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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 So in short, this is what we think it is supposed to look like without fixing the ...

  
  1. #5221
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    Zitat Zitat von yaustar
    So in short, this is what we think it is supposed to look like without fixing the compiler error:
    Code:
    int actual_polygon = 0;
    for(int i = 0; i < current_mesh; i++)
    {
    	for(int b = 0; b < 3; b++)
    	{
    		test.vertexs[i][i] = vertexs[polygons[actual_polygon]];
    		actual_polygon++;
    	}
    }
    Well, syntax-wise, that is still wrong as 'vertexs[polygons[actual_polygon]]' is a 1D array. We would need him to explain a bit more in detail what he is doing. Also, 'vertexs' and 'polygons' still do not contain anything, so right now his snippet is pretty pointless.


    By the way, congrats on OOTF being shipped.



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    Well, syntax-wise, that is still wrong as 'vertexs[polygons[actual_polygon]]' is a 1D array.
    But the elements are of the same type, hence the copy operation (=) is fine as is.

    Code:
    int iarray1[3];
    int iarray2[5][2];
    
    iarray1[2] = 5;
    iarray2[4][1] = iarray1[2]; // iarray2[4][1] = 5
    Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
    Raphs board rules #17: When you need to ask whether you are capable of doing something, you are not.
    Raphs board rules #2: Exploits aren't found by changing version numbers, blindly merging data into a file or turning your PSP upside down.
    Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.

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    Zitat Zitat von FistPump
    By the way, congrats on OOTP being shipped.
    Cheers, everyone is pretty psyched for this release :)

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    What did you specifically work on yaustar (main menu, pause menu, storyline, etc.)? Did you use a pre-made harry potter game engine or did you make a new one (or are you using a non-harry potter specific game engine?)? How long was development time altogether?

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

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    Zitat Zitat von AdjutantReflex
    What did you specifically work on yaustar (main menu, pause menu, storyline, etc.)? Did you use a pre-made harry potter game engine or did you make a new one (or are you using a non-harry potter specific game engine?)? How long was development time altogether?
    u used b sg57?

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    Zitat Zitat von Mr305
    u used b sg57?
    Yes.
    -= Double Post =-
    Zitat Zitat von Raphael
    But the elements are of the same type, hence the copy operation (=) is fine as is.

    Code:
    int iarray1[3];
    int iarray2[5][2];
    
    iarray1[2] = 5;
    iarray2[4][1] = iarray1[2]; // iarray2[4][1] = 5
    That's not my point, Raph. What he did was like:

    Code:
    #include <stdio.h>
    
    int main()
    {
            int iarray1[5][2];
            int iarray2[6][3];
    
            iarray1[4] = 1;
            iarray2[5][2] = iarray1[4];
    
            printf("%d\n", iarray2[5][2]);
    
            return 0;
    }
    GCC gave me:
    main.c: In function 'main':
    main.c:8: error: incompatible types in assignment
    main.c:9: warning: assignment makes integer from pointer without a cast
    Geändert von PSPJunkie_ (06-28-2007 um 10:41 AM Uhr) Grund: Automerged Doublepost

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    Oh, well I got that point wrong then :/ Yeah, that's just wrong.
    Raphs board rules #31: Excessive use of punctuation is either a sign of a lesser ego or a small mind. Avoid it if you don't want to look like a total moron.
    Raphs board rules #17: When you need to ask whether you are capable of doing something, you are not.
    Raphs board rules #2: Exploits aren't found by changing version numbers, blindly merging data into a file or turning your PSP upside down.
    Raphs board rules #1: If you have no clue how exploits work, don't come up with ideas about them.

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    Zitat Zitat von the unique warrior
    Alternative , no. Make sure the Gu is initialized, that's all I can think of.
    drawLineScreen+ PrintTextscreen broke ever since i switched to pgeFontsystem from font loader :o
    Any sols?

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    Zitat Zitat von AdjutantReflex
    What did you specifically work on yaustar (main menu, pause menu, storyline, etc.)? Did you use a pre-made harry potter game engine or did you make a new one (or are you using a non-harry potter specific game engine?)? How long was development time altogether?
    Without going into too much detail due to NDAs, I did a lot of the metagame (side quests, some aspects of the mini games, discoverables etc) including the tracking of rewards/achievements and infrastructure and the prompt system. I also did some "behind the scene" stuff that you can't see or directly affect the game.

