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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; Zitat von nataku92 er you mean Grimfate126 made it: Also, he used sceDisplayWaitVblankStart , meaning that his code works, and ...

  
  1. #3661
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    Zitat Zitat von nataku92
    er you mean Grimfate126 made it:



    Also, he used sceDisplayWaitVblankStart , meaning that his code works, and yours doesn't.
    Haha. Lol, thanks for pointing that Grimfate made it. I did indeed put sceDisplayWaitVblankStart in my code i am using, but not in the thread. It was implied to put flipscreen(); and sceDisplayWaitVblankStart ; . Well actually, i did not need it in my function i am using because it was in my main loop. Don't worry about what i am saying, but i was just pointing out that is a way you can make a time by Grimfate. It works for me. ;)


    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...)

  2. #3662
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    Yeah, my "example" was made for a specific reason, since somebody wanted to show a picture for 60 seconds. the concept is the same, essentially, be it frames or milliseconds.
    --------------------------------------------------------------------------------------

  3. #3663
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    Zitat Zitat von Grimfate126
    Yeah, my "example" was made for a specific reason, since somebody wanted to show a picture for 60 seconds. the concept is the same, essentially, be it frames or milliseconds.
    How would i add an mp3 to play while each image shows? I can't figure it out....lol. Also, i have 3 different mp3's for 3 different images. Could you help me out?
    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...)

  4. #3664
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    Zitat Zitat von TMNT
    How would i add an mp3 to play while each image shows? I can't figure it out....lol. Also, i have 3 different mp3's for 3 different images. Could you help me out?
    i really cant help you out there. i havent touched the mp3 player. may i see the functions for it?
    --------------------------------------------------------------------------------------

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    Zitat Zitat von Grimfate126
    i really cant help you out there. i havent touched the mp3 player. may i see the functions for it?
    Well i just need to know how i can put this:

    Code:
              while(1) {
                        sceCtrlReadBufferPositive(&pad, 1);
                        if (MP3_EndOfStream() == 1) {
                                  MP3_Stop();
                        }
              }
    I want to make is so that everytime i play an mp3 (each one is different), it doesn't repeat it self (loop), and stops itself once it is finished. How do i put that in this:

    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"); 
    	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 < 330)) { // 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 < 530)){ // 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 >= 560) {
               appmain(); 
    		}
    	}
    }
    A different mp3 for each loading screen...btw, basic functions:

    Code:
             MP3_Load("test.mp3");
             MP3_Play();
    Don't worry about initing the mp3, i did that in the main loop. ;)
    Also, the indents aren't the way i put them.

    Edit: Chalo mere bhai, jaldi karo na!
    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...)

  6. #3666
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    Zitat Zitat von TMNT
    Well i just need to know how i can put this:

    Code:
              while(1) {
                        sceCtrlReadBufferPositive(&pad, 1);
                        if (MP3_EndOfStream() == 1) {
                                  MP3_Stop();
                        }
              }
    I want to make is so that everytime i play an mp3 (each one is different), it doesn't repeat it self (loop), and stops itself once it is finished. How do i put that in this:

    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"); 
    	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 < 330)) { // 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 < 530)){ // 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 >= 560) {
               appmain(); 
    		}
    	}
    }
    A different mp3 for each loading screen...btw, basic functions:

    Code:
             MP3_Load("test.mp3");
             MP3_Play();
    Don't worry about initing the mp3, i did that in the main loop. ;)
    Also, the indents aren't the way i put them.

    Edit: Chalo mere bhai, jaldi karo na!
    lol @ edit. i dont really know. i thought it would be something like:

    test = MP3_Load("file");
    test.play();

    you could load an mp3 in the loop, but thats slow.
    --------------------------------------------------------------------------------------

  7. #3667
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    Zitat Zitat von Grimfate126
    lol @ edit. i dont really know. i thought it would be something like:

    test = MP3_Load("file");
    test.play();

    you could load an mp3 in the loop, but thats slow.
    Ok, then never mind. I bet you probably understood what i typed in orange. ;)
    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...)

