Search found 71 matches

by Zettablade
Sun May 06, 2007 1:16 pm
Forum: PSP Development
Topic: Texture padding is showing and alpha images get blurry
Replies: 1
Views: 2645

Texture padding is showing and alpha images get blurry

When I load an image who's width or height is not to the power of 2, then I have to pad it. Problem is, the image padding is now showing when I draw the image with a u/v greater then the initial image size (regardless of whether it's sent through the 2d or 3d pipe, or if I strip blit or not.) I was ...
by Zettablade
Sat Apr 21, 2007 3:32 am
Forum: PSP Development
Topic: dotOS yearly progression
Replies: 120
Views: 94652

Awesome! Will this ever be released?
by Zettablade
Mon Apr 02, 2007 7:12 am
Forum: General Discussion
Topic: Nice April Fools (?)
Replies: 7
Views: 6156

fooled me for five mins
by Zettablade
Fri Mar 16, 2007 11:55 am
Forum: PSP Development
Topic: 2d graphic tutorials?
Replies: 2
Views: 1709

Am I the only who that lol'd when they saw this?
by Zettablade
Mon Mar 05, 2007 2:09 am
Forum: PSP Development
Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
Replies: 17
Views: 5162

If you use two normalised vectors to do the cross product, you will get a normalised vector as a result. I don't have the proof readily around, but that's the way it is. :) I'll change the usage vrcp.s into vrsq.s like you did (excluding the last normalisation) and commit. Glad this is over with no...
by Zettablade
Mon Mar 05, 2007 1:54 am
Forum: PSP Development
Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
Replies: 17
Views: 5162

#ifdef F_sceGumLookAt_vfpu void sceGumLookAt(ScePspFVector3* eye, ScePspFVector3* center, ScePspFVector3* up) { pspvfpu_use_matrices(gum_vfpucontext, VMAT3, VMAT0 | VMAT1); __asm__ volatile ( "vmidt.q M100\n" // load eye, center, up vectors...
by Zettablade
Mon Mar 05, 2007 12:00 am
Forum: PSP Development
Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
Replies: 17
Views: 5162

chp wrote:I'll take a closer look at this asap. I got the code from MrMr[iCE] and I tested the changed sceGumPerspective() so that it worked, I'll go through the math on the other changes more thoroughly.
Awsome, thx, and keep up the good work.
by Zettablade
Sun Mar 04, 2007 11:18 pm
Forum: PSP Development
Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
Replies: 17
Views: 5162

so, I've done a temp "fix", involving going back to the previous revisions code for sceGumLookAt _vfpu. A lot has changed between the new "broken" and the old stable code. I'll post the differences. I hope this issue is addressed in the next revision, as sceGumLookAt is a very us...
by Zettablade
Sun Mar 04, 2007 10:16 pm
Forum: PSP Development
Topic: Display text in xmb with prx
Replies: 14
Views: 6296

You have to write the text directly to vram. A_nub's VSHPong does the. And it also deals with the black background of the text. Wait until he releases the src code, then check it out :)
by Zettablade
Sun Mar 04, 2007 9:55 pm
Forum: PSP Development
Topic: URGENT HELP - My PSP wount Start
Replies: 5
Views: 3166

uh, is this a joke, or are rly rtarded?
by Zettablade
Sun Mar 04, 2007 4:44 pm
Forum: PSP Development
Topic: [SOLVED & COMMITED]sceGumLookAt(vfpu) is broken
Replies: 17
Views: 5162

[SOLVED & COMMITED]sceGumLookAt(vfpu) is broken

Just got the most recent update from the pspsdk's svn today. Apparently, there were some changes, and now sceGumLookAt from gum vfpu is working improperly. It severely warps the view. Just thought I'd point it out.
Sooo, if anyone would like to point out a viable solution, that would be awsome :)
by Zettablade
Fri Mar 02, 2007 2:51 pm
Forum: PSP Development
Topic: Who are the famous PSP developers ?
Replies: 16
Views: 7391

fergie4000 wrote:i would have to say fanjita is the most famous seeing as how he has been interviewed by the bbc live on radio
When did fame ever relate to skill?
by Zettablade
Thu Nov 23, 2006 5:08 am
Forum: PSP Development
Topic: Setting up a thread in ASM
Replies: 14
Views: 5357

Raphael wrote:Set flags for the assembler. Like "noreorder" will tell it to not reorder the ops to try optimizing.
Is there a list of the flags anywhere?
by Zettablade
Thu Nov 23, 2006 3:32 am
Forum: PSP Development
Topic: Setting up a thread in ASM
Replies: 14
Views: 5357

btw, what does .set do? Google isn't telling me anything....
by Zettablade
Thu Nov 23, 2006 12:22 am
Forum: PSP Development
Topic: Setting up a thread in ASM
Replies: 14
Views: 5357