    I can't say anything about the game engine because I am not sure what are the limits of what is public knowledge.

    Development time was 18 months, I was on for the last 9 months.

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    Zitat Zitat von Mr305
    drawLineScreen+ PrintTextscreen broke ever since i switched to pgeFontsystem from font loader :o
    Any sols?
    fixed ... hiuh:Jump:

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    You shouldn't be using drawLineScreen() or printTextScreen() anyway. They use VRAM manipulation, and are very slow.

  12. #5232
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    Zitat Zitat von yaustar
    Without going into too much detail due to NDAs, I did a lot of the metagame (side quests, some aspects of the mini games, discoverables etc) including the tracking of rewards/achievements and infrastructure and the prompt system. I also did some "behind the scene" stuff that you can't see or directly affect the game.

    I can't say anything about the game engine because I am not sure what are the limits of what is public knowledge.

    Development time was 18 months, I was on for the last 9 months.
    All of a sudden we're 'public'? Well.... I guess we all learned a little something today... Are you one of the 'low-end' programmers or are you one of the lead programmers? I'd expect somewhere in the middle maybe... What was the overall cost of production? Was it a p/ hour programming job, a flat rate or commission if you can reveal that info?

    Are you sure you can't as much as describe a little about the game engine? (visual real-time debugging, VB.net interface or is it more of a library and it's all code (like LTE engine for PSP / irrlicht engine for PC))

    ...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 FistPump
    You shouldn't be using drawLineScreen() or printTextScreen() anyway. They use VRAM manipulation, and are very slow.
    Actually, I
    nded up ritin 1 that uses gu_lines.
    -= Double Post =-
    Zitat Zitat von yaustar
    Without going into too much detail due to NDAs, I was on for the last 9 months
    Did u deal w/ anything that gets loaded 4m mem stick? ;) j/k
    Geändert von Mr305 (06-28-2007 um 03:03 PM Uhr) Grund: Automerged Doublepost

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    omg seriously 2 pages back stfu when i was posting my problem i cut out diffrent areas so i didn't post my entire code seriously, it was meant to be a code snippet i already have stuff allocated to those areas of memory because i didn't relieze when i placed the code here that their were floats with the same name so stfu i know what i'm doing just because i didn't post my entire code doesn't mean i don't know anything

    also seriously firstpump just stfu it's mostly u i'm talking about because you literally thought it was my entire code

    especially when you say:

    Zitat Zitat von firstpump
    5.)
    Code:
    float vertexs[MAX_VERTICES][7];
    Is a 2D array. Notice, 'float vertexs[MAX_VERTICES][7]'. Two fields means it is a 2D array. One would be a 1D array.

    That being said, this makes no sense.
    Code:
                   if(b==0){
                        test.vertexs[number][1] = vertexs[polygons[actual_polygon]];
                   }else if(b==1){
                        test.vertexs[number][2] = vertexs[polygons[actual_polygon]];
                   }else if(b==2){
                        test.vertexs[number][3] = vertexs[polygons[actual_polygon]];
                   }
    You only used a 1D array for 'vertexs', which you defined as a 2D array.


    My suggestion to you would be to read a book on C syntax and usage, then try something a bit simpler as you obviously have no idea what you are doing.

    Note: There are probably more mistakes, those are just the ones that stuck out to me the most.
    obviously i'm calling
    float vertexs[MAX_VERTICES][7]
    as a 2d array when i use:
    test.vertexs[number][3]
    notice number is my first call and 3 is my SECOND!!!

    anyways i figured out the reason and it was because i did give a bad code snippet and left out the true problem
    Geändert von slicer4ever (06-28-2007 um 03:29 PM Uhr)
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
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    Zitat Zitat von slicer4ever
    omg
    If u r tryin to "rearrange" vertices to make em gu compatible then, shouldN'T be so hard.
    -= Double Post =-
    -cont-
    One doesNT have to b a mastermind to achieve it . Alternative: Use pspgl
    Geändert von Mr305 (06-28-2007 um 03:35 PM Uhr) Grund: Automerged Doublepost

