Search found 22 matches

by PlayfulPuppy
Tue May 23, 2006 9:41 pm
Forum: PSP Development
Topic: Problem porting a game from PC to PSP
Replies: 17
Views: 6813

Is the crash precisely where that comment is (Either during or just after the square root test block) or is it somewhere within that block? I'm assuming the latter at the moment. Although I'm fairly sure I'm wrong about this, I have my eye on the int cast you're doing there. I've had troubles before...
by PlayfulPuppy
Tue May 23, 2006 8:43 pm
Forum: PSP Development
Topic: PSP 3D Programming
Replies: 11
Views: 4833

So those are required steps in order to get a SDK? could you elaborate abit on "show them the game" step? I mean how could i show them any game b4 get my hand on their SDK? Sorry if all these sound stupid.. Let me tell you right now that for a person in your position it's just not possibl...
by PlayfulPuppy
Fri May 19, 2006 11:13 pm
Forum: PSP Development
Topic: Compiler has an issue with strings
Replies: 7
Views: 2361

hehe wow ...well for you all you need to do is alter just two little thing :P first your declaration is wrong should be string mystring[] = "test"; No it shouldn't. It's a C++ string class, not a C-style string. this printf("Display some text %d",mystring...
by PlayfulPuppy
Tue May 16, 2006 8:48 pm
Forum: PSP Development
Topic: Homebrew for PSP Publishers
Replies: 12
Views: 6240

You don't have to bother with the memory sticks, the dev units can load data off a remote host. Just get rid of the KXploit and you should be able to just email it to them (Although turning up with it burnt onto a CD would probably be more professional. ;)) edit: Oh, and as far as I know you'll need...
by PlayfulPuppy
Tue May 16, 2006 9:17 am
Forum: PSP Development
Topic: if statements don't work very well what am i doing wrong?
Replies: 1
Views: 840

I can think of 2 possible reasons: First of all, by the looks of it you're using your arrays as 1 based, when in C/C++ they're zero based. For example, if you do 'char buffer[4]', the valid indicies to buffer are 0 to 3. 4 is going past the end of the array (So you'd be reading/writing the next elem...
by PlayfulPuppy
Mon May 15, 2006 11:25 pm
Forum: PSP Development
Topic: How to create a pointer to multidimensional array of structs
Replies: 9
Views: 2534

I can't for the life of me work out why someone would want to do that in the first place, though.

If you want multiple elements in a hierachy, and you know what the dimensions are going to be, use a struct or a class to do it. It'll make the code more readable.

What are you using this in aid of?
by PlayfulPuppy
Mon May 15, 2006 10:35 pm
Forum: PSP Development
Topic: How to create a pointer to multidimensional array of structs
Replies: 9
Views: 2534

moonlight wrote:
Drakonite wrote:struct example ***ptr; // ?
I don't think that would work. The compiler wouldn't know the size of each dimension.
He's using a pointer to an array. The compiler wouldn't know the dimensions even if it was a 1D array.
by PlayfulPuppy
Mon May 15, 2006 7:07 pm
Forum: PSP Development
Topic: movement|navigation problem
Replies: 22
Views: 6080

How are you getting the strafing coordinates? You should be extracting a vector from the matrix like I did in my earlier post, except grabbing the Y axis instead of the X axis (Or the other way around, depending on what you're doing).
by PlayfulPuppy
Mon May 15, 2006 7:04 pm
Forum: PSP Development
Topic: movement|navigation problem
Replies: 22
Views: 6080

How are you getting the strafing coordinates? You should be extracting a vector from the matrix like I did in my earlier post, except grabbing the Y axis instead of the X axis (Or the other way around, depending on what you're doing)
by PlayfulPuppy
Mon May 15, 2006 9:07 am
Forum: PSP Development
Topic: movement|navigation problem
Replies: 22
Views: 6080

You're translating and rotating the view in the wrong order.

