Seite 184 von 340 ErsteErste ... 84 134 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 234 284 ... LetzteLetzte
Zeige Ergebnis 5.491 bis 5.520 von 10174

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; well, you learn something new every day :)...

  
  1. #5491
    QJ Gamer Platinum
    Points: 57.528, Level: 100
    Level completed: 0%, Points required for next Level: 0
    Overall activity: 0%

    Registriert seit
    Dec 2005
    Ort
    h0000000rj
    Beiträge
    12.867
    Points
    57.528
    Level
    100
    Downloads
    0
    Uploads
    0

    Standard

    well, you learn something new every day :)


    [I fail @ life]

  2. #5492
    QJ Gamer Green
    Points: 3.606, Level: 37
    Level completed: 71%, Points required for next Level: 44
    Overall activity: 99,0%

    Registriert seit
    Jul 2007
    Beiträge
    88
    Points
    3.606
    Level
    37
    Downloads
    0
    Uploads
    0

    Standard

    Argh that code didnt work.
    Could you use the code I sent on page 546 please?

  3. #5493
    words are stones in my <3
    Points: 35.274, Level: 100
    Level completed: 0%, Points required for next Level: 0
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    Spokane
    Beiträge
    5.008
    Points
    35.274
    Level
    100
    My Mood
    Lonely
    Downloads
    1
    Uploads
    0

    Standard

    Beat_Bob - If you actually heard yourself, youd realize why no one can help you. Right now i have 40 post p/page, making this page 138. Id rater not do the math just to find your problem, if all else fails give us the post number, or better yet a quote of the damn post to save us the trouble, thats the least you could do if you are asking for help. Lazy *******...

    yaustar - does your job accept things like that (assuming C doesnt support passing by reference, so assumptions really)?

    off topic:

    btw, G4 had a big harry potter OotP special the other day, it talked about the game and how they walked on the set and took tons of pictures of 'hogwarts' (and were given blue prints) and have been able to recreate 'hogwarts' to match the movie's scenery. All of if for a game... shows alot of dedication. big props to the development team (last thing, are you a harry potter fanatic? or are you just in it for the pay... i can only find myself on projects that im very interested and dedicated to... is that bad? id say yes as dedication fades as time flows, resulting in a flop... :'()

    ...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


  4. #5494
    QJ Gamer Green
    Points: 5.795, Level: 49
    Level completed: 23%, Points required for next Level: 155
    Overall activity: 0%

    Registriert seit
    Sep 2006
    Ort
    Cape Town, South Africa
    Beiträge
    714
    Points
    5.795
    Level
    49
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Beat_Bob
    Anyone know why this isnt working?
    Spoiler for code:

    while(1)
    {
    sceCtrlPeekBufferPositive (&pad, 1); // Find out what the state of the control pad is
    // Change the position of the box
    if(pad.Buttons & PSP_CTRL_LEFT)
    {
    if(box.x>0)
    {box.x=box.x-3;}
    }
    else if(pad.Buttons & PSP_CTRL_RIGHT)
    {
    if(box.x<480-32)
    {box.x=box.x+3;}
    }

    if((pad.Buttons & PSP_CTRL_CROSS) && (box.state==0))
    {box.state=1; box.jumpspeed=0;}

    if(box.state==1 && box.jumpspeed==0)
    { box.y=box.y-0.8;
    box.jumpspeed+=0.3;}

    if (box.state==1 && box.jumpspeed>3.5)
    {box.y=box.y-0.3;}

    if (box.state==1 && box.jumpspeed>=5);
    {
    box.state=2;
    }

    if (box.state==2)
    {
    box.jumpspeed=5;
    box.y+=0.8;}

    if (box.state==2 & box.y==230)
    {box.y=230; box.state=0;
    box.jumpspeed=0;}


    No errors or anything, its just that when I try to jump (when I press X) he doesnt do anything. I want him to go in the air and have gravity come down on him (when jumpspeed=5) thats when I want him to start coming down.
    Then when hes back on the ground (when hes at y: 230) it resets.
    box.state (0 = ground, 1 = jumping, 2 = falling) just so you know.
    Anyone?
    Zitat Zitat von Beat_Bob
    Didnt work. But I tried another way by converting a lua tutorial (just jumping, same method)
    to this way:
    Spoiler for while(1) loop:

    sceCtrlPeekBufferPositive (&pad, 1); // Find out what the state of the control pad is
    // Change the position of the box
    if(pad.Buttons & PSP_CTRL_LEFT)
    {
    if(box.x>0)
    {box.x=box.x-3;}
    }
    else if(pad.Buttons & PSP_CTRL_RIGHT)
    {
    if(box.x<480-32)
    {box.x=box.x+3;}
    }

    if((pad.Buttons & PSP_CTRL_CROSS) && (box.state==0))
    {box.state=1;}
    if(box.state==1)
    {box.jumpspeed = box.jumpspeed-0.5;
    box.gravity=box.gravity-box.jumpspeed;}

    if (box.gravity<0)
    {box.state=2;}
    if ((box.gravity < 230) && (box.state==2))
    {box.gravity=box.gravity + (box.jumpspeed+3);}

    if (box.gravity==230)
    {box.jumpspeed=10;
    box.state=0;}
    if(box.gravity>230)
    {box.gravity=230;}

    box.y=box.gravity;

    Its weird. When I press X he jumps (incredibly fast....) and hes just stuck in the air then.
    He wont fall back down. Why not? Ive made it so I can move left and right, and when im stuck in the air im able to move
    left and right by the way, just so you know.
    Those are all of Beat_Bob's posts on page 546.

