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Call for samples
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mrbrown



Joined: 17 Jan 2004
Posts: 1536

PostPosted: Thu Jun 30, 2005 3:30 pm    Post subject: Call for samples Reply with quote

As you've probably noticed there are a whopping two samples in PSPSDK currently, sdktest and chp's libgu cube sample. This is unacceptable.

We'd like for the community to submit sample code they think should be included in PSPSDK. Here's the type of code we're looking for:
  • Each sample should demonstrate one feature or concept. It's OK to have a small amount of support code that may be reused across samples, but a sample shouldn't implement a library.
  • Samples should only comprise one or two source files, and two is stretching it.
  • Samples must clearly describe their function, and any code surrounding the sample's function must be adequately documented. It's OK to include a README if you feel it's necessary.
  • Samples must build using PSPSDK's build.mak (just see the other samples for details on how it's used, or ask).

You shouldn't worry too much about which category your sample belongs to - we'll figure that out as we go along. Oh, and I think we can do with only one file browser sample :). Try to be original, and concise.

Have fun!
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donour



Joined: 30 Jun 2005
Posts: 9

PostPosted: Thu Jun 30, 2005 11:26 pm    Post subject: Reply with quote

EDIT: request withdrawn. That was bad form. Sorry folks.

d


Last edited by donour on Thu Jun 30, 2005 11:58 pm; edited 1 time in total
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mrbrown



Joined: 17 Jan 2004
Posts: 1536

PostPosted: Thu Jun 30, 2005 11:42 pm    Post subject: Reply with quote

donour wrote:
Sorry if this is not the appropriate location to place this, but and audio sample would be great. :)

d


No, don't put requests in here. Only links to working samples.

Thanks!
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donour



Joined: 30 Jun 2005
Posts: 9

PostPosted: Fri Jul 01, 2005 2:18 am    Post subject: Reply with quote

I've written an control/input demo. I'll email it to you directly.

d
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Shine



Joined: 03 Dec 2004
Posts: 728
Location: Germany

PostPosted: Sat Jul 02, 2005 10:13 pm    Post subject: Reply with quote

A program which plays the soundtrack of the movie "Le fabuleux destin d'Amélie Poulain" (by Yann Tiersen) with 3 channels, ADSR envelope simulation and a calculated sawtooth waveform.

source
compiled (34 kB unpacked)
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rinco



Joined: 21 Jan 2005
Posts: 255
Location: Canberra, Australia

PostPosted: Mon Jul 04, 2005 4:00 pm    Post subject: Reply with quote

Sony Integrated Remote Control System (SIRCS), stubbed, sampled and submitted.

It can turn on a slim PS2, and play/pause the DVD controls.
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Shine



Joined: 03 Dec 2004
Posts: 728
Location: Germany

PostPosted: Sun Jul 10, 2005 12:47 am    Post subject: Reply with quote

I don't have write access to SVN repository, but see this topic for an IrDA communication between two PSPs, should be added to the samples.
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jimparis



Joined: 10 Jun 2005
Posts: 1179
Location: Boston

PostPosted: Sun Jul 10, 2005 2:18 am    Post subject: Reply with quote

Shine wrote:
I don't have write access to SVN repository, but see this topic for an IrDA communication between two PSPs, should be added to the samples.


It's in now, thanks.
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mu5



Joined: 14 Jul 2005
Posts: 3

PostPosted: Thu Jul 14, 2005 11:53 am    Post subject: Reply with quote

Ive just got the PSPSDK installed and working :)

I am looking for a new version of hello world that has exit capability.

Also, some basic I/O for the buttons would be great :)
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Agoln



Joined: 08 Jun 2005
Posts: 326
Location: Fort Wayne, IN

PostPosted: Thu Jul 14, 2005 12:46 pm    Post subject: Reply with quote

mu5 wrote:
Ive just got the PSPSDK installed and working :)

I am looking for a new version of hello world that has exit capability.

Also, some basic I/O for the buttons would be great :)


You have already asked about this in a different thread, and if you look at the 3rd post in this thread, you can see that mrbrown specifically says:
mrbrown wrote:
No, don't put requests in here. Only links to working samples.


Please avoid redundent posts and keep threads on-topic.

