Search found 70 matches

by siberianstar
Tue Jan 02, 2007 11:29 pm
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 9872

this is very useful
by siberianstar
Tue Jan 02, 2007 1:34 am
Forum: PSP Development
Topic: Where can I find stubs info ?
Replies: 3
Views: 1816

The first number contains the import flags and library version, the second one contains the stub len.

STUB_START module, flags_version, stub_len
by siberianstar
Sun Dec 31, 2006 3:23 am
Forum: PSP Development
Topic: Conditionals with VFPU?
Replies: 26
Views: 9872

That's going to be slower than not using vfpu. It's better you use vfpu there only to calc rsq.
by siberianstar
Sun Dec 24, 2006 9:39 pm
Forum: PSP Development
Topic: closer is slower ?
Replies: 8
Views: 2675

Mipmapping makes the PSP use a lower resolution copy of the image when the surface gets further away. Mipmapping shouldnt do anything on a surface thats close up. This is wrong. Mipmapping is used also when the uvs texture coordinates are closer and does not cover all the texture. Gothi: If you mip...
by siberianstar
Sun Dec 24, 2006 9:20 pm
Forum: PSP Development
Topic: closer is slower ?
Replies: 8
Views: 2675

Your problem is that you have to mipmap your textures
by siberianstar
Sun Dec 24, 2006 8:09 am
Forum: PSP Development
Topic: closer is slower ?
Replies: 8
Views: 2675

never heard about mipmapping ?
by siberianstar
Tue Oct 03, 2006 5:44 am
Forum: PSP Development
Topic: Mipmapping
Replies: 3
Views: 1676

The PSP hardware seems to have a bug where a texture viewed from a particular angle will use larger mipmaps than necessary, which means the appearance will change on screen as view angle changes, and there may be a performance impact.
www.goop.org/psp/gl
by siberianstar
Sun Sep 10, 2006 10:30 pm
Forum: PSP Development
Topic: exception handler [Solved]
Replies: 0
Views: 1002

exception handler [Solved]

hi,
how can i install an exception handler to manage the float overflow to ignore it ?
by siberianstar
Thu Sep 07, 2006 6:43 am
Forum: PSP Development
Topic: Quick question about rendering triangles
Replies: 4
Views: 2131

nope glbegin and glend are emulated and very slow.

http://www.goop.org/psp/gl for more info.
by siberianstar
Wed Sep 06, 2006 9:53 am
Forum: PSP Development
Topic: Quick question about rendering triangles
Replies: 4
Views: 2131

Nope there is no support for glBegin or glEnd in pspgu, but they are implemented on pspgl but they are very slow.
by siberianstar
Sun Sep 03, 2006 11:39 am
Forum: PSP Development
Topic: libmad and pcm output
Replies: 3
Views: 1533

Yes, for mono just give the same sample two times.
by siberianstar
Tue Aug 29, 2006 9:13 pm
Forum: PSP Development
Topic: PSPGL - unloading textures from memory.
Replies: 2
Views: 2075

glDeleteTextures( int size , int *names ); There is a bug on glDeleteTexture that wasn't freeing the texture from memory, i've fixed it : open glDeleteTexture.c and replace the line 19 with __pspgl_texobj_free(tobj); then recompile pspgl. NOTE: If you don't fix this bug PSPGL won't free the texture.
by siberianstar
Fri Aug 25, 2006 8:25 am
Forum: PSP Development
Topic: PRX locks buttons
Replies: 5
Views: 3234

...
by siberianstar
Thu Aug 17, 2006 10:24 pm
Forum: PSP Development
Topic: Using Wi-Fi
Replies: 4
Views: 2370

I Suggest you to look at the net/simple example of the sdk.
by siberianstar
Thu Aug 17, 2006 10:22 pm
Forum: PSP Development
Topic: Media Engine in USER mode.
Replies: 2
Views: 2369

The media engine cannot be started in USERMODE, what your code does is to start the function start_up in kernel mode, and the main thread in user mode. In the start_up function (that is running in kernel mode) the media engine is started. I've used this trick a long time ago to have the 'home' butto...
by siberianstar
Thu Aug 17, 2006 9:28 am
Forum: PSP Development
Topic: Sound Libraries?
Replies: 4
Views: 2796

mikmod for wav, libmad for mp3, libatrac3plus for at3
by siberianstar
Thu Aug 17, 2006 7:52 am
Forum: PSP Development
Topic: Parity Check (odd/even)
Replies: 8
Views: 5205

"Parity check" in informatic language is used to define the algorithm to check data errors on trasmission between pc and serial ports.
by siberianstar
Sun Aug 13, 2006 9:42 am
Forum: PSP Development
Topic: Reading from a Socket
Replies: 2
Views: 1304