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    @mr305 i've already completed it now that i figured out my problem
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

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    Zitat Zitat von slicer4ever
    omg seriously 2 pages back stfu when i was posting my problem i cut out diffrent areas so i didn't post my entire code seriously, it was meant to be a code snippet i already have stuff allocated to those areas of memory because i didn't relieze when i placed the code here that their were floats with the same name so stfu i know what i'm doing just because i didn't post my entire code doesn't mean i don't know anything

    also seriously firstpump just stfu it's mostly u i'm talking about because you literally thought it was my entire code

    especially when you say:



    obviously i'm calling
    float vertexs[MAX_VERTICES][7]
    as a 2d array when i use:
    test.vertexs[number][3]
    notice number is my first call and 3 is my SECOND!!!

    anyways i figured out the reason and it was because i did give a bad code snippet and left out the true problem

    Okay, don't yell at me. All I did was note the mistakes in the code you posted.

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    sry i got a little cared away
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
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    No, you got a little carried away... Oh the irony :P

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

    Projects

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    ....
    -= Double Post =-
    is it possible to do the following:
    float **afloat;
    afloat=(float**)malloc(si zeof(float)*100);

    everytime i try to do this it crashes my program when it gets to that line
    -= Double Post =-
    well it seems after a little more testing it won't call

    afloat[1][1]

    this is when it crashes not when i allocate the memory for it
    Geändert von slicer4ever (06-28-2007 um 10:36 PM Uhr) Grund: Automerged Doublepost
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
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    Try something like:
    Code:
    float **afloat;
    afloat=&(malloc(sizeof(float)*100)));
    Pointers to pointers are confusing...

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    doesn't seem like it well work but have nothing to lose
    -= Double Post =-
    nope get a compiler error like i thought it didn't work
    Geändert von slicer4ever (06-29-2007 um 01:02 AM Uhr) Grund: Automerged Doublepost
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    Zitat Zitat von slicer4ever
    ....
    -= Double Post =-
    is it possible to do the following:
    float **afloat;
    afloat=(float**)malloc(si zeof(float)*100);

    everytime i try to do this it crashes my program when it gets to that line
    -= Double Post =-
    well it seems after a little more testing it won't call

    afloat[1][1]

    this is when it crashes not when i allocate the memory for it
    2D arrays are always a pain in the arse. I will tell you now that:

    Code:
    float * apfloat != float aFloat[]
    float ** apfloat != float aFloat[][]
    are NOT the same. To prove it, look at the result here:

    Code:
    #include <iostream>
    
    using namespace std;
    
    int main()
    {
    	float * apFloat = new float[100];
    	float aFloat[100];
    
    	cout << "size of apFloat: " << sizeof(apFloat) << endl;
    	cout << "size of aFloat : " << sizeof(aFloat ) << endl;
    
    	delete [] apFloat;
    	return 0;
    }
    Gives the result:
    Code:
    size of apFloat: 4
    size of aFloat : 400

  24. #5244
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    o, i did not know
    1. Failed....again...
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    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

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    i'm on 1.50. I've intercepted vshmain.prx and replaced it with one i've written so i can add features. so far i've added a startup manager, some patches from the pspsdk so i can load plain modules etc and i've integrated moonlights no kxploit patch. Now everything works as expected except for the no kxploit patch. I know its actually done the patch but it seems it doesn't work until the second time i load a 1.00 eboot, the first time i attempt to load one i get an error message.

    anybody got any ideas

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    would like to know if there is a function to wake up the psp from sleep mode?

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    yes, what you do is take the thumb() function and allocate it to the powerSwitch[1];, then check to see if thumb() is returning an "up" integer, if its not, have it increase "up" velocity by 1 every loop, once the "up" velocity is above 255 then discontinue the thumb() function, there, and thats how you would get the psp back from sleep mode!
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    if i have two .c files, one is main.c and the other is draw.c, how can i call draw.c from main.c? in lua it would be dofile()

  29. #5249
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    #include "draw.c"
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

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    yes, but how do i disable main.c and enable draw.c?


 

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