*edit*
There are working I/O and exit samples in the current SDK, please get a copy of subversion, checkout the SDK and get crackin with that.

http://wiki.pspdev.org/psp:programming_faq
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jpadams



Joined: 02 Jul 2005
Posts: 23
Location: Los Angeles

PostPosted: Thu Jul 14, 2005 2:00 pm    Post subject: wav loader Reply with quote

i have a working .wav loader sample built with the SDK
based from Nem's code . cleaned up a lot

www.deadsoul.com/psp/wavloader.zip

Updated to fix the looping sample bug

cheers
- Deadsoul


Last edited by jpadams on Tue Jul 19, 2005 5:00 am; edited 3 times in total
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mrbrown



Joined: 17 Jan 2004
Posts: 1536

PostPosted: Thu Jul 14, 2005 2:05 pm    Post subject: Reply with quote

Post it anywhere, and we'll put it in.
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Arwin



Joined: 12 Jul 2005
Posts: 426

PostPosted: Thu Jul 14, 2005 6:55 pm    Post subject: Reply with quote

mu5 wrote:
Ive just got the PSPSDK installed and working :)

I am looking for a new version of hello world that has exit capability.


I made that yesterday: http://www.niwra.nl/psp/code/hellopsp_src.rar
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ReJ



Joined: 04 Apr 2004
Posts: 25
Location: Lithuania, Vilnius

PostPosted: Sat Jul 23, 2005 7:09 pm    Post subject: Reply with quote

I've made a sample demonstrating GU environment mapping: http://rej.50megs.com/psp/envmap

Last edited by ReJ on Sat Jul 23, 2005 10:49 pm; edited 1 time in total
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TyRaNiD



Joined: 18 Jan 2004
Posts: 918

PostPosted: Sat Jul 23, 2005 7:46 pm    Post subject: Reply with quote

I put it in the sdk, thx.
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ReJ



Joined: 04 Apr 2004
Posts: 25
Location: Lithuania, Vilnius

PostPosted: Sat Jul 23, 2005 10:51 pm    Post subject: Reply with quote

I've wrote another small sample demonstrating rendering to offscreen texture: http://rej.50megs.com/psp/rendertarget
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chp



Joined: 23 Jun 2004
Posts: 313

PostPosted: Sat Jul 23, 2005 11:21 pm    Post subject: Reply with quote

ReJ wrote:
I've wrote another small sample demonstrating rendering to offscreen texture: http://rej.50megs.com/psp/rendertarget


I looked through it, and from what I can see, you're calling sceGuDrawBuffer() outside of sceGuStart()/sceGuFinish(). This is BAD. sceGuDrawBuffer() pushes registers onto the command-list, and if it works for you, it's just dumb luck, really.

Instead, wrap the whole thing like this:

sceGuStart(GU_DIRECT,list);
sceGuDrawBufferList(GU_PSM_4444,(void*)renderTarget,offscreenTexture.stride);
// ... render to rendertarget ...
sceGuDrawBuffer(GU_PSM_4444,(void*)frameBuffer,BUF_WIDTH);
// ... render to main buffer ...
sceGuFinish();

sceGuDrawBufferList() works just as sceGuDrawBuffer(), except it does not store the information about the buffer in the context. (It also does not change the zbuffer pointer, but that should still be the same anyway)

I'll take a go at your sample and see if I can make it work the "proper" way.

EDIT: Ok, sample submitted. I tweaked the code to use sceGuDrawBufferList() instead of sceGuDrawBuffer(), which removed the issues with black screen when called from within sceGuStart/sceGuFinish. I'll look into why it acted up like that, and if it can be remedied.
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Thanhda



Joined: 09 Apr 2005
Posts: 331
Location: Canada

PostPosted: Sun Jul 24, 2005 11:29 am    Post subject: cpp? Reply with quote

just wondering is there any c++ examples available in the sdk yet? if so where might it be?
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ReJ



Joined: 04 Apr 2004
Posts: 25
Location: Lithuania, Vilnius

PostPosted: Sun Jul 24, 2005 9:24 pm    Post subject: Reply with quote

chp wrote:
I'll take a go at your sample and see if I can make it work the "proper" way.

EDIT: Ok, sample submitted. I tweaked the code to use sceGuDrawBufferList() instead of sceGuDrawBuffer(), which removed the issues with black screen when called from within sceGuStart/sceGuFinish. I'll look into why it acted up like that, and if it can be remedied.


Thanks for fixing the sample.