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    Question

    Zitat Zitat von TMNT
    Well i just need to know how i can put this:

    Code:
              while(1) {
                        sceCtrlReadBufferPositive(&pad, 1);
                        if (MP3_EndOfStream() == 1) {
                                  MP3_Stop();
                        }
              }
    I want to make is so that everytime i play an mp3 (each one is different), it doesn't repeat it self (loop), and stops itself once it is finished. How do i put that in this:

    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"); 
    	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 < 330)) { // 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 < 530)){ // 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 >= 560) {
               appmain(); 
    		}
    	}
    }
    A different mp3 for each loading screen...btw, basic functions:

    Code:
             MP3_Load("test.mp3");
             MP3_Play();
    Don't worry about initing the mp3, i did that in the main loop. ;)
    Also, the indents aren't the way i put them.

    Edit: Chalo mere bhai, jaldi karo na!

    is that code the same as
    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"); 
    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 < 330)) { // 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 < 530)){ // 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 >= 560) {
    appmain(); 
    }
    }
    }

    ????????????? u know, the spaces.... in LUA it will work.. will it work in C too?

  9. #3669
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    Whitespace is ignored in C or C++.

  10. #3670
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    white space is for making reading/working with a code easier

  11. #3671
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    Enuf of 2d Blit...Flip. :ROFL:

    Ok. I would like to venture into some 3d and real Gu environment.
    What's the trick behind animating 3d objects[ex characters]

    Is it that already premoved set of models are loaded and then rendered on screen or is there a way to alter the 3d models using anyother means w/out prerendering?

  12. #3672
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    Zitat Zitat von Mr305
    Enuf of 2d Blit...Flip. :ROFL:

    Ok. I would like to venture into some 3d and real Gu environment.
    What's the trick behind animating 3d objects[ex characters]

    Is it that already premoved set of models are loaded and then rendered on screen or is there a way to alter the 3d models using anyother means w/out prerendering?
    in order to do animation, you will need to use a model file, such as md2, md3, etc. the only way you can alter existing models is by purely using the GU. and that means you can rotate it, and scale it, and move it around. basically, if you use the GU, your polygon list stays the same.
    --------------------------------------------------------------------------------------

  13. #3673
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    Zitat Zitat von Mr305
    Enuf of 2d Blit...Flip. :ROFL:

    Ok. I would like to venture into some 3d and real Gu environment.
    What's the trick behind animating 3d objects[ex characters]

    Is it that already premoved set of models are loaded and then rendered on screen or is there a way to alter the 3d models using anyother means w/out prerendering?
    Usually 'pre-animated'. However, it is possible to animate a model in code dynamically as shown in games by rag doll physics for example.

  14. #3674
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    Vertex __attribute__((aligned(16 ))) triangle[3] =
    {
    { GU_COLOR( 1.0f, 1.0f, 1.0f, 0.0f ), 0.0f, 1.0f, 0.0f }, // top point
    { GU_COLOR( 1.0f, 1.0f, 1.0f, 0.0f ), 1.0f,-1.0f, 0.0f }, // left point
    { GU_COLOR( 1.0f, 1.0f, 1.0f, 0.0f ),-1.0f,-1.0f, 0.0f } // right point
    };


    { 0xFFFFFFFF, 1.0f,-1.0f, 0.0f }, // left point
    { 0xFFFFFFFF,-1.0f,-1.0f, 0.0f } // right point
    X Y Z

    When it's 1, it should be right. RIght?
    -1 left. Right?
    Are they misguiding or is it a mistake in typing?

  15. #3675
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    What's the code for umd loading? I know that you have to access the flash, but i don't know the code to load umd's. Thanks.
    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...)