  5. #5495
    QJ Gamer Green
    Points: 9.165, Level: 64
    Level completed: 39%, Points required for next Level: 185
    Overall activity: 0%

    Registriert seit
    Apr 2006
    Ort
    England ~¦¦¦|+|¦¦¦~
    Beiträge
    1.112
    Points
    9.165
    Level
    64
    My Mood
    Bored
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von JaSo PsP
    im making a snake game, i can get a snake that is 5 blocks long to move around the screen using the directional buttons. Ive tried to make it add blocks to the snake but i cant seem to make it work correctly. Im not going to post the code, because its not the codr that is the problem. Here's what the situation is:

    The snake starts like this: (H = head, b# = body part)

    Code:
    b4 b3 b2 b1 H
    then when it moves the head moves forward and b4 goes to the old position of the head:

    Code:
    b3 b2 b1 b4 H
    The body parts are an array of structures that hold the X and Y coords of themsleves. The snake length variable holds the length of the snake and during run time, each part of the snake is blitted to the screen according to the co-ordinates it hold. Now, heres where i ran into the problem. When i add a new part of the body, it has to insert it at the end of the array, meaning there is only one position that it will add the block instantly. For example: (F = Food)

    Code:
    b2 b1 b4 b3 H F  ->  b2 [b1b5] b4 b3 H
    The new block overlaps the old one and the snake only appears longer when the snake is at is original state:

    Code:
    b5 b4 b3 b2 b1 H
    So, there you have it, does anyone know the solution to this problem or have made a snake game themselves?

    PS: if you really want to look at the code, here it is:

    Spoiler for Code:
    Code:
    #include <pspdisplay.h>
    #include <pspctrl.h>
    #include <pspkernel.h>
    #include <pspdebug.h>
    #include <pspgu.h>
    #include <png.h>
    #include <stdio.h>
    #include "graphics.h"
    
    PSP_MODULE_INFO( "Snake", 0, 1, 1 );
    typedef enum _bool { false, true } bool;
    
    /* Exit callback */
    int exit_callback(int arg1, int arg2, void *common) {
              sceKernelExitGame();
              return 0;
    }
    
    /* Callback thread */
    int CallbackThread(SceSize args, void *argp) {
              int cbid;
    
              cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
              sceKernelRegisterExitCallback(cbid);
    
              sceKernelSleepThreadCB();
    
              return 0;
    }
    /* Sets up the callback thread and returns its thread id */
    int SetupCallbacks(void) {
              int thid = 0;
    
              thid = sceKernelCreateThread("update_thread", CallbackThread, 0x11, 0xFA0, 0, 0);
              if(thid >= 0) {
                        sceKernelStartThread(thid, 0, 0);
              }
    
              return thid;
    }
    
    typedef struct
    {
            int x;
            int y;
    } BodyPart;
    
    void DrawBody();
    void InitBody();
    
    Image* Head;
    Image* Back;
    Image* Body;
    
    BodyPart bodyParts[30];
    
    enum{ DIR_UP, DIR_LEFT, DIR_RIGHT, DIR_DOWN };
    
    int headX, headY, oldX, oldY;
    int moveCount;
    int dir;
    int snakeLength, oldLength;
    int i;
    int back;
    
    bool exitFlag;
    bool newPart;
    
    SceCtrlData pad;
    
    int main()
    {
        SetupCallbacks();
        initGraphics();
        
        headX = 80;
        headY = 80;
        
        moveCount = 0;
        
        snakeLength = 3;
        back = snakeLength;
        
        Head = loadImage( "body.png" );
        Back = loadImage( "back.png" );
        Body = Head;
        
        dir = DIR_RIGHT;
        
        exitFlag = false;
        newPart = false;
        
        InitBody();
        
        while( exitFlag == false )
        {
               clearScreen(0);
               sceCtrlReadBufferPositive(&pad, 1);
               
               blitAlphaImageToScreen( 0, 0, 480, 272, Back, 0, 0 );
               blitAlphaImageToScreen( 0, 0, 16, 16, Head, headX, headY );
               DrawBody();
               
               if( pad.Buttons & PSP_CTRL_UP )
                   dir = DIR_UP;
               
               if( pad.Buttons & PSP_CTRL_DOWN )
                   dir = DIR_DOWN;
               