It looks like adding nop after that jump fixed it. thx :)
by Zettablade
Thu Nov 23, 2006 12:15 am
Forum: PSP Development
Topic: Setting up a thread in ASM
Replies: 14
Views: 5357

would give something like this: ............. _start: # Create Thread move $a0, _thread_name (the label of the thread name move $a1, _main_thread_func (the label of the function) move $a2, 20 (priority) move $a3, 4000 (stack) move $a4,...
by Zettablade
Wed Nov 22, 2006 6:54 pm
Forum: PSP Development
Topic: Setting up a thread in ASM
Replies: 14
Views: 5357

Setting up a thread in ASM

So, I've gotten a chance to really toy around with mips asm on the psp. I've run into a road block of sorts though. I'm trying to write some code that loops itself forever, but it keeps crashing. What am I doing wrong? (go easy on me, I'm new to asm) .set noreorder .set noat #ifdef BUILD_V1 #include...
by Zettablade
Fri Nov 03, 2006 2:40 pm
Forum: PSP Development
Topic: strip blitting + image offsets == trouble
Replies: 1
Views: 1057

strip blitting + image offsets == trouble

For some reason, my blitting function isn't working. It doesn't resize properly when I change the width or height, and I get weird results when the offsets are changed. Anyone know what I'm doing wrong? void drawImageFast(float x, float y, float width, float height, float u0, float u1, float...
by Zettablade
Fri Oct 20, 2006 11:59 am
Forum: PSP Development
Topic: How to I assemble...
Replies: 9
Views: 4308

Tinnus wrote:BTW, I don't think 0x89 is 3...
lol that was a typo of sorts....
by Zettablade
Thu Oct 19, 2006 4:16 am
Forum: PSP Development
Topic: How to I assemble...
Replies: 9
Views: 4308

Yah minifire does go the whole hog, no C what so ever, if you use main at all then you are including C in the crt0 (which is the entry point) and newlib, not that that perhaps worries you :) If you are just interested in your code being asm then just put your code into a main.s file, then in the st...
by Zettablade
Wed Oct 18, 2006 10:33 pm
Forum: PSP Development
Topic: How to I assemble...
Replies: 9
Views: 4308

How to I assemble...

How do I assemble a raw .asm file into an eboot? What's would be a good makefile for my code? Here's my code: (add.s) ## Program to add two plus three .text .globl main main: ori $8,$0,0x2 # put two's comp. two into register 8 ori $9,$0,0x3 # put two's comp. three into register 9 addu $10,$8...
by Zettablade
Fri Aug 25, 2006 6:34 pm
Forum: PSP Development
Topic: Debugging .. stepping through code
Replies: 5
Views: 2091

what's the point of using an emulator? Just use psplink. And cygwin has it's own debugging stuff.
Really, if you like a good, fun challenge, the best thing to dev on is prolly the psp.
by Zettablade
Fri Aug 25, 2006 8:31 am
Forum: PSP Development
Topic: PRX locks buttons
Replies: 5
Views: 3234

....
by Zettablade
Mon Jul 17, 2006 11:23 am
Forum: PSP Development
Topic: Checking to see if the psp is writing to the mem card....
Replies: 0
Views: 899

Checking to see if the psp is writing to the mem card....

Is there anyway to check and see if the psp is writing to the mem card, not the pc. It's the main flaw in my module, and I need to put a check in place to keep the folders from corrupting if you write to the mem card while the usb is connected.
by Zettablade
Wed Jul 12, 2006 7:48 am
Forum: PSP Development
Topic: Nanodesktop for PSP is arriving
Replies: 1
Views: 1427

that's cool I guess. Goodluck with it. At least your not trying to make another 2d lib, that's the last thing we need, what with oslib being such a speed demon and everything.
by Zettablade
Wed Jul 12, 2006 7:40 am
Forum: PSP Development
Topic: usb is killing me!
Replies: 2
Views: 2920

usb is killing me!

Ok, I was able to get the usb working on my little program. I used the example from the sdk. Anyways, I changed my code around a bit, and now it crashes whenever I load up the game. Here's the code I'm using. #include <oslib/oslib.h> #include "usb.h" u32 state; u32 retVal; __attribute__ &a...
by Zettablade
Wed Jul 12, 2006 4:01 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 153809

You should use the oslib's built in control functions.

Code: Select all

	if&#40; osl_keys->pressed.triangle &#41;
  	&#123;
  		oslPlaySound&#40;snd, 1&#41;;
  	&#125;
That's a good technique for sound effects, and it should work if your playing music. Tell me how it goes.
by Zettablade
Tue Jul 11, 2006 6:44 am
Forum: PSP Development
Topic: [Interested?] OldSchool Library
Replies: 249
Views: 153809

Also, The usb doesn't wanna work either... or I'm probably just doing it wrong.
by Zettablade
Mon Jul 10, 2006 10:49 pm
Forum: PSP Development
Topic: Getting volume
Replies: 11
Views: 4935

I seem to recall this being discussed before, and the basic conclusion being that there doesn't seem to be an API call that can retrieve the volume setting, but that if you happen to be running in kernel mode, you could monitor the Vol+ / Vol- buttons to at least receive notifications of changes. O...
by Zettablade
Mon Jul 10, 2006 2:50 pm
Forum: PSP Development
Topic: Getting volume
Replies: 11
Views: 4935

the psp's speaker. is it even possible?