Search found 19 matches

by ozzyyzzo
Fri May 06, 2011 6:25 am
Forum: devkitPPC
Topic: Homebrew Dev on Game Cube TDEV hardware
Replies: 1
Views: 4945

Re: Homebrew Dev on Game Cube TDEV hardware

Hi, Well i think you're on the wrong way.. Devkits architecture slightly differs from retail versions, moreover homebrew SDK is *not* supporting hw dev units *only* retail units. I don't know precisely the tidbits but outdated/unsupported official tools from N. were generating incompatible elf binar...
by ozzyyzzo
Sun Oct 17, 2010 11:56 am
Forum: devkitPSP
Topic: Using 2 cpus?
Replies: 7
Views: 24949

Re: Using 2 cpus?

well, as far as the media engine can execute mips code in //, has got its own 2-4Mb ram and of course a full bag of limitations in its use.. Can't we consider it as a second cpu ? http://lukasz.dk/mirror/forums.ps2dev.org/viewtopic0be6.html?t=2652&postdays=0&postorder=asc&start=0 You hav...
by ozzyyzzo
Sat Oct 16, 2010 7:55 am
Forum: devkitPSP
Topic: Using 2 cpus?
Replies: 7
Views: 24949

Re: Using 2 cpus?

Ok, i haven't got any psp around to open it myself but from wikipedia -> http://en.wikipedia.org/wiki/PlayStation_Portable#Hardware_2 (notice: two 333 MHz MIPS32 R4000-based CPUs ) The Main CPU is allegrex while second CPU is supposed to be called the Media engine/block. So i was wandering, if there...
by ozzyyzzo
Fri Oct 15, 2010 6:42 am
Forum: devkitPSP
Topic: Using 2 cpus?
Replies: 7
Views: 24949

Using 2 cpus?

Hello,

What is the recommended method to make a proper use of both 333Mhz Cpus? if it is possible..
by ozzyyzzo
Sun Jun 28, 2009 1:47 pm
Forum: Gamecube/Wii Development
Topic: hw lighting
Replies: 4
Views: 6231

Re: hw lighting

Ok,

Finally i found the problem which was somewhere else into my code (as usual ? ^^)
So it works as expected and i'm really glad now :)
8 hw lights are far enough when you can make many combinations of them.
by ozzyyzzo
Sat Jun 27, 2009 11:33 am
Forum: Gamecube/Wii Development
Topic: hw lighting
Replies: 4
Views: 6231

Re: hw lighting

Hello :) Ofcourse it's possible to set the lights new for each mesh you render in a scene Ok then, just to avoid the confusion from my first post. i understand the hw limit of the 8 lights and yes , i'd like to reuse/redefine multiple settings (as GXLightObj settings) over these 8 hw lights (that's ...
by ozzyyzzo
Tue Jun 23, 2009 8:54 pm
Forum: Gamecube/Wii Development
Topic: hw lighting
Replies: 4
Views: 6231

hw lighting

Hello,

certainly a silly question but..

Any chance to get rid of 'the really' only 8 lights settings?
it would be really nice if we could reset lightObjects parameters and encapsulate more than 8 settings.
(well, more or less the way it works with opengl)
by ozzyyzzo
Tue Jun 23, 2009 8:49 pm
Forum: Gamecube/Wii Development
Topic: CAST_Init()
Replies: 1
Views: 3717

CAST_Init()

Hi,

do we need to explicitly call CAST_Init(); during initialisation ?

thx
by ozzyyzzo
Tue Jun 23, 2009 8:38 pm
Forum: Gamecube/Wii Development
Topic: not implemented guQuat funcs and others.
Replies: 7
Views: 9122

Re: not implemented guQuat funcs and others.

Hello, Tested guxxx implementations using 23/06/09 SVN version. It seems all fine from my side ^^ Would be nice to get guQuatSlerp implemented aswell. The MtxInvXPose optimised assembly version would also be neat for lighting (normals, envmap and so on) Let us know when full optimised versions will ...
by ozzyyzzo
Mon Jun 15, 2009 9:52 pm
Forum: Gamecube/Wii Development
Topic: not implemented guQuat funcs and others.
Replies: 7
Views: 9122

Re: not implemented guQuat funcs and others.

Hello, Ok both versions are giving similar results. here are right ordered Mtx versions: for quatMtx: const f32 diag = guMtxRowCol(m,0,0) + guMtxRowCol(m,1,1) + guMtxRowCol(m,2,2) + 1; if(diag>0.0f) { const f32 scale = sqrtf(diag)*2.0f; quat->x = (guMtxRowCol(m,2,1) - guMtxRowCol(m,1,2))/scale; quat...