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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; Wouldnt draw.c have to be functions and then call them in main.c...

  
  1. #5251
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    Wouldnt draw.c have to be functions and then call them in main.c



  2. #5252
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    Zitat Zitat von slicer4ever
    #include "draw.c"
    never do that !!!!!!!!!!!!
    make an header and call one of the functions , lua isnt c , c are all functions wich you need to call , it isnt a structure of dofile from lua

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    Lawl.
    Doing so is not incorrect, but is not very elegant :) Just *avoid* doing it...
    Adrahil - Software architect and specialist in Reverse Engineering.
    Spoiler for Guilt of a Dev:
    17:17 < InsertWittyName> Can't pin user error on a dev ;)
    17:18 < InsertWittyName> Lesson learnt on both sides I would say.
    17:18 < InsertWittyName> You learnt to treat the end-user as a retarded fish.
    17:18 < InsertWittyName> They learnt to read readme's ;)

    Spoiler for me:
    17:12 <+dot_blank> are you the long haired pimp ;)

  4. #5254
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    Code:
    void faClearScreen( const int color )
    {        	
    	sceGuStart( GU_DIRECT, guList );
    	sceGuClearColor(color);// set current buffer coller
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);// clear the screen with the buffer color
            sceGuFinish();
    	sceGuSync(0,0);	//wait untill finished
    }
    is this the fastest way to clear the screen (in a color)?

  5. #5255
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    Zitat Zitat von hallo007
    Code:
    void faClearScreen( const int color )
    {        	
    	sceGuStart( GU_DIRECT, guList );
    	sceGuClearColor(color);// set current buffer coller
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);// clear the screen with the buffer color
            sceGuFinish();
    	sceGuSync(0,0);	//wait untill finished
    }
    is this the fastest way to clear the screen (in a color)?
    yeah

  6. #5256
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    Code:
    #include "main.h"
    #include <pspctrl.h> 
    PSP_MODULE_INFO("ieeeeeep", 0x1000, 1, 1);
    PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
    void *guList;	// display List, used by sceGUStart
    void *fbp0;		// frame buffer
     
    int fps = 0;		// for calculating the frames per second
    char fpsDisplay[100];
    u32 tickResolution;
    u64 fpsTickNow;
    u64 fpsTickLast;
    int screensaver = 0;
    void faClearScreen( const int color )
    {        	
    	sceGuStart( GU_DIRECT, guList );
    	sceGuClearColor(color);// set current buffer coller
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);// clear the screen with the buffer color
            sceGuFinish();
    	sceGuSync(0,0);	//wait untill finished
    }
    void InitGU( void )
    {
    	// Init GU
    	sceGuInit();
            sceGuStart( GU_DIRECT, guList );
    	// Set Buffers
    	sceGuDrawBuffer( GU_PSM_8888, fbp0, BUF_WIDTH );
    	sceGuDispBuffer( SCR_WIDTH, SCR_HEIGHT, (void*)0x88000, BUF_WIDTH);
    	sceGuDepthBuffer( (void*)0x110000, BUF_WIDTH);
     
    	sceGuOffset(2048 - (SCR_WIDTH/2) , 2048 - (SCR_HEIGHT/2));
    	sceGuViewport( 2048, 2048, SCR_WIDTH, SCR_HEIGHT);
    	sceGuDepthRange( 65535, 0);
    	// Set Render States
    	sceGuScissor( 0, 0, SCR_WIDTH, SCR_HEIGHT);
    	sceGuEnable( GU_SCISSOR_TEST );
    	sceGuDepthFunc( GU_GEQUAL );
    	sceGuEnable( GU_DEPTH_TEST );
    	sceGuFrontFace( GU_CW );
    	sceGuShadeModel( GU_SMOOTH );
    	sceGuEnable( GU_CULL_FACE );
    	sceGuEnable( GU_CLIP_PLANES );
            sceGuFinish();
    	sceGuSync(0,0);
     
    	sceDisplayWaitVblankStart();
    	sceGuDisplay(GU_TRUE);
    	// finish
    }
    int buttonpressed(SceSize argc, void* argv)
    {
    	SceCtrlData pad;
    	while( 1 )
            {
                 sceCtrlReadBufferPositive(&pad , 1);
    	     if(pad.Buttons != 0)
                 {
                      screensaver = 0;
                   
    		  }
                  }
         return 0;
    }
    
    
    int main_thread(SceSize argc, void* argv)
    {
    
    
    	sceKernelDelayThread(6000000);
    	
    	guList = memalign( 16, 640 );
    	fbp0  = 0;
     	int z =0;
    	InitGU();
    	