  16. #3676
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    Zitat Zitat von TMNT
    What's the code for umd loading? I know that you have to access the flash, but i don't know the code to load umd's. Thanks.
    CHECK OUT..the header files..I know its in there...
    牧来栠摩琠敨映汩獥
    PSN: youresam
    From Earth the Frozen Ipaqs shall rise and be silenced and all will live free.
    --Mike Hollingsworth

  17. #3677
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    Zitat Zitat von youresam
    CHECK OUT..the header files..I know its in there...
    Lol, nvm. I found it.......very very easy and simple.


    Edit: Um, i could use some help. Here is my code:

    Code:
    int i; 
    i = sceUmdCheckMedium(0); 
    if(i == 0) 
    { 
    sceUmdWaitDriveStat(UMD_WAITFORDISC); 
    }
    //in while loop-
        if(pad.Buttons & PSP_CTRL_RTRIGGER) {
        sceUmdActivate(1, "disc0:");
        sceUmdWaitDriveStat(UMD_WAITFORINIT);
        sceKernelLoadExec("disc0:/SYSDIR/eboot.bin", 0);
        return 0; 
        }
    I did indeed put this in kernel mode (0x1000), but i have a problem. When i press R trigger, the you can hear the umd spin, and the memory stick does flash for a while. Later, my psp freezes (doesn't turn off by itself though, and home doesn't work). What am i doing wrong? Thanks.
    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...)

  18. #3678
    Heroes never die
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    check the hense sdk if you are using custom firmware

  19. #3679
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    use sceKernelLoadExecVSHDisc from psploadexec_kernel.h instead of sceKernelLoadExec to load the umd.

  20. #3680
    QJ Gamer Gold
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    Zitat Zitat von Mr305
    Vertex __attribute__((aligned(16 ))) triangle[3] =
    {
    { GU_COLOR( 1.0f, 1.0f, 1.0f, 0.0f ), 0.0f, 1.0f, 0.0f }, // top point
    { GU_COLOR( 1.0f, 1.0f, 1.0f, 0.0f ), 1.0f,-1.0f, 0.0f }, // left point
    { GU_COLOR( 1.0f, 1.0f, 1.0f, 0.0f ),-1.0f,-1.0f, 0.0f } // right point
    };


    Just points: { 1.0f,-1.0f, 0.0f }, // left point as stated
    Just points: { -1.0f,-1.0f, 0.0f } // right point as stated

    When it's 1, it should be right. Right?
    And -1 should be left. Right?
    Are they misguiding or is it a mistake in typing?
    This is going back to prev page, where it doesn't get noticed... Any answers?

  21. #3681
    QJ Gamer Blue
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    can someone help me with this menu:
    Code:
    {
    
    SceCtrlData pad;
    
        if(tempMenuSelection == 1)
    
        {
    printf("==> menu 1");
    printf("         menu 2");
    printf("         menu 3");
    printf("         menu 4");
    printf("         menu 5");
    printf("         menu 6");
    
    
                          } 
       if(tempMenuSelection == 2)
    
        {
    printf("         menu 1");
    printf(" ==>menu 2");
    printf("         menu 3");
    printf("         menu 4");
    printf("         menu 5");
    printf("         menu 6");
    
    
                          } 
    
        else if(tempMenuSelection == 3)
    
        {
    printf("         menu 1");
    printf("         menu 2");
    printf("==> menu 3");
    printf("         menu 4");
    printf("         menu 5");
    printf("         menu 6");
    
    
                         }  
    
        else if(tempMenuSelection == 4)
    
            {
    printf("         menu 1");
    printf("         menu 2");
    printf("         menu 3");
    printf(" ==>menu 4");
    printf("         menu 5");
    printf("         menu 6");                
    
    }
      else if(tempMenuSelection == 5)
    
            {
    printf("         menu 1");
    printf("         menu 2");
    printf("         menu 3");
    printf("         menu 4");
    printf(" ==>menu 5");
    printf("         menu 6");
    
    
    
    }
      else if(tempMenuSelection == 6)
    
