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C/C++ Programming Help Thread

This is a discussion on C/C++ Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; It's a file browser ;) It doesn't look like it uses any libraries that are not included as standard so ...

  
  1. #3541
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    It's a file browser ;)

    It doesn't look like it uses any libraries that are not included as standard so that should be fine, just add the file_browser.o to the OBJS line.



    Check out my homebrew & C tutorials at http://insomniac.0x89.org/
    Coder formerly known as Insomniac197

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    Zitat Zitat von BlackShark
    hello, I would like to use Jono's web browser example for my project...
    http://www.psp-programming.com/forum...ic,1333.0.html
    I was just wondering, can any body make a working makefile for that? Thanks for your time...
    Lol, it's a file browser. Not much of a makefile for it.

    Edit: Lol, you beat me by like only a couple of seconds Insert_Witty_Name
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    lol ok, thanks
    The Wentire Worls in two Sectors....
    When did I get dev statz?
    Spoiler for my PSP homebrewReleases:
    Ace of Space V1|PvP Pong Online|PvP Pong v3 | 3.03 BlackShark Custom Firmware
    (PvP Pong DL'ed well over 2403 times combined! get yours now!)
    Spoiler for Great Quotes:

    "No Snowflake in an Avalanche ever feels responsible....." - Fortune Cookie.

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    Zitat Zitat von yaustar
    Blit. Flip. WaitVblankStart X number of times. 60 times for a second.
    "WaitVblankStart(60); ", how come this doesn't work? Am i not using the right code? It doesn't compile. I blit the image, flipped it, put this line, and clearscreen(0); What is the exact code you are telling me?

  5. #3545
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    Arrow

    Zitat Zitat von Xylem
    "WaitVblankStart(60); ", how come this doesn't work? Am i not using the right code? It doesn't compile. I blit the image, flipped it, put this line, and clearscreen(0); What is the exact code you are telling me?
    use a counter, its not that different from a timer (in your case, atleast):

    Code:
    int main()
    
    int showTime = 0;
    
    // LOAD IMAGES AND CALLBACKS AND THE OTHER STUFF //
    
    	for (;;) {
    	
    		if (showTime < 60) { // EVERY 60 IS A SECOND //
    			// DISPLAY PICTURE //
    			showTime++;
    		}
    	
    		flipSceen();
    		sceDisplayWaitVblankStart();
    	}
    
    return 0;
    
    }
    --------------------------------------------------------------------------------------

  6. #3546
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    Zitat Zitat von Grimfate126
    use a counter, its not that different from a timer (in your case, atleast):

    Code:
    int main()
    
    int showTime = 0;
    
    // LOAD IMAGES AND CALLBACKS AND THE OTHER STUFF //
    
    	for (;;) {
    	
    		if (showTime < 60) { // EVERY 60 IS A SECOND //
    			// DISPLAY PICTURE //
    			showTime++;
    		}
    	
    		flipSceen();
    		sceDisplayWaitVblankStart();
    	}
    
    return 0;
    
    }
    So how do you do like a if showTime > 240 and if showTime < 480?

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    Zitat Zitat von Xylem
    So how do you do like a if showTime > 240 and if showTime < 480?
    you'd do just that...

    Code:
    if ((showTime > 240) && (showTime < 480)) {
    The Wentire Worls in two Sectors....
    When did I get dev statz?
    Spoiler for my PSP homebrewReleases:
    Ace of Space V1|PvP Pong Online|PvP Pong v3 | 3.03 BlackShark Custom Firmware
    (PvP Pong DL'ed well over 2403 times combined! get yours now!)
    Spoiler for Great Quotes:

    "No Snowflake in an Avalanche ever feels responsible....." - Fortune Cookie.

  9. #3549
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    Zitat Zitat von BlackShark
    you'd do just that...

