controller. It's useful in game. I've used the psp latch status functions, which I haven't seen used before, they aren't well documented, but are very usefull. Anyway, I just posted this here for everyone, hope it comes in useful to someone. Cheers. http://...
by binaryONE
Mon May 15, 2006 5:46 am
Forum: PSP Development
Topic: padding images with less than 16 pixel dimentions?
Replies: 5
Views: 2321

Yep, the sceKernelDcacheWritebackInvalidateAll(); function solved the issue with sprite missing pixels :)

Thanks a lot guys.

Hey chp, you should write a sticky of sort, 'the do's and don't's' and 'things to know' and include this in :).
by binaryONE
Sun May 14, 2006 6:22 pm
Forum: PSP Development
Topic: padding images with less than 16 pixel dimentions?
Replies: 5
Views: 2321

Thanks man, really nice link, ill try to follow the advices given, hope everything checks out.
by binaryONE
Sun May 14, 2006 7:18 am
Forum: PSP Development
Topic: padding images with less than 16 pixel dimentions?
Replies: 5
Views: 2321

Another thing I've noticed is when blitting a bunch of small sprites, one after the other (not in coord. sense, but sequence wise), some sprites don't show up on the screen... I hope it's me doing something wrong :/ How would u sequence drawing an image made of 4 images? lets say each image is 32 pi...
by binaryONE
Sat May 13, 2006 12:22 pm
Forum: PSP Development
Topic: padding images with less than 16 pixel dimentions?
Replies: 5
Views: 2321

padding images with less than 16 pixel dimentions?

This is wierd but i've found that i need to pad the textures that are less than 16 pixels in width/height.

Is that because of the alignment? cuz I wasted lots of time before i figured that i needed to do that... :/
by binaryONE
Fri May 12, 2006 4:15 am
Forum: PSP Development
Topic: The Frame buffer proxy hehe
Replies: 6
Views: 3012

I see.

Makes, sense, swizzling is a texture mode option which is an option for the GU and it understands what to do with it...

thanks for the help guys :)
by binaryONE
Fri May 12, 2006 1:21 am
Forum: PSP Development
Topic: The Frame buffer proxy hehe
Replies: 6
Views: 3012

Hmm, I'm definately going to try that today. About the swizzling mode; from the sdk source all I can tell is that it's a switch, does it tell the psp to to flush the contents of a memory region vram or ram, to the screen, in that specific way to output it in chunks? That would make sense, and if it'...
by binaryONE
Fri May 12, 2006 12:39 am
Forum: PSP Development
Topic: The Frame buffer proxy hehe
Replies: 6
Views: 3012

So then it would be faster to 'set' the frame pointer to an already allocated and color loaded 512 * 272 * 4 memory region then to memmove it to vram frame buffer? Also then, once that's done, the frame is .5~MB so there is room in vram for 3 such regions. Then would it be faster setting the frame p...
by binaryONE
Thu May 11, 2006 1:53 pm
Forum: PSP Development
Topic: The Frame buffer proxy hehe
Replies: 6
Views: 3012

The Frame buffer proxy hehe

Can someone explain or maybe show how to use sceDisplaySetFrameBuf() function please? Also, does the vram on psp have 2 buffers for screen? I mean like literall 2 buffer..? If so, Is there a way (without using the gu/ge/gum libraries) to write to one of vram's frame buffers, for example, the one tha...
by binaryONE
Wed May 10, 2006 6:57 am
Forum: PSP Development
Topic: swizzle for 32 bit textures?
Replies: 2
Views: 2384

oh sweet thanks
by binaryONE
Wed May 10, 2006 6:35 am
Forum: PSP Development
Topic: swizzle for 32 bit textures?
Replies: 2
Views: 2384

swizzle for 32 bit textures?

Anyone know if it's possible and if so, how to, swizzle pixels for a 32 bit image ?
by binaryONE
Tue May 09, 2006 2:51 pm
Forum: PSP Development
Topic: Swizzled pixels...how does that work?
Replies: 1
Views: 1398

Swizzled pixels...how does that work?

Hey guys, Can anyone please tell me (in lamen's terms hehe), how the swizzled pixels work in psp sdk's "blit.c" example. Is it how they are copied into the buffer? Are they arranged a certain way to make faster blitting? That example is mega low on comments, and I'd really appreciate some ...