            {
    printf("         menu 1");
    printf("         menu 2");
    printf("         menu 3");
    printf("         menu 4");
    printf("         menu 5");
    printf(" ==>menu 6");
    
    
    }
    
      
    
        while(1)
    
    {
        sceCtrlReadBufferPositive(&pad, 1);
        if (pad.Buttons & PSP_CTRL_UP) {      // i
            tempMenuSelection--;             // 
            wait(7); //scrollspeed
    }
    
        else if (pad.Buttons & PSP_CTRL_DOWN){ // otherwise if the down button is pressed,
    
            tempMenuSelection++;		     // increment the menu selection.
            wait(7); //scrollspeed
    }
    
    
    
        if (tempMenuSelection > 6)      // if the menu selector is past the end of the menu,
    
            tempMenuSelection = 1;      // move it to the beginning,
    
        else if (tempMenuSelection < 1) // otherwise if it is before the beginning,
    
            tempMenuSelection = 6;      // move it to the end.
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    
    if(tempMenuSelection==1)
    
    {
    pspDebugScreenClear();
    printf("option 1\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==2)
    {
    pspDebugScreenClear();
    printf("option 2\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==3){
    pspDebugScreenClear();
    printf("option 3\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==4){
    pspDebugScreenClear();
    printf("option 4\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==5){
    pspDebugScreenClear();
    printf("option 5\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==6){
    pspDebugScreenClear();
    printf("option 6\n");
    wait(140);
    menu();
    }
    }
    }
    }
    what's wrong with this menu :Cry:
    and something else; how do i get size of font bigger and how do i change the font ??

  22. #3682
    Heroes never die
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    Code:
    while()
    //text
    while 
    button
    menuoption++
    break;
    got it:)?

  23. #3683
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    wel doesn't work properly.. because it will only refresh if press X ..
    edit: It's your 600st post @ qj.net .. up to 1000

  24. #3684
    QJ Gamer Silver
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    Zitat Zitat von Kwastie
    can someone help me with this menu:
    Code:
    {
    
    SceCtrlData pad;
    
        if(tempMenuSelection == 1)
    
        {
    printf("==> menu 1");
    printf("         menu 2");
    printf("         menu 3");
    printf("         menu 4");
    printf("         menu 5");
    printf("         menu 6");
    
    
                          } 
       if(tempMenuSelection == 2)
    
        {
    printf("         menu 1");
    printf(" ==>menu 2");
    printf("         menu 3");
    printf("         menu 4");
    printf("         menu 5");
    printf("         menu 6");
    
    
                          } 
    
        else if(tempMenuSelection == 3)
    
        {
    printf("         menu 1");
    printf("         menu 2");
    printf("==> menu 3");
    printf("         menu 4");
    printf("         menu 5");
    printf("         menu 6");
    
    
                         }  
    
        else if(tempMenuSelection == 4)
    
            {
    printf("         menu 1");
    printf("         menu 2");
    printf("         menu 3");
    printf(" ==>menu 4");
    printf("         menu 5");
    printf("         menu 6");                
    
    }
      else if(tempMenuSelection == 5)
    
            {
    printf("         menu 1");
    printf("         menu 2");
    printf("         menu 3");
    printf("         menu 4");
    printf(" ==>menu 5");
    printf("         menu 6");
    
    
    
    }
      else if(tempMenuSelection == 6)
    
            {
    printf("         menu 1");
    printf("         menu 2");
    printf("         menu 3");
    printf("         menu 4");
    printf("         menu 5");
    printf(" ==>menu 6");
    
    
    }
    
      
    
        while(1)
    
    {
        sceCtrlReadBufferPositive(&pad, 1);
        if (pad.Buttons & PSP_CTRL_UP) {      // i
            tempMenuSelection--;             // 
            wait(7); //scrollspeed
    }
    
        else if (pad.Buttons & PSP_CTRL_DOWN){ // otherwise if the down button is pressed,
    
            tempMenuSelection++;		     // increment the menu selection.
            wait(7); //scrollspeed
    }
    