    
    	SceCtrlData pad;
            int color[5] = { 0x00FF0000 , 0x0000FF00 , 0x000000FF}; 
            
    	SceUID temp = sceKernelCreateThread("ScreenSaver",buttonpressed, 0x18, 0x10000, 0, 0);
    
            if(temp >= 0)
     	{
    	     sceKernelStartThread(temp, 0, 0);
    		} 
    	while( 1 )
            {
                 screensaver++;
                 sceKernelDelayThread(1000000);
                  
    	     while( screensaver > 40 )
    	     {
     	           faClearScreen(color[z]);
    	           sceDisplayWaitVblankStart();
    		   fbp0 = sceGuSwapBuffers();
                       (z == 2) ? z = 0 : z++;
                       }
                  } 
     
    	sceGuTerm();			// Terminating the Graphics System
     
    	// Free Memory
    	free( guList );
    	free( fbp0 ); 
    
    	return 0;
    }
    
    int module_start(SceSize args, void *argp) {
    
    	int thid;
    
    	/* Create a high priority thread */
    	thid = sceKernelCreateThread("vshBlit", main_thread, 0x18, 0x1000, 0, NULL);
    	if(thid >= 0) sceKernelStartThread(thid, args, argp);
    
    	return 0;
    }
    Code:
    TARGET				= screensaver
    OBJS				= main.o
    BUILD_PRX			= 1
    PRX_EXPORTS			= exports.exp
    #USE_PSPSDK_LIBC 	= 1
    
    INCDIR				=
    LIBDIR				=
    LIBS				= -lpspgum -lpspgu -lpsprtc -lstdc++ -lm
    LDFLAGS				= 
    CFLAGS				= -Os -G0 -Wall -g
    CXXFLAGS			= $(CFLAGS) -fno-exceptions -fno-rtti 
    ASFLAGS				= $(CFLAGS)
    
    PSPSDK				= $(shell psp-config --pspsdk-path)
    include $(PSPSDK)/lib/build_prx.mak
    
    exports:
    	psp-build-exports -s exports.exp
    It wont work , as eboot it works , but it dont work as prx

  7. #5257
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    Zitat Zitat von hallo007
    Code:
    #include "main.h"
    #include <pspctrl.h> 
    PSP_MODULE_INFO("ieeeeeep", 0x1000, 1, 1);
    PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
    void *guList;	// display List, used by sceGUStart
    void *fbp0;		// frame buffer
     
    int fps = 0;		// for calculating the frames per second
    char fpsDisplay[100];
    u32 tickResolution;
    u64 fpsTickNow;
    u64 fpsTickLast;
    int screensaver = 0;
    void faClearScreen( const int color )
    {        	
    	sceGuStart( GU_DIRECT, guList );
    	sceGuClearColor(color);// set current buffer coller
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);// clear the screen with the buffer color
            sceGuFinish();
    	sceGuSync(0,0);	//wait untill finished
    }
    void InitGU( void )
    {
    	// Init GU
    	sceGuInit();
            sceGuStart( GU_DIRECT, guList );
    	// Set Buffers
    	sceGuDrawBuffer( GU_PSM_8888, fbp0, BUF_WIDTH );
    	sceGuDispBuffer( SCR_WIDTH, SCR_HEIGHT, (void*)0x88000, BUF_WIDTH);
    	sceGuDepthBuffer( (void*)0x110000, BUF_WIDTH);
     
    	sceGuOffset(2048 - (SCR_WIDTH/2) , 2048 - (SCR_HEIGHT/2));
    	sceGuViewport( 2048, 2048, SCR_WIDTH, SCR_HEIGHT);
    	sceGuDepthRange( 65535, 0);
    	// Set Render States
    	sceGuScissor( 0, 0, SCR_WIDTH, SCR_HEIGHT);
    	sceGuEnable( GU_SCISSOR_TEST );
    	sceGuDepthFunc( GU_GEQUAL );
    	sceGuEnable( GU_DEPTH_TEST );
    	sceGuFrontFace( GU_CW );
    	sceGuShadeModel( GU_SMOOTH );
    	sceGuEnable( GU_CULL_FACE );
    	sceGuEnable( GU_CLIP_PLANES );
            sceGuFinish();
    	sceGuSync(0,0);
     
    	sceDisplayWaitVblankStart();
    	sceGuDisplay(GU_TRUE);
    	// finish
    }
    int buttonpressed(SceSize argc, void* argv)
    {
    	SceCtrlData pad;
    	while( 1 )
            {
                 sceCtrlReadBufferPositive(&pad , 1);
    	     if(pad.Buttons != 0)
                 {
                      screensaver = 0;
                   