I was using sceGuDrawBuffer() within sceGuStart/sceGuFinish and it was working iirc with sdk approximately 3 weeks old. However, when I wrote the sample for the recent sdk it was behaving strangely, so I put it outside :) (I managed to completely miss the sceGuDrawBufferList() function).
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jpadams



Joined: 02 Jul 2005
Posts: 23
Location: Los Angeles

PostPosted: Wed Jul 27, 2005 3:55 am    Post subject: Reply with quote

updated and fixed the wav loading sample
http://www.deadsoul.com/psp/wavloader.zip
now loads the samples that JJpeerless reported as broken
looping works
still not in SVN :)
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ReJ



Joined: 04 Apr 2004
Posts: 25
Location: Lithuania, Vilnius

PostPosted: Wed Jul 27, 2005 6:56 am    Post subject: Reply with quote

I did one more sample demonstrating simple shadowmapping using GU texture projection functionality (and rendering to offscreen buffer).

http://rej.50megs.com/psp/shadowmap/
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jpadams



Joined: 02 Jul 2005
Posts: 23
Location: Los Angeles

PostPosted: Thu Aug 25, 2005 7:34 am    Post subject: Reply with quote

jpadams wrote:
updated and fixed the wav loading sample
http://www.deadsoul.com/psp/wavloader.zip
now loads the samples that JJpeerless reported as broken
looping works
still not in SVN :)


i've moved this and other psp projects to http://labs.wonderbyte.com
and removed it from deadsoul.com

thanks
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MrMr[iCE]



Joined: 03 Oct 2005
Posts: 43

PostPosted: Wed Oct 05, 2005 5:16 am    Post subject: Reply with quote

This is a useful tool when you need a rapid compile/load/run cycle on the psp. This sample activates the usb port and reloads itself via KernelLoadExec when you hit the Start button.

http://bradburn.net/mr.mr/files/usbdevshell.zip
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ReJ



Joined: 04 Apr 2004
Posts: 25
Location: Lithuania, Vilnius

PostPosted: Thu Oct 20, 2005 5:00 am    Post subject: Reply with quote

Modified sample demonstrating GE signals usage with libgu API.
http://rej.50megs.com/psp/libgu_signals/
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Art



Joined: 09 Nov 2005
Posts: 647

PostPosted: Thu Apr 27, 2006 5:48 pm    Post subject: Reply with quote

Quote:
I've moved this and other psp projects to http://labs.wonderbyte.com
and removed it from deadsoul.com

All three links are dead :( Is it available anywhere else without updating my sdk?
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weltall



Joined: 20 Feb 2004
Posts: 310

PostPosted: Thu Apr 27, 2006 9:34 pm    Post subject: Reply with quote

you could access svn and download from there for example http://svn.ps2dev.org anyway if the sdk is old don't expect that all samples builds fine
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Psilocybeing



Joined: 04 May 2006
Posts: 3

PostPosted: Thu May 04, 2006 7:29 am    Post subject: Re: wav loader Reply with quote

jpadams wrote:
i have a working .wav loader sample built with the SDK
based from Nem's code . cleaned up a lot

www.deadsoul.com/psp/wavloader.zip

Updated to fix the looping sample bug

cheers
- Deadsoul


I'm looking to get a copy of your wavloader example, and even after a lengthy traul through multiple forums/google I've been unable to find a copy of it. It has also been removed from both of your sites. I was wondering if you, or anyone else reading this has a copy of the example source code, as it would come in very handy for a project I'm working on currently.

Thanks,
James
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Insert_witty_name



Joined: 10 May 2006
Posts: 376

PostPosted: Sat Nov 25, 2006 7:47 am    Post subject: Reply with quote

Now the viewport bug has been fixed thought I'd post an orthographic sample.

http://insomniac.0x89.org/ortho.c

http://insomniac.0x89.org/Makefile
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jimparis



Joined: 10 Jun 2005
Posts: 1179
Location: Boston

PostPosted: Wed Nov 29, 2006 6:28 am    Post subject: Reply with quote

Insert_witty_name wrote:
Now the viewport bug has been fixed thought I'd post an orthographic sample.
Thanks; added to pspsdk in rev 2085.
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Insert_witty_name



Joined: 10 May 2006
Posts: 376

PostPosted: Sat Feb 10, 2007 10:37 pm    Post subject: Reply with quote

GU sample to illustrate using display lists.

This shows a speed increase of approximately 10%.

http://insomniac.0x89.org/displaylist.c

http://insomniac.0x89.org/Makefile
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