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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 yaustar I don't have either at hand hance I asked for them. A short is 2 bytes. No ...

  
  1. #4591
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    Zitat Zitat von yaustar
    I don't have either at hand hance I asked for them.



    A short is 2 bytes.

    No worries, I was referring to MrChaos.



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    Zitat Zitat von Archaemic
    I never said anything about its members.
    I did by asking for the struct declaration. This information was not 2 pages back.

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    Zitat Zitat von MrChaos
    Can you do me a favor, and send me a link to bin2c? All I find is the one I have right now, and that aint it.
    It's part of the PSPSDK.

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    Zitat Zitat von MrChaos
    Can you do me a favor, and send me a link to bin2c? All I find is the one I have right now, and that aint it.
    It is in the bin folder of the compiler.

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    Zitat Zitat von PSPJunkie_
    It's part of the PSPSDK.
    Oh, ok. Got it.


    EDIT: Ugh. Won't run. Screw it guys, I'll just make it open up the image file, but ty for all your help.

    But I'll ask the second time, if I include a pic in the makefile, will it still need to be in the folder after I compile?

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    Zitat Zitat von yaustar
    I did by asking for the struct declaration. This information was not 2 pages back.
    Yeah, but you also asked what type logo was, and that information WAS. That's all I'm saying.

    MrChaos: Yes
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

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    Zitat Zitat von Archaemic
    Yeah, but you also asked what type logo was, and that information WAS. That's all I'm saying.

    MrChaos: Yes
    Ok, thanks.

  8. #4598
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    Open up terminal. Type,

    Zitat Zitat von bin2c
    bin2c inImageFile.raw outSourceFile.h image_variable_name
    You need to be in to directory of the image, not bin2c. So you could do,

    bin2c logo.raw logo.h logo
    and you would refer to the image as 'logo' in your sources.

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    Zitat Zitat von Archaemic
    Yeah, but you also asked what type logo was, and that information WAS. That's all I'm saying.
    MrChaos: Yes
    Point.

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    Zitat Zitat von PSPJunkie_
    Open up terminal. Type,



    You need to be in to directory of the image, not bin2c. So you could do,



    and you would refer to the image as 'logo' in your sources.
    Ah. Ok. When I try this tomorrow, where does the *.raw have to be at?

  11. #4601
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    Well, just cd into the directory of the .raw image and do bin2c.

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    if you want to make a look-a-like desktop , will it be good enough to work with png images and the graphics.c?

  13. #4603
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    I wouldn't suggest it as graphics.c is slow and has many bugs, but yes, it will work.

  14. #4604
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    What library that works like graphics would you recommend PSPJunkie_ ?

    ++ B.
    if I make mistakes in english, feel free to correct me or else i won't progress :D .

  15. #4605
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    what do you suggest?

  16. #4606
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    SDL is very good or, my personal choice, would be to write you own graphics functions so you can customize them to your needs.

  17. #4607
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    Has anyone here tried vLib? I'd imagine that would be good.
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

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    Zetta worked really hard on vLib. I haven't seen him in a while, but just so you know, vLib is incomplete. He still needs to polish it up.

  19. #4609
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    oslib is the best right now for 2d games/apps.
    --------------------------------------------------------------------------------------

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    That's true, but I'd imagine it works much faster for what it can do than SDL because it's A) MEANT to run on an embedded device and B) not as big as SDL.

    E] This is in response to PSPJunkie_
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

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    Okay PSPJunkie_, if SDL for psp is as powerful as the one for PC, i may start to learn how to use this lib.

    ++ B.

    EDIt : so : OSlib or SDL ?^^
    if I make mistakes in english, feel free to correct me or else i won't progress :D .

  22. #4612
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    It really is up to you. I don't like using engines like OSLib or vLib, but that is just me. I also do not like the way SDL works (Not that you shouldn't use it). I'm going to go ahead and suggest GU from scratch.

