Search found 14 matches
- Fri Jan 25, 2008 4:12 pm
- Forum: PSP Development
- Topic: Two USB questions...
- Replies: 0
- Views: 1109
Two USB questions...
I searched the forums and didn't find what I was looking for, so I thought I'd just ask my questions. First off, I'm having trouble understanding the UsbInterfaces structure (the infp[2] field in particular). I've been using http://psp.jim.sh/pspsdk-doc/ for documentation reference, and it just does...
- Sat Dec 23, 2006 3:20 pm
- Forum: PSP Development
- Topic: ME Questions
- Replies: 5
- Views: 2640
- Sat Dec 23, 2006 9:33 am
- Forum: PSP Development
- Topic: ME Questions
- Replies: 5
- Views: 2640
ME Questions
I'm just starting out with MIPS assembly so I decided to give programming the ME a try. I tried altering the MIPS code for the ME sample that comes with the SDK, but the sample stops working as planed. Here is the sample's code: .set noreorder .global me_run .global me_end .ent me_run me_run:...
- Wed Nov 29, 2006 8:56 am
- Forum: PSP Development
- Topic: SIO Crashing
- Replies: 15
- Views: 4919
Not gonna work. While TxD and RxD can be used for command and data, pulling the clock line to +V is never gonna work. It has to CLOCK... hence the name. Each transition on clock tells everyone when the next bit is due. Wouldn't that mean that the normal PSP headphone remote also needs to sync with ...
- Wed Nov 29, 2006 8:08 am
- Forum: PSP Development
- Topic: SIO Crashing
- Replies: 15
- Views: 4919
Rule out your cable by using the Lua serial program. Ok, I tried this and the program ran without any problems, however I don't think this program is much help. The controller doesn't send data until you send it the bytes 0x01 and 0x42. I tried altering the sample as follows to do send these bytes ...
- Mon Nov 27, 2006 6:00 am
- Forum: PSP Development
- Topic: SIO Crashing
- Replies: 15
- Views: 4919
I was; though now I am working off another example of which I found that registers some stdio handlers while in kernel mode and uses stdio functions while in user mode, which this seems to make the freezing goes away. Once I found this I attempted to send the controller the start command 0x01 and th...
- Mon Nov 27, 2006 4:47 am
- Forum: PSP Development
- Topic: SIO Crashing
- Replies: 15
- Views: 4919
- Mon Nov 27, 2006 3:51 am
- Forum: PSP Development
- Topic: SIO Crashing
- Replies: 15
- Views: 4919
I tried running it without my cable and my program worked just fine. I have no idea where to begin looking for what is wrong with my cable lol, I am building a dual shock adapter cable, this is what I have: http://img76.imageshack.us/img76/5158/imgp0025uq9.th.jpg I know that the PSP uses 2.5V and my...
- Mon Nov 27, 2006 2:51 am
- Forum: PSP Development
- Topic: SIO Crashing
- Replies: 15
- Views: 4919
- Sun Nov 26, 2006 2:35 pm
- Forum: PSP Development
- Topic: SIO Crashing
- Replies: 15
- Views: 4919
I was running SE-B'', I just upgraded to SE-C but I have yet to try the SIO sample again. Edit: I was flipping through the configurations of SE-C just now and noticed that there is a way to set what firmware version hombrew is run under, I'll force 1.50 and give it a try and see if it makes any diff...
- Sun Nov 26, 2006 8:30 am
- Forum: PSP Development
- Topic: SIO Crashing
- Replies: 15
- Views: 4919
SIO Crashing
I just finished my serial cable, I plugged in the headphones and the cable that I made and for some reason, when the sample SIO program calls pspDebugSioInit the program crashes after a few seconds and gives me a "game cannot be started" error. I have read that the program needs to be kern...
- Tue Nov 07, 2006 9:14 am
- Forum: PSP Development
- Topic: Rendering to a texture
- Replies: 1
- Views: 1091
Rendering to a texture
I am having a lot of trouble rendering to a texture. I create the memory for the texture and use sceGuDrawBufferList, but nothing gets drawn to it (not even cleared out with sceGuClear) yet when I use sceGuDrawBufferList to draw back to my frame buffer, I can render the rest of the scene just fine. ...
- Mon Oct 30, 2006 4:32 pm
- Forum: PSP Development
- Topic: sceGuStart Question
- Replies: 4
- Views: 2506
Thanks for the reply! Since my post I have learned some more about sceGuStart. Like you said, it is for display lists. From what I understand, the reason that a list is needed for any rendering is because the GU library needs it for all of its internal processing. As for GU_DIRECT, it causes any ins...
- Tue Oct 24, 2006 1:27 pm
- Forum: PSP Development
- Topic: sceGuStart Question
- Replies: 4
- Views: 2506
sceGuStart Question
This is probably a very n00bish question but I can't figure it out. I am just starting out with the graphics API that comes with the PSP SDK and I am struggling with understanding what a few of the functions do (there is only so much the comments in the header files can tell you), in this case it's ...