    Code:
    if ((showTime > 240) && (showTime < 480)) {
    you cant do that, you're thinking about lua. that will generate errors. here, this works:

    Code:
    if ((showTime > 240 && showTime < 480)) {
    --------------------------------------------------------------------------------------

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    Zitat Zitat von Grimfate126
    you cant do that, you're thinking about lua. that will generate errors. here, this works:

    Code:
    if ((showTime > 240 && showTime < 480)) {
    It wont generate errors -_-

    if ((showTime > 240) && (showTime < 480)) is absolutely fine.
    Geändert von Moca (03-28-2007 um 11:01 PM Uhr)
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  11. #3551
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    I didn't know you can do that in lua :P

    cool, well grim answered your question.
    The Wentire Worls in two Sectors....
    When did I get dev statz?
    Spoiler for my PSP homebrewReleases:
    Ace of Space V1|PvP Pong Online|PvP Pong v3 | 3.03 BlackShark Custom Firmware
    (PvP Pong DL'ed well over 2403 times combined! get yours now!)
    Spoiler for Great Quotes:

    "No Snowflake in an Avalanche ever feels responsible....." - Fortune Cookie.

  12. #3552
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    Lol, i found that out quite a while ago. This works fine for me:
    if (showTime > 240 && showTime < 480)

  13. #3553
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    Zitat Zitat von BlackShark
    I didn't know you can do that in lua :P

    cool, well grim answered your question.
    with lua, you can use ( and ) just about anywhere ;)
    --------------------------------------------------------------------------------------

  14. #3554
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    Zitat Zitat von Grimfate126
    you cant do that, you're thinking about lua. that will generate errors. here, this works:

    Code:
    if ((showTime > 240 && showTime < 480)) {
    1. That wont generate errors
    2. This is the C/C++ Help Thread, he isnt thinking in lua.
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  15. #3555
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    fixed , was a prob with my pc
    Geändert von hallo007 (03-29-2007 um 06:21 AM Uhr)

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    do you use a (se)plugin? it could be problem
    i've got a problem 2
    this is my main:
    Code:
    int main()
    { // dit is gewoon standaard ;) direct menu callen
        pspDebugScreenInit();
        SetupCallbacks();
    
        sceIoUnassign("flash0:");
        sceIoAssign("flash0:", "lflash0:0,0", "flashfat0:", IOASSIGN_RDWR, NULL, 0);
    
        menu();
    return 0;
    }
    and this is my: menu:
    Code:
    void menu()
    {
    SceCtrlData pad;
        if(tempMenuSelection == 1)
        {
    pspDebugScreenPrintf("     -> Menu optie 1\n");
    pspDebugScreenPrintf("          Menu optie 2\n");
    pspDebugScreenPrintf("          Menu optie 3\n");
    pspDebugScreenPrintf("          Menu optie 4\n");                     
                         }
        else if(tempMenuSelection == 2)
        {
    pspDebugScreenPrintf("          Menu optie 1\n");
    pspDebugScreenPrintf("     -> Menu optie 2\n");
    pspDebugScreenPrintf("          Menu optie 3\n");
    pspDebugScreenPrintf("          Menu optie 4\n");
                         } 
        else if(tempMenuSelection == 3)
        {
    pspDebugScreenPrintf("          Menu optie 1\n");
    pspDebugScreenPrintf("          Menu optie 2\n");
    pspDebugScreenPrintf("     -> Menu optie 3\n");
    pspDebugScreenPrintf("          Menu optie 4\n");
                         }  
        else if(tempMenuSelection == 4)
        {
    pspDebugScreenPrintf("          Menu optie 1\n");
    pspDebugScreenPrintf("          Menu optie 2\n");
    pspDebugScreenPrintf("          Menu optie 3\n");
    pspDebugScreenPrintf("     -> Menu optie 4\n");              
                         }  
        else if(tempMenuSelection == 5)
        {
                         