    
    
        if (tempMenuSelection > 6)      // if the menu selector is past the end of the menu,
    
            tempMenuSelection = 1;      // move it to the beginning,
    
        else if (tempMenuSelection < 1) // otherwise if it is before the beginning,
    
            tempMenuSelection = 6;      // move it to the end.
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    
    if(tempMenuSelection==1)
    
    {
    pspDebugScreenClear();
    printf("option 1\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==2)
    {
    pspDebugScreenClear();
    printf("option 2\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==3){
    pspDebugScreenClear();
    printf("option 3\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==4){
    pspDebugScreenClear();
    printf("option 4\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==5){
    pspDebugScreenClear();
    printf("option 5\n");
    wait(140);
    menu();
    }
    }
    
    if(pad.Buttons & PSP_CTRL_CROSS){
    if(tempMenuSelection==6){
    pspDebugScreenClear();
    printf("option 6\n");
    wait(140);
    menu();
    }
    }
    }
    }
    what's wrong with this menu :Cry:
    and something else; how do i get size of font bigger and how do i change the font ??

    not sure, it could be the "wait(#)'s all around, I noticed something a little redundant...
    you keep repeating if(pad.Buttons & PSP_CTRL_CROSS){ and you don't need too.. try replacing those with something like this,

    Code:
    if(pad.Buttons & PSP_CTRL_CROSS) {
    if(tempMenuSelection==1) {
    pspDebugScreenClear();
    printf("option 1\n");
    wait(140);
    menu();
    
    }else if(tempMenuSelection==2) {
    
    pspDebugScreenClear();
    printf("option 2\n");
    wait(140);
    menu();
    
    }else if(tempMenuSelection == 3) {
    
    pspDebugScreenClear();
    printf("option 3\n");
    wait(140);
    menu();
    }   //etc
    your last one should be like

    Code:
    }else{ /*the last one, so we don't really need the arguments (tempMenuSelection==6){*\
    pspDebugScreenClear();
    printf("option 6\n");
    wait(140);
    menu();
    }
    }
    }
    }
    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.

  25. #3685
    QJ Gamer Silver
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    Learn this forwards and backwords (expression):
    http://www.psp-programming.com/forum...topic,359.html

    Don't just copy and paste or learn the full code right in the end. Try to actually understand the concept. If you understand it, you can add more menu options, and turn off/on menu's when you are switching between them. In my menu, i took me a while until i learned how to make a menu that wouldn't crash much, and after experimenting with making menu's, i finally learned how or what the best way was (it just depends on your menu). My point is, learning this tutorial would be the best way for you to learn this quickly and easily. ;)
    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. #3686
    QJ Gamer Silver
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    learning LUA is what taught me menus, it was really easy to make my first menu in C because of learning it in lua before.
    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.

  27. #3687
    QJ Gamer Silver
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    Zitat Zitat von BlackShark
    learning LUA is what taught me menus, it was really easy to make my first menu in C because of learning it in lua before.
    Lol, even in lua i couldn't make a proper menu. :ROFL:
    But seriously, C is pretty cool and addictive. So many things to do.....so many hacks....cool stuff. Mmmm...."i'm lovin' it"
    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. #3688
    QJ Gamer Gold
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    Zitat Zitat von TMNT
    Lol, even in lua i couldn't make a proper menu. :ROFL:
    But seriously, C is pretty cool and addictive. So many things to do.....so many hacks....cool stuff. Mmmm...."i'm lovin' it"
    A change in username? How?

  29. #3689
    Heroes never die
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    you can change your nickname in vbplaza

    anyway making menus for first time is just some think and you make the perfect noobmenu and then everythinbg goes better

    just use variables , some printf's and istatements , a while loop and you got it

  30. #3690
    QJ Gamer Silver
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    Yea, you just need to know those and have some basic logic. Coding is ALL logic, and copy and paste isn't going to get anyone anywhere.
    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...)


 

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