  23. #4613
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    Zitat Zitat von PSPJunkie_
    It really is up to you. I don't like using engines like OSLib or vLib, but that is just me. I also do not like the way SDL works (Not that you shouldn't use it). I'm going to go ahead and suggest GU from scratch.
    ^^

    hardest, but fastest way. Take a look at graphics.c, and see how it loads and displays images. then go search for other formats, and put them in.
    --------------------------------------------------------------------------------------

  24. #4614
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    how do you copy an array[x] to array[x][y];

    for example
    char array[16]
    char array[4][4]
    can you it just like this?

    strcpy(array , array);

    or will it be like this?

    strcpy(array[0] , array);
    strcat(array[1] , array);
    strcat(array[2] , array);
    strcat(array[3] , array);

  25. #4615
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    Personally, I recommend using the Old School Library as, like said, it's much faster (not a sketchy port and uses the VFPU for most if not all of it's calculations) yet it can do the same as SDL (input, audio, graphics (hardware as well; rotation, scaling, etc.)) and also, you may find it to be less confusing as SDL (personal preference though).

    Id say SDL and OSlib are up to par with each other, but if you will be developing strictly for the PSP, Id say go with OSlib as the PSP SDL implementation is much slower then it's PC counterpart (i believe SDL is all done in software )

    hallo - Depends what type of array.

    Something like this works in just about all cases:
    Code:
    int z = 0;
    for(int i=0; i<4; i++)
        for(int j=0; j<4; j++) {
            array[i][j] = array[z];
            z++;
        }
    Geändert von SG57 (05-20-2007 um 06:20 AM Uhr)

    ...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


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    Zitat Zitat von SG57
    Personally, I recommend using the Old School Library as, like said, it's much faster (not a sketchy port and uses the VFPU for most if not all of it's calculations) yet it can do the same as SDL (input, audio, graphics (hardware as well; rotation, scaling, etc.)) and also, you may find it to be less confusing as SDL (personal preference though).

    Id say SDL and OSlib are up to par with each other, but if you will be developing strictly for the PSP, Id say go with OSlib as the PSP SDL implementation is much slower then it's PC counterpart (i believe SDL is all done in software )
    If the readme is correct, then some of it is hardware accelerated although this also may depend on whether you use a HW_Surface or SW_Surface for the screen.

    OSLib also has a PC version of the library so you should be able to easily build and debug on the PC and then do a recompile for the PSP for release.

    OSLib doesn't really seem to be an engine, it is only slightly higher then SDL as an API.

    What I would do is create an abstract layer for drawing (indirection) which separates all the API specific calls from the game/application engine. This means that I can use an API such as SDL to begin with and at a later stage, rip it out and replace with a GU based one without having to change a line of the engine code.