    		  }
                  }
         return 0;
    }
    
    
    int main_thread(SceSize argc, void* argv)
    {
    
    
    	sceKernelDelayThread(6000000);
    	
    	guList = memalign( 16, 640 );
    	fbp0  = 0;
     	int z =0;
    	InitGU();
    	
    
    	SceCtrlData pad;
            int color[5] = { 0x00FF0000 , 0x0000FF00 , 0x000000FF}; 
            
    	SceUID temp = sceKernelCreateThread("ScreenSaver",buttonpressed, 0x18, 0x10000, 0, 0);
    
            if(temp >= 0)
     	{
    	     sceKernelStartThread(temp, 0, 0);
    		} 
    	while( 1 )
            {
                 screensaver++;
                 sceKernelDelayThread(1000000);
                  
    	     while( screensaver > 40 )
    	     {
     	           faClearScreen(color[z]);
    	           sceDisplayWaitVblankStart();
    		   fbp0 = sceGuSwapBuffers();
                       (z == 2) ? z = 0 : z++;
                       }
                  } 
     
    	sceGuTerm();			// Terminating the Graphics System
     
    	// Free Memory
    	free( guList );
    	free( fbp0 ); 
    
    	return 0;
    }
    
    int module_start(SceSize args, void *argp) {
    
    	int thid;
    
    	/* Create a high priority thread */
    	thid = sceKernelCreateThread("vshBlit", main_thread, 0x18, 0x1000, 0, NULL);
    	if(thid >= 0) sceKernelStartThread(thid, args, argp);
    
    	return 0;
    }
    Code:
    TARGET				= screensaver
    OBJS				= main.o
    BUILD_PRX			= 1
    PRX_EXPORTS			= exports.exp
    #USE_PSPSDK_LIBC 	= 1
    
    INCDIR				=
    LIBDIR				=
    LIBS				= -lpspgum -lpspgu -lpsprtc -lstdc++ -lm
    LDFLAGS				= 
    CFLAGS				= -Os -G0 -Wall -g
    CXXFLAGS			= $(CFLAGS) -fno-exceptions -fno-rtti 
    ASFLAGS				= $(CFLAGS)
    
    PSPSDK				= $(shell psp-config --pspsdk-path)
    include $(PSPSDK)/lib/build_prx.mak
    
    exports:
    	psp-build-exports -s exports.exp
    It wont work , as eboot it works , but it dont work as prx
    There is a reason I released DSX...
    -= Double Post =-
    Zitat Zitat von hallo007
    Code:
    void faClearScreen( const int color )
    {        	
    	sceGuStart( GU_DIRECT, guList );
    	sceGuClearColor(color);// set current buffer coller
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);// clear the screen with the buffer color
            sceGuFinish();
    	sceGuSync(0,0);	//wait untill finished
    }
    is this the fastest way to clear the screen (in a color)?
    No, why do you call sceGuStart, sceGuFinish, or sceGuSync? Take those out and use DSX. It sets everything up for you which is really the point.
    Geändert von PSPJunkie_ (06-30-2007 um 08:55 AM Uhr) Grund: Automerged Doublepost

  8. #5258
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    I learning gnu myself , thats why i dont use it ;)

  9. #5259
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    Zitat Zitat von hallo007
    I learning gnu myself , thats why i dont use it ;)
    it's GU, not GNU. If you really want to learn, you should first take a step away from PRXes.
    And as FistPimp said, that's not the fastest method.
    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.

  10. #5260
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    Zitat Zitat von hallo007
    I learning gnu myself , thats why i dont use it ;)
    My point is that a GU setup for the XMB is not the same as in a game. You can use all of the GU calls you want with DSX, the important part is that it sets it up the right way.

  11. #5261
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    went back to game
    Code:
    void faClearScreen( const int color )
    {       	
    	sceGuClearColor(color);// set current buffer coller
            sceGuClear(GU_COLOR_BUFFER_BIT|GU_DEPTH_BUFFER_BIT);// clear the screen with the buffer color
    }
    whats faster?

  12. #5262
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    Zitat Zitat von Raphael
    And as FistPimp said
    :ROFL::Jump:

  13. #5263
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    Did I say FistPimp? I wanted to say FastPimp
    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.

  14. #5264
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    Zitat Zitat von Mr305
    :ROFL::Jump:
    Your posts are becoming more annoying everyday

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    Cool

    Zitat Zitat von eldiablov
    Your posts are becoming more annoying everyday
    U declared urself immature in the sig.whatelse do i say?

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    Zitat Zitat von Mr305
    U declared urself immature in the sig.whatelse do i say?
    You spell like a dyslexic 2 year old. What else do I have to say?

