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mrbrown
Joined: 17 Jan 2004 Posts: 1536
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Posted: Thu Jun 30, 2005 3:30 pm Post subject: Call for samples |
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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
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Posted: Thu Jun 30, 2005 11:26 pm Post subject: |
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EDIT: request withdrawn.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
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Posted: Thu Jun 30, 2005 11:42 pm Post subject: |
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| 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
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Posted: Fri Jul 01, 2005 2:18 am Post subject: |
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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
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Posted: Sat Jul 02, 2005 10:13 pm Post subject: |
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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
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Posted: Mon Jul 04, 2005 4:00 pm Post subject: |
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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
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Posted: Sun Jul 10, 2005 12:47 am Post subject: |
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| 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
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Posted: Sun Jul 10, 2005 2:18 am Post subject: |
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| 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
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Posted: Thu Jul 14, 2005 11:53 am Post subject: |
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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
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Posted: Thu Jul 14, 2005 12:46 pm Post subject: |
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| 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 _________________ Lego of my Ago! |
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jpadams

Joined: 02 Jul 2005 Posts: 23 Location: Los Angeles
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Posted: Thu Jul 14, 2005 2:00 pm Post subject: wav loader |
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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
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Posted: Thu Jul 14, 2005 2:05 pm Post subject: |
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| Post it anywhere, and we'll put it in. |
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Arwin
Joined: 12 Jul 2005 Posts: 426
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Posted: Thu Jul 14, 2005 6:55 pm Post subject: |
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| 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
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Posted: Sat Jul 23, 2005 7:09 pm Post subject: |
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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
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Posted: Sat Jul 23, 2005 7:46 pm Post subject: |
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| I put it in the sdk, thx. |
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ReJ
Joined: 04 Apr 2004 Posts: 25 Location: Lithuania, Vilnius
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chp
Joined: 23 Jun 2004 Posts: 313
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Posted: Sat Jul 23, 2005 11:21 pm Post subject: |
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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. _________________ GE Dominator |
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Thanhda

Joined: 09 Apr 2005 Posts: 331 Location: Canada
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Posted: Sun Jul 24, 2005 11:29 am Post subject: cpp? |
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just wondering is there any c++ examples available in the sdk yet? if so where might it be? _________________ There are 10 types of people in the world: Those who understand binary, and those who don't... |
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ReJ
Joined: 04 Apr 2004 Posts: 25 Location: Lithuania, Vilnius
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Posted: Sun Jul 24, 2005 9:24 pm Post subject: |
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| 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
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Posted: Wed Jul 27, 2005 3:55 am Post subject: |
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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
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Posted: Wed Jul 27, 2005 6:56 am Post subject: |
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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
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Posted: Thu Aug 25, 2005 7:34 am Post subject: |
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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
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Posted: Wed Oct 05, 2005 5:16 am Post subject: |
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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
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Art
Joined: 09 Nov 2005 Posts: 647
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Posted: Thu Apr 27, 2006 5:48 pm Post subject: |
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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
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Posted: Thu Apr 27, 2006 9:34 pm Post subject: |
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| 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
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Posted: Thu May 04, 2006 7:29 am Post subject: Re: wav loader |
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| 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
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jimparis
Joined: 10 Jun 2005 Posts: 1179 Location: Boston
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Posted: Wed Nov 29, 2006 6:28 am Post subject: |
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| 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
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