  27. #4617
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    Code:
    psp-gcc -I. -I/usr/local/pspdev/psp/sdk/include -G0 -Wall -D_PSP_FW_VERSION=150
      -c -o main.o main.c
    main.c: In function 'main':
    main.c:166: warning: control reaches end of non-void function
    psp-gcc -I. -I/usr/local/pspdev/psp/sdk/include -G0 -Wall -D_PSP_FW_VERSION=150
     -L. -L/usr/local/pspdev/psp/sdk/lib   main.o framebuffer.o graphics.o vram.o -l
    pspgum -lpspgu -lm -lz -lpng -lpsprtc -lpsppower -lpspdebug -lpspdisplay -lpspge
     -lpspctrl -lpspsdk -lc -lpspnet -lpspnet_inet -lpspnet_apctl -lpspnet_resolver
    -lpsputility -lpspuser -lpspkernel -o LessonFive.elf
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(png.o): In func
    tion `png_reset_crc':
    png.c:(.text+0x1b0): undefined reference to `crc32'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(png.o): In func
    tion `png_calculate_crc':
    png.c:(.text+0x1fc): undefined reference to `crc32'
    png.c:(.text+0x228): undefined reference to `crc32'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(png.o): In func
    tion `png_reset_zstream':
    png.c:(.text+0xb98): undefined reference to `inflateReset'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngread.o): In
    function `png_create_read_struct_2':
    pngread.c:(.text+0x134): undefined reference to `inflateInit_'
    pngread.c:(.text+0x27c): undefined reference to `inflateInit_'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngread.o): In
    function `png_read_init_3':
    pngread.c:(.text+0x4ac): undefined reference to `inflateInit_'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngread.o): In
    function `png_read_row':
    pngread.c:(.text+0xfbc): undefined reference to `inflate'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngread.o): In
    function `png_read_destroy':
    pngread.c:(.text+0x1d24): undefined reference to `inflateEnd'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngrtran.o): In
     function `png_build_gamma_table':
    pngrtran.c:(.text+0x1258): undefined reference to `pow'
    pngrtran.c:(.text+0x1470): undefined reference to `pow'
    pngrtran.c:(.text+0x1518): undefined reference to `pow'
    pngrtran.c:(.text+0x1630): undefined reference to `pow'
    pngrtran.c:(.text+0x170c): undefined reference to `pow'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngrtran.o):png
    rtran.c:(.text+0x17f8): more undefined references to `pow' follow
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngrutil.o): In
     function `png_decompress_chunk':
    pngrutil.c:(.text+0x334): undefined reference to `inflate'
    pngrutil.c:(.text+0x43c): undefined reference to `inflateReset'
    pngrutil.c:(.text+0x584): undefined reference to `inflateReset'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngrutil.o): In
     function `png_read_finish_row':
    pngrutil.c:(.text+0x43d4): undefined reference to `inflate'
    pngrutil.c:(.text+0x445c): undefined reference to `inflateReset'
    pngrutil.c:(.text+0x44a4): undefined reference to `inflateReset'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngwrite.o): In
     function `png_write_flush':
    pngwrite.c:(.text+0x18d4): undefined reference to `deflate'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngwrite.o): In
     function `png_write_destroy':
    pngwrite.c:(.text+0x1998): undefined reference to `deflateEnd'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngwutil.o): In
     function `png_text_compress':
    pngwutil.c:(.text+0x298): undefined reference to `deflate'
    pngwutil.c:(.text+0x37c): undefined reference to `deflate'
    pngwutil.c:(.text+0x444): undefined reference to `deflate'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngwutil.o): In
     function `png_write_compressed_data_out':
    pngwutil.c:(.text+0x5d4): undefined reference to `deflateReset'
    pngwutil.c:(.text+0x684): undefined reference to `deflateReset'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngwutil.o): In
     function `png_write_IHDR':
    pngwutil.c:(.text+0x8f8): undefined reference to `deflateInit2_'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngwutil.o): In
     function `png_write_finish_row':
    pngwutil.c:(.text+0x2cf4): undefined reference to `deflate'
    pngwutil.c:(.text+0x2d30): undefined reference to `deflate'
    pngwutil.c:(.text+0x2da0): undefined reference to `deflateReset'
    /usr/local/pspdev/lib/gcc/psp/4.0.2/../../../../psp/lib/libpng.a(pngwutil.o): In
     function `png_write_filtered_row':
    pngwutil.c:(.text+0x3324): undefined reference to `deflate'
    collect2: ld returned 1 exit status
    make: *** [LessonFive.elf] Error 1
    Meh, Damm it! :Cry: I have been trying to get this to work since the past 1.5 hrs. Tried installing zlib.... I has got all includes.

    In lesson5, I am trying to use a png texture instead of TGA! :o Any help?

    My Other hello worlds compile fine from scratch that use png's!!!

    PLease help! :o

  28. #4618
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    Zitat Zitat von SG57

    hallo - Depends what type of array.

    Something like this works in just about all cases:
    Code:
    int z = 0;
    for(int i=0; i<4; i++)
        for(int j=0; j<4; j++) {
            array[i][j] = array[z];
            z++;
        }
    and what about pointers
    ..
    char *array[4][4];
    char *array[16];
    ?

  29. #4619
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    I hate to tell you this, but you're missing the psp version of zlib. How did you go about installing it
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

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    Zitat Zitat von Archaemic
    I hate to tell you this, but you're missing the psp version of zlib. How did you go about installing it
    It's now fixed.

    Put -lz -lm after -lpng


 

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