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    Zitat Zitat von Mr305
    U declared urself immature in the sig.whatelse do i say?
    you class what else as one word. What else do i say?

  18. #5268
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    Zitat Zitat von eldiablov
    you class what else as one word. What else do i say?
    U cant even comprehend what's written in one's sig. Stop spammin'.

  19. #5269
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    What i said huh ? too:



    "Proof of Concept" is rather a big word --- should only be used with exploits and such big things and only when contradicting things....

    Your sig:
    "Proof of Concept" is rather a big word --- should only be used to contradict what has been stated before.

    Bit of a difference don't you think ?

  20. #5270
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    oke something else , i want to save the whole screen to a buffer a load it back again some time later

    for example
    screen is black , get saved to buffer
    it becume white , now i want it back as first and load the buffer to screen

    , does that work the same as taking a screenshot? if yes , i know how-to

  21. #5271
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    Thumbs down

    Zitat Zitat von eldiablov
    What i said huh ? too:



    "Proof of Concept" is rather a big word --- should only be used with exploits and such big things and only when contradicting things....

    Your sig:
    "Proof of Concept" is rather a big word --- should only be used to contradict what has been stated before.

    Bit of a difference don't you think ?
    damn! im typin 4m psp hence its so concise,
    and its in my sig. and thats what i said be4. I aint wastin any more posts.

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    @hallo07 i think you need to save the variables that got u to a black screen otherwise your basically taking a screen shot
    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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    I have been trying to make a game but the problem is collision.Normal Width and height collision is to prehistoric and inefficient.I look around and could find any place that would how to Perfect Pixel Collision if somone has a source where i could find that inforplease post thanks.
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    Pixel perfect takes alot longer to calculate then bounding boxes, obviously, making even an inefficient bounding box collision detection faster. I highly dissuade you from using pixel perfect collision as it's not always faster then say 4 subdivided collision regions. I doubt what you're making won't look as good if, say you divided the image up into 3 small squares, resulting in more accurate collision response without sacrificing as many fps to calculate it.

    But if you're still willing to try pixel pefect collision, some things need to be known. What will be 'not part of the image' space? black, white, pink, transparent? Will both objects be tried for pixel perfect collision (bounding box -> pixel perfect or pixel perfect -> pixel perfect)?

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    Last queston for two weeks:

    can you after making a new thread , delete the main thread ( i know the function , but will the programm exit after the stop of the main thread?) , and whats the name of the main thread?

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    Lawl. No, app won't exit unless no other thread is running :) Check crt0.c/crt0_prx.c from pspsdk svn to see what the thread looks like. I'd recommend you don't mess with this in EBOOTS, only in PRXs (for obvious reasons...).

    About that screen saving thing, it is TOTALLY pointless ^^ A "memory f a g", that's the category your code would fall under :) You got 333 Mhz to play around, if it's not enough it means you're writing bad and unoptimized code. Remember, MEMORY IS LIMITED.
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    (sorry for the double post but i assume here more people have the toolchain installed)

    Can someone compile this for me, it's a modified version of Lua Player to run eboots.

    http://luizlizard.pspsc.com/downloads/luasystem.cpp

    just use the regular lua player .20 and replace the included luasystem.cpp with mine.

    (I don't know if it will work, not very experienced with c++)

    Thanks!
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    I see that's the source I used in my personal Lua Player w/ IR support (and flasing and directory dumping functions) I made 4 months or so ago (eww it's all sloppy...). How'd that get out? I think i gave it to one person... not sure... either way, you just gotta ask yourself whether this code will launch an eboot:
    Code:
    sceKernelLoadExec(path,NULL);
    If so, then yes :)

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    Zitat Zitat von AdjutantReflex
    I see that's the source I used in my personal Lua Player w/ IR support (and flasing and directory dumping functions) I made 4 months or so ago (eww it's all sloppy...). How'd that get out? I think i gave it to one person... not sure... either way, you just gotta ask yourself whether this code will launch an eboot:
    Code:
    sceKernelLoadExec(path,NULL);
    If so, then yes :)
    Yes it was me, i asked you for it in May i think. I don't know to much of C++ in PSP but i assume that will launch it since i tested it in a simple eboot i made (i got PSPDEV so it can build simple eboots, but i dont know how to install the required libs for luaplayer).

    Will it launch it? hehe
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  30. #5280
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    I don't have a PSP at the moment to try anything. Coincidently enough, I too need a test. I've done a rough port of a neat 3d app but I don't have a PSP to try it

    I can't guarantee it'll work like it should, or even run at all :P, but that's why i need a tester. If it doesn't work, I'll live. If someone could PM me I'll send them a link to the file :o thank you.

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