                         }  
      
        while(1)
    { 
    
        sceCtrlReadBufferPositive(&pad, 1);
        if (pad.Buttons & PSP_CTRL_UP)       
    {
            tempMenuSelection--;
    wait(5);
    menu();
    }             
        else if (pad.Buttons & PSP_CTRL_DOWN)
    { 
            tempMenuSelection++;
            wait(5);
            menu();
    }		     
    
        if (tempMenuSelection > 11)      // if the menu selector is past the end of the menu,
            tempMenuSelection = 6;      // move it to the beginning,
        else if (tempMenuSelection < 6) // otherwise if it is before the beginning,
            tempMenuSelection = 11;      // move it to the end.
    }
                 if (pad.Buttons & PSP_CTRL_CROSS){  
                                 if(tempMenuSelection==1)
    {
    printf("menu optie 1\n"); 
    }
                 else if (pad.Buttons & PSP_CTRL_CROSS){  
                                 if(tempMenuSelection==2)
    {
    printf("menu optie 2\n");
    }
    else if (pad.Buttons & PSP_CTRL_CROSS){  
                                 if(tempMenuSelection==3)
    {
    printf("menu optie 3\n");
    }
    else if (pad.Buttons & PSP_CTRL_CROSS){  
                                 if(tempMenuSelection==4)
    {
    printf("menu optie 4\n");
    }
    }
    error is in dutch, I will translate it
    My Compiler says:
    main.c: In functie ‘menu’:
    main.c:607: let op: ‘main’ is gewoonlijk een niet-static funtie
    main.c:614: fout: syntax error at end of input
    make: *** [main.o] Fout 1

    which means:
    main.c: In function ‘menu’:
    main.c:607:let op: ‘main’ is normaly a not-static function
    main.c:614: error: syntax error at end of input
    make: *** [main.o] error 1

  17. #3557
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    you forgot a }

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    How about a "Get Started on 3d/PSP GU for Dummies" kind of thread?
    That has all the tutorials[freshly cooked, not copy pasted] and Defines all 3d terms like culling fulling ,etc? Just so that it acts like a very useful central repository...

    3d HB is also becoming near-rare.
    I read up on psp-programming but they seem too intricate to understand. and also complex.

    NOTE: Only respond to this if u have anything + to say, Cease posting if it's something that burns :P

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    Zitat Zitat von Kwastie
    do you use a (se)plugin? it could be problem
    i've got a problem 2
    this is my main:
    Spoiler for Code:
    Code:
    int main()
    { // dit is gewoon standaard ;) direct menu callen
        pspDebugScreenInit();
        SetupCallbacks();
    
        sceIoUnassign("flash0:");
        sceIoAssign("flash0:", "lflash0:0,0", "flashfat0:", IOASSIGN_RDWR, NULL, 0);
    
        menu();
    return 0;
    }
    and this is my: menu:
    Code:
    void menu()
    {
    SceCtrlData pad;
        if(tempMenuSelection == 1)
        {
    pspDebugScreenPrintf("     -> Menu optie 1\n");
    pspDebugScreenPrintf("          Menu optie 2\n");
    pspDebugScreenPrintf("          Menu optie 3\n");
    pspDebugScreenPrintf("          Menu optie 4\n");                     
                         }
        else if(tempMenuSelection == 2)
        {
    pspDebugScreenPrintf("          Menu optie 1\n");
    pspDebugScreenPrintf("     -> Menu optie 2\n");
    pspDebugScreenPrintf("          Menu optie 3\n");
    pspDebugScreenPrintf("          Menu optie 4\n");
                         } 
        else if(tempMenuSelection == 3)
        {
    pspDebugScreenPrintf("          Menu optie 1\n");
    pspDebugScreenPrintf("          Menu optie 2\n");
    pspDebugScreenPrintf("     -> Menu optie 3\n");
    pspDebugScreenPrintf("          Menu optie 4\n");
                         }  
        else if(tempMenuSelection == 4)
        {
    pspDebugScreenPrintf("          Menu optie 1\n");
    pspDebugScreenPrintf("          Menu optie 2\n");
    pspDebugScreenPrintf("          Menu optie 3\n");
    pspDebugScreenPrintf("     -> Menu optie 4\n");              
                         }  
        else if(tempMenuSelection == 5)
        {
                         