Also, if you want your character to be in the center of the screen, your view should be directly above the character (So pos2 should be the same as pos1 except with a Z value > 0, say about 20)
by PlayfulPuppy
Sun May 14, 2006 4:57 pm
Forum: PSP Development
Topic: movement|navigation problem
Replies: 22
Views: 6080

What you actually want to be doing here is not moving the world, but moving the camera and your character. In the graphics pipeline, there are several matricies that are combined together to get the final 3D result of the verticies. The one's we're interested in here are: - The World/Model matrix: T...
by PlayfulPuppy
Sun May 14, 2006 3:43 pm
Forum: PSP Development
Topic: movement|navigation problem
Replies: 22
Views: 6080

Thank you PlayfulPuppy for your response. How about doing the rotation on a new matrix, and then doing the translation on another new matrix and then multiplying them? I don't know if that would be easier, but I would understand it easier. Oh, you mean rotating around an arbitrary point ! Rotating ...
by PlayfulPuppy
Sun May 14, 2006 11:57 am
Forum: PSP Development
Topic: padding images with less than 16 pixel dimentions?
Replies: 5
Views: 2286

I'm not entirely sure, but you *may* be suffering from caching issues. Do certain sprites disappear depending on when you run the program? If so it probably is. Have a look over here to fund out more about it, but for the cliff-notes version just add sceKernelDcacheWritebackInvalidateAll() somehwere...
by PlayfulPuppy
Sat May 13, 2006 11:58 am
Forum: PSP Development
Topic: movement|navigation problem
Replies: 22
Views: 6080

how would i go about rotating around an arbitrary axis with pspgu? You could use Quaternions to do an axis-angle rotation (Which you'd have to implement yourself, and quaternions are bloody difficult to understand), or you could multiply several matricies together. Start by creating one matrix by r...
by PlayfulPuppy
Fri May 12, 2006 8:24 pm
Forum: PSP Development
Topic: movement|navigation problem
Replies: 22
Views: 6080

ah crap, i got it backwards.. PlayfulPuppy: cheers for catching that one out, original post edited ;) Ah it's all good, I confuse them myself quite often and I do this stuff for a living! ;) And LuMo, after you make this change you'll probably discover that your object won't move in the direction h...
by PlayfulPuppy
Fri May 12, 2006 7:04 pm
Forum: PSP Development
Topic: pixel precice sceGumOrtho probs
Replies: 2
Views: 1137

It's because the projection you're creating isn't square, so it was fitting it to the size of the screen.

If you set the height the same as the width of the projection, it should work fine.
by PlayfulPuppy
Fri May 12, 2006 7:01 pm
Forum: PSP Development
Topic: movement|navigation problem
Replies: 22
Views: 6080

Why doesn't mine work? http://pastebin.com/713028 Same problem with you. sceGumTranslate(&pos); sceGumPushMatrix(); sceGumRotateZ(rotationAmount); // Draw Array sceGumPopMatrix(); Should be: sceGumRotateZ(rotationAmount&...
by PlayfulPuppy
Fri May 12, 2006 6:51 pm
Forum: PSP Development
Topic: movement|navigation problem
Replies: 22
Views: 6080

The rotate operation works on the centre of the world, you need to: * push the current matrix * translate to the centre of the object you wish to rotate * do the rotation * pop the matrix back not sure if psp can push/pop (i assume so) but if not just translate again by the opposite amount Or you c...
by PlayfulPuppy
Sun May 07, 2006 2:56 pm
Forum: PSP Development
Topic: Sample/snippet of how to rotate an image using gu functions?
Replies: 4
Views: 2675

fish wrote:if you're rendering SPRITES on the other hand, basically, you cant, SPRITEs are always screen aligned.
Although you should be able to rotate the image by rotating the texture coordinates via a texture matrix.

However I haven't tried this.
by PlayfulPuppy
Fri May 05, 2006 8:52 am
Forum: PSP Development
Topic: Default vertex color with alpha blending and GU_TFX_MODULATE
Replies: 4
Views: 1876

Yep, tried that too. No dice. :\
by PlayfulPuppy
Fri May 05, 2006 12:41 am
Forum: PSP Development
Topic: Default vertex color with alpha blending and GU_TFX_MODULATE
Replies: 4
Views: 1876

Note I also tried out sceGuColor(0xFFFFFFFF), and that didn't seem to work. Would appear that value gets stomped somewhere by... something.
by PlayfulPuppy
Fri May 05, 2006 12:28 am
Forum: PSP Development
Topic: Default vertex color with alpha blending and GU_TFX_MODULATE
Replies: 4
Views: 1876

Default vertex color with alpha blending and GU_TFX_MODULATE

Okay, after a lot of experimentation and head bashing I've finally got alpha transparencies working with lighting enabled using the following code: sceGuAmbient(0xFF000000); sceGuLightColor(0, GU_DIFFUSE, 0xFFFFFFFF); sceGuEnable(GU_LIGHTING); sceGuEna...