*Screams from the moutain tops*
!!F---!!
I found my bug. My BSP tree code was good BUT, I forgot that on pc I was inverting my camera cords before translation but was not doing the same on psp. That explains why in early builds it felt like it worked but was freaking rendering everything on the otherside of the map.
I am ungodly happy it's now working because now with texturing i'm getting maps to run at 60fps.

I still have a vew frustrum clipping to implement (further optimisation).
Anyway with the sucess of this & map info parsing I am finaly starting to see some new progress.
So I am going to take a few days to plan out in advance what order I want to take care of things. I have a huge list in my head what should be done first but I am not sure whats the best moves yet.
Here are a few things I feel must be sorted out asap.
1. View Frustrum
2. 8bit texture suport & converter (in 8bit, i can fit much more in vram) *see example calc*
3. Colission detection. Why? Because when the camera clips a wall the fps drops heavly.
4. Figure out how to stop the psp from clipping polygons around the edge of the screen.
Anyways simple example calc for number 2 (using lightmaps)
32bit - 128*128*4 = 65536
16bit - 128*128*2 = 32768
8bit (32b pal) - 256*4 + 128*128 = 17408
8bit (16b pal) - 256*2 + 128*128 = 16896
When a given map has say 24 lightmaps,
32bit = 1,572,864 (all of vram, rest of vram is framebuffers)
vs
8bit (32b pal) = 417,792 ( 1/3 of vram )
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