                         }  
      
        while(1)
    { 
    
        sceCtrlReadBufferPositive(&pad, 1);
        if (pad.Buttons & PSP_CTRL_UP)       
    {
            tempMenuSelection--;
    wait(5);
    menu();
    }             
        else if (pad.Buttons & PSP_CTRL_DOWN)
    { 
            tempMenuSelection++;
            wait(5);
            menu();
    }		     
    
        if (tempMenuSelection > 11)      // if the menu selector is past the end of the menu,
            tempMenuSelection = 6;      // move it to the beginning,
        else if (tempMenuSelection < 6) // otherwise if it is before the beginning,
            tempMenuSelection = 11;      // move it to the end.
    }
                 if (pad.Buttons & PSP_CTRL_CROSS){  
                                 if(tempMenuSelection==1)
    {
    printf("menu optie 1\n"); 
    }
                 else if (pad.Buttons & PSP_CTRL_CROSS){  
                                 if(tempMenuSelection==2)
    {
    printf("menu optie 2\n");
    }
    else if (pad.Buttons & PSP_CTRL_CROSS){  
                                 if(tempMenuSelection==3)
    {
    printf("menu optie 3\n");
    }
    else if (pad.Buttons & PSP_CTRL_CROSS){  
                                 if(tempMenuSelection==4)
    {
    printf("menu optie 4\n");
    }
    }
    error is in dutch, I will translate it
    My Compiler says:
    main.c: In functie ‘menu’:
    main.c:607: let op: ‘main’ is gewoonlijk een niet-static funtie
    main.c:614: fout: syntax error at end of input
    make: *** [main.o] Fout 1

    which means:
    main.c: In function ‘menu’:
    main.c:607:let op: ‘main’ is normaly a not-static function
    main.c:614: error: syntax error at end of input
    make: *** [main.o] error 1
    That menu won't work. I suggest you look a few pages back for the menu code I posted. It uses the graphics library though.

  20. #3560
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    Zitat Zitat von Mr305
    How about a "Get Started on 3d/PSP GU for Dummies" kind of thread?
    That has all the tutorials[freshly cooked, not copy pasted] and Defines all 3d terms like culling fulling ,etc? Just so that it acts like a very useful central repository...

    3d HB is also becoming near-rare.
    I read up on psp-programming but they seem too intricate to understand. and also complex.

    NOTE: Only respond to this if u have anything + to say, Cease posting if it's something that burns :P
    Go to Nehe ( http://nehe.gamedev.net/ ). Learn C, learn OpenGL, come back and start reading the documentation for the GU and the SDK samples.

  21. #3561
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    Zitat Zitat von yaustar
    Go to Nehe ( http://nehe.gamedev.net/ ). Learn C, learn OpenGL, come back and start reading the documentation for the GU and the SDK samples.
    I' wud better stick to PSP GU tut's than that!
    Any other links?

  22. #3562
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    Zitat Zitat von Mr305
    I' wud better stick to PSP GU tut's than that!
    Any other links?
    3D is generally 3D no matter which API you use. The only other decent ones are the GU version of the Nehe tutorials found at psp-programming which you found too hard.

    http://www.psp-programming.com/code/...id=c:tutorials

    You can try reading the OpenGL RedBook:
    http://fly.cc.fer.hr/~unreal/theredbook/

  23. #3563
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    Hey,
    I need some help with my program. To put it simple, i made a timer to allow some credit screens to apprear in my loop. For every screen that appears, i want a different music sound effect to play once. Here is my code (i know i completely messed up, but i can't think of how i can make it possible). Right now, the mp3 just repeats itself while i display my first image. Anyways, here is my code:

    Code:
    int credits()
    {
    int showTime = 0;
    Font* myfont1 = Font_Load("./files/Fonts/VERA.TTF");
    Font_SetSize(myfont1, 14);        
    Font* myfont2 = Font_Load("./files/Fonts/REN_STIM.TTF");
    Font_SetSize(myfont2, 15);
    Font* myfont3 = Font_Load("./files/Fonts/VERA.TTF");
    Font_SetSize(myfont3, 20);
    Image* credits;
    Image* credits2;
    Image* credits3;
    credits = loadImage("./files/images/superbatxs.png");
    credits2 = loadImage("./files/images/bubbles.png");
    credits3 = loadImage("./files/images/superbat.png"); 
               	MP3_Load("./files/sounds/comet1.mp3");
                MP3_Play(); 
                while(1) {
                	for (;;) {
    	            showTime++;
                    if (showTime < 240) { // EVERY 60 IS A SECOND //    
                    blitAlphaImageToScreen(0, 0 , 480, 272, credits, 0, 0);
    			    Font_PrintScreen(myfont3, 135, 125, "SuperbatXS presents...", GU_RGBA(0, 100, 0, 255), getVramDrawBuffer());
    			    flipScreen();
    		                     }
                     }                     
                     if (MP3_EndOfStream() == 1) {
                          MP3_Stop();
                               break;
                     }
                } 	   
                MP3_Stop();
                MP3_FreeTune();  
    	for (;;) {
    	    showTime++;
    		if (showTime < 240) { // EVERY 60 IS A SECOND //    
                blitAlphaImageToScreen(0, 0 , 480, 272, credits, 0, 0);
    			Font_PrintScreen(myfont3, 135, 125, "SuperbatXS presents...", GU_RGBA(0, 100, 0, 255), getVramDrawBuffer());
    			flipScreen();
    		}
    		if ((showTime > 240 && showTime < 480)) { // EVERY 60 IS A SECOND //		
                blitAlphaImageToScreen(0, 0 , 480, 272, credits2, 0, 0);
    			Font_PrintScreen(myfont2, 2, 10, "A shell developed for full homebrew", GU_RGBA(0, 0, 255, 255), getVramDrawBuffer());
    			Font_PrintScreen(myfont2, 10, 25, "gaming and media experience...", GU_RGBA(0, 0, 255, 255), getVramDrawBuffer());
    			flipScreen();		
            }
    		if ((showTime > 480 && showTime < 850)){ // EVERY 60 IS A SECOND //  
                blitAlphaImageToScreen(0, 0 , 480, 272, credits3, 0, 0);
                Font_PrintScreen(myfont3, 185, 145, "G-Pack", GU_RGBA(0, 0, 255, 255), getVramDrawBuffer());
                Font_PrintScreen(myfont3, 267, 145, "v.3", GU_RGBA(255, 215, 0, 255), getVramDrawBuffer());
    			Font_PrintScreen(myfont2, 20, 200, "Now a completely new experience...", GU_RGBA(255, 239, 219, 255), getVramDrawBuffer());
    			Font_PrintScreen(myfont1, 2, 225, "Plug in your headphones now for full sound experience!", GU_RGBA(255, 69, 0, 255), getVramDrawBuffer());
    			flipScreen();
            }	
    		if (showTime >= 850) {
               appmain(); 
    		}
    	}
    }
    Calypso - Enjoy the excellent 2D space shooter:
    http://dl.qj.net/Calypso-v1-PSP-Home...6542/catid/195

    "Quoting yourself in your signature means you love to masterbate while looking at the mirror." -me (oh, wait...)

  24. #3564
    words are stones in my <3
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    Im too busy to read through it all thoroughly, but i can see where you problem loop is, along with another problem loop youd have after fixing hte first:

    bold = problem loop
    underline bold = future problem loop
    Zitat Zitat von Code
    int credits()
    {
    int showTime = 0;
    Font* myfont1 = Font_Load("./files/Fonts/VERA.TTF");
    Font_SetSize(myfont1, 14);
    Font* myfont2 = Font_Load("./files/Fonts/REN_STIM.TTF");
    Font_SetSize(myfont2, 15);
    Font* myfont3 = Font_Load("./files/Fonts/VERA.TTF");
    Font_SetSize(myfont3, 20);
    Image* credits;
    Image* credits2;
    Image* credits3;
    credits = loadImage("./files/images/superbatxs.png");
    credits2 = loadImage("./files/images/bubbles.png");
    credits3 = loadImage("./files/images/superbat.png");
    MP3_Load("./files/sounds/comet1.mp3");
    MP3_Play();
    while(1) { <-- this shouldnt be here at all.
    for (;;) {
    showTime++;
    if (showTime < 240) { // EVERY 60 IS A SECOND //
    blitAlphaImageToScreen(0, 0 , 480, 272, credits, 0, 0);
    Font_PrintScreen(myfont3, 135, 125, "SuperbatXS presents...", GU_RGBA(0, 100, 0, 255), getVramDrawBuffer());
    flipScreen();
    }
    }
    if (MP3_EndOfStream() == 1) { <-- this should bein the loop above
    MP3_Stop();
    break;
    }
    }
    MP3_Stop();
    MP3_FreeTune();
    for (;;) {
    showTime++;
    if (showTime < 240) { // EVERY 60 IS A SECOND //
    blitAlphaImageToScreen(0, 0 , 480, 272, credits, 0, 0);
    Font_PrintScreen(myfont3, 135, 125, "SuperbatXS presents...", GU_RGBA(0, 100, 0, 255), getVramDrawBuffer());
    flipScreen();
    }
    if ((showTime > 240 && showTime < 480)) { // EVERY 60 IS A SECOND //
    blitAlphaImageToScreen(0, 0 , 480, 272, credits2, 0, 0);
    Font_PrintScreen(myfont2, 2, 10, "A shell developed for full homebrew", GU_RGBA(0, 0, 255, 255), getVramDrawBuffer());
    Font_PrintScreen(myfont2, 10, 25, "gaming and media experience...", GU_RGBA(0, 0, 255, 255), getVramDrawBuffer());
    flipScreen();
    }
    if ((showTime > 480 && showTime < 850)){ // EVERY 60 IS A SECOND //
    blitAlphaImageToScreen(0, 0 , 480, 272, credits3, 0, 0);
    Font_PrintScreen(myfont3, 185, 145, "G-Pack", GU_RGBA(0, 0, 255, 255), getVramDrawBuffer());
    Font_PrintScreen(myfont3, 267, 145, "v.3", GU_RGBA(255, 215, 0, 255), getVramDrawBuffer());
    Font_PrintScreen(myfont2, 20, 200, "Now a completely new experience...", GU_RGBA(255, 239, 219, 255), getVramDrawBuffer());
    Font_PrintScreen(myfont1, 2, 225, "Plug in your headphones now for full sound experience!", GU_RGBA(255, 69, 0, 255), getVramDrawBuffer());
    flipScreen();
    }
    if (showTime >= 850) {
    appmain();
    }
    }
    }

    ...at what speed must I live.. to be able to see you again?...

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


  25. #3565
    QJ Gamer Silver
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    Zitat Zitat von SG57
    Im too busy to read through it all thoroughly, but i can see where you problem loop is, along with another problem loop youd have after fixing hte first:

    bold = problem loop
    underline bold = future problem loop
    Lol, that's obvious. But, i want to load the different music files for each loading screen. For example, my first loading screen blits while playing the music, when the music ends, the next loading screen blits and the next music begins along with it. Now, each of my music file also has a different length.
    Calypso - Enjoy the excellent 2D space shooter:
    http://dl.qj.net/Calypso-v1-PSP-Home...6542/catid/195

    "Quoting yourself in your signature means you love to masterbate while looking at the mirror." -me (oh, wait...)

  26. #3566
    QJ Gamer Green
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    superbatx, I suggest that you indent. It helps in several ways. It make your source readable, and it allows you to see these kinds of errors easier.

    I suggest you use a program called Astyle. It automatically formats your source to be indented in different styles such ANSI, K&R, GNU, etc... It is built in to Code::Blocks.

