Search found 10 matches

by yabadabo
Sat Aug 23, 2008 5:11 pm
Forum: PSP Development
Topic: what is the -G0 gcc option for?
Replies: 9
Views: 4097

Hi,
I think the VFPU expects the store-address to be 16-bytes aligned, if the variable is global, it works always as the compiler is able to align them to 16bytes, but if the variable is allocated in the stack, chances are your var is not kept 16-aligned a crash is produced on those cases.
by yabadabo
Sat May 10, 2008 7:20 pm
Forum: PSP Development
Topic: can I connect a pc <-> psp using a wifi adhoc connecti
Replies: 0
Views: 1014

can I connect a pc <-> psp using a wifi adhoc connecti

Hi, so I have succeeded to connect the PC to the PSP using the inet family functions, and the psp to other psp using the adhoc family funcions, but I don't succeded connecting via adhoc the psp to the pc o viceversa.

Thnks
by yabadabo
Sun Apr 13, 2008 9:40 pm
Forum: PSP Development
Topic: psplinkusb pspsh no prompt
Replies: 3
Views: 2941

Re: psplinkusb pspsh no prompt

I experienced the same problem while partially upgrading pspsh in the ps and not the psplink in the psp. Get the lastest version from everything from the svn, recompile and use the new psplink and pspsh and it will work.
by yabadabo
Fri Mar 21, 2008 5:52 pm
Forum: PSP Development
Topic: Dumping heap information?
Replies: 13
Views: 4751

Confirmed, it works as expected if I use the toolchain.sh from the svn and recompile everything. Initially, I was using the toolchain.sh from ps2dev.org which based on the differences I guess generated the problem.
by yabadabo
Thu Mar 20, 2008 3:01 am
Forum: PSP Development
Topic: Dumping heap information?
Replies: 13
Views: 4751

Hi, I just upgrade my FAT-PSP from 3.40OE to 3.90M2 and in a new PC installed cygwin + toolchain(svn) + psplink(svn) Everything (psp-g++ and examples) compiled and builded fine, but printf stop working has stopped working on the psp prx's connected to the psplink. Instead, using sceIoWrite(1, ..) wo...
by yabadabo
Sun Nov 25, 2007 5:25 am
Forum: PSP Development
Topic: Blending hell... (changing transparency)
Replies: 2
Views: 2180

You are missing the enable blend and texture, and setting the correct blend functions before calling the sceGuDraw. Probably something like is what you need sceGuEnable&#40; GU_TEXTURE_2D &#41;; sceGuEnable&#40; GU_BLENDING &#41;; sceGuBlendFunc&#40; GU_ADD, GU_SRC_ALPHA, GU_ONE_...
by yabadabo
Sun May 13, 2007 1:29 am
Forum: PSP Development
Topic: compiling C++ code?
Replies: 3
Views: 2004

Nothing special is needed. You might need to add the -lstdc++ option when linking. Which error message do you get from the make command?
by yabadabo
Thu Apr 12, 2007 8:00 am
Forum: PSP Development
Topic: automatic alignment of stack vars for proper vfpu
Replies: 12
Views: 4398

Thanks, very interesting, I didn't know there where there.
Anyway, I think aligning to 16 bytes instead of 64 should be enough, at least for the vfpu instructions.
by yabadabo
Wed Apr 11, 2007 7:41 am
Forum: PSP Development
Topic: automatic alignment of stack vars for proper vfpu
Replies: 12
Views: 4398

Do you mean a macro to create an array of 16 bytes and a pointer to Matrix/quaternion var pointing over that stack?... Without having a clear way of how that macro would be I prefer the compiler option. :)
by yabadabo
Mon Apr 09, 2007 11:11 pm
Forum: PSP Development
Topic: automatic alignment of stack vars for proper vfpu
Replies: 12
Views: 4398

automatic alignment of stack vars for proper vfpu

Hi If you have tried to use the vfpu, you will have notice that it's fundamental to have all the variables referenced to be 16-bytes aligned. This words fine for the global vars using the gcc __attribute__((aligned(16))) as ScePspFVector4 in psptypes.h But if you create temporal variables in the sta...