Using 'read' the simplest way is to read each time a char char buffer&#91;max_size&#93;; int offset = 0; char ch; .. if &#40;read&#40;sockfd, &ch, 1&#41; < 0&#41; .. error, close socket .. if &#40;ch == '\n'&#41; &#123; buffer&#91;offset&#93; = 0; offs...
by siberianstar
Sun Aug 13, 2006 6:07 am
Forum: PSP Development
Topic: stencil shadows
Replies: 0
Views: 877

stencil shadows

hello,

i'm trying to generate stencil volume shadows but it seems that triangles must be clipped and it will be very slow.

How did you solve this problem ?
by siberianstar
Sat Aug 12, 2006 10:15 am
Forum: PSP Development
Topic: Problem with a genuine randomizer
Replies: 27
Views: 9591

yep, srand is much faster
by siberianstar
Sat Aug 12, 2006 9:13 am
Forum: PSP Development
Topic: Some VFPU clocktick analysis
Replies: 7
Views: 3037

Please :)
by siberianstar
Sat Aug 12, 2006 8:33 am
Forum: PSP Development
Topic: Problem with a genuine randomizer
Replies: 27
Views: 9591

using Mersenne Twister for __randf_1, __randf2: inline float __randf_1&#40;&#41; &#123; const int max = 1024; return &#40;float&#41;&#40;sceKernelUtilsMt19937UInt&#40;&ctx&#41;%max&#41;/max; &#125; inline float __randf_2&#40;&#41; &#123; int x ...
by siberianstar
Sat Aug 12, 2006 8:00 am
Forum: PSP Development
Topic: Problem with a genuine randomizer
Replies: 27
Views: 9591

float __randf&#40;&#41; &#123; int x = &#40;&#40;&#40;&#40;rand&#40;&#41; << 8&#41; & 0x7FFFFF&#41; | 0x3F800000&#41;&#41;; float r; asm volatile&#40; "move %0, %1\n" &#58; "=e" &#40;r&#41; &#58; "e...
by siberianstar
Sat Aug 12, 2006 4:41 am
Forum: PSP Development
Topic: ASM in C program? Include it externally? Some info plz?
Replies: 27
Views: 17943

You never have to write an entire application in assembly, use inline assembly: asm ( "istruction 1\n" "istruction 2\n" : gcc output constraints : gcc input constraints ); for example float output, op1, op2; asm ( "mul.s %0, %1, %2\n" : "=f" (output) : "f...
by siberianstar
Sat Aug 12, 2006 4:26 am
Forum: PSP Development
Topic: Problem with a genuine randomizer
Replies: 27
Views: 9591

dunno if there is one in the sdk,

float __randf()
{
const int max = 1024;
return (float)(rand()%max)/max;
}

very simple,
note that i've wrote it here and i didn't try it.
by siberianstar
Sat Aug 12, 2006 4:07 am
Forum: PSP Development
Topic: Some VFPU clocktick analysis
Replies: 7
Views: 3037

measure also this

asm volatile ("mtv %0, s500" : : "r" (input_value);

and this

asm volatile ("mfv %0, s500" : "=r" (input_value);
by siberianstar
Fri Aug 11, 2006 8:42 am
Forum: PSP Development
Topic: Some VFPU clocktick analysis
Replies: 7
Views: 3037

nice
by siberianstar
Wed Aug 09, 2006 10:44 pm
Forum: PSP Development
Topic: Free memory available functions
Replies: 19
Views: 10533

i wrote this in 2 seconds #include <malloc.h> int __freemem&#40;&#41; &#123; void *ptrs&#91;480&#93;; int mem, x, i; for &#40;x = 0; x < 480; x++&#41; &#123; void *ptr = malloc&#40;51200&#41;; if &#40;!ptr&#41; break; ptrs&#91;x&#93; = ptr; &am...
by siberianstar
Wed Aug 09, 2006 9:30 am
Forum: PSP Development
Topic: Stencil buffer shadows
Replies: 2
Views: 2356

for now i'm working on something else, i will see for them later.
by siberianstar
Wed Aug 09, 2006 9:26 am
Forum: PSP Development
Topic: Can I use inline asm/vfpu to speed this matrix multiply up?
Replies: 25
Views: 12900

vsync is automatically enabled in pspgl, if you want to disable it just open the file pspgl_vidmem.c and remove all sceDisplayWaitVblankStart calls and recompile it, you will get a bad flickering effect. if you read buffer from the psp pad make sure to use sceCtrlPeekBufferPositive and not sceCtrlRe...