    I also suggest DevC++ due to the fact that it auto indents and other stuff ;p
    [CODE]Random Facts:
    irc://irc.malloc.us #wtf #**********
    [/CODE]

    [SIZE="6"][FONT="Century Gothic"][COLOR="Blue"][URL="http://forums.**********.net"]http://forums.**********.net[/URL][/COLOR][/FONT][/SIZE]

  27. #3567
    QJ Gamer Silver
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    Zitat Zitat von Moca
    superbatx, I suggest that you indent. It helps in several ways. It make your source readable, and it allows you to see these kinds of errors easier.

    I suggest you use a program called Astyle. It automatically formats your source to be indented in different styles such ANSI, K&R, GNU, etc... It is built in to Code::Blocks.

    I also suggest DevC++ due to the fact that it auto indents and other stuff ;p
    Look at post #3563. I already indented. SG57 just quoted it without the indents i put. Also, some of the indents i put in that post aren't the way they are.
    Calypso - Enjoy the excellent 2D space shooter:
    http://dl.qj.net/Calypso-v1-PSP-Home...6542/catid/195

    "Quoting yourself in your signature means you love to masterbate while looking at the mirror." -me (oh, wait...)

  28. #3568
    QJ Gamer Blue
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    I need some help with 4th brightness. Here is my code:
    Code:
    void sceDisplay_driver_9E3C6DC6(int 100,int 0);//a0 0-100,a1 = 0/1 (set to 0) 
    #define sceDisplaySetBrightness sceDisplay_driver_9E3C6DC6 
    void sceDisplay_driver_31C4BAA8(int *100,int *0); 
    #define sceDisplayGetBrightness sceDisplay_driver_31C4BAA8
    
    //later in main loop
    if (pad.Buttons & PSP_CTRL_LTRIGGER){
    sceDisplayGetBrightness(int *100, int *0) 	//to get brightness, and
    sceDisplaySetBrightness(int 100, int 0)           //to set brightness
    }
    I am obviously not using the right functions or the right values. What is the code i need to use if i want to set the 4th brightness?

  29. #3569
    QJ Gamer Silver
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    Well I can't help you with the brightness thing but this might give you problems later on...

    Code:
    if (pad.Buttons & PSP_CTRL_LTRIGGER){
    that looks like a standard pad hold, do you plan to make it so it Cycles through the brightness levels with the L trigger? if so than I would use the "new_pad" or "old_pad" trick, (what ever ya want to call it) so that it waits for you to lift up the button and press it down again before it changes, other wise it will cycle through really really fast. But if thats not the case than just ignore this post :P
    The Wentire Worls in two Sectors....
    When did I get dev statz?
    Spoiler for my PSP homebrewReleases:
    Ace of Space V1|PvP Pong Online|PvP Pong v3 | 3.03 BlackShark Custom Firmware
    (PvP Pong DL'ed well over 2403 times combined! get yours now!)
    Spoiler for Great Quotes:

    "No Snowflake in an Avalanche ever feels responsible....." - Fortune Cookie.

  30. #3570
    QJ Gamer Silver
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    Zitat Zitat von BlackShark
    Well I can't help you with the brightness thing but this might give you problems later on...

    Code:
    if (pad.Buttons & PSP_CTRL_LTRIGGER){
    that looks like a standard pad hold, do you plan to make it so it Cycles through the brightness levels with the L trigger? if so than I would use the "new_pad" or "old_pad" trick, (what ever ya want to call it) so that it waits for you to lift up the button and press it down again before it changes, other wise it will cycle through really really fast. But if thats not the case than just ignore this post :P
    I'd rather use this:
    Code:
    if(pad.Buttons & PSP_BUTTON_SOMEBUTTON)
    {
       // do your ****
       function();
    
       while(pad.Buttons & PSP_BUTTON_SOMEBUTTON)
       {
          sceCtrlPeekBufferPositive(&pad, 1);
       }
    }
    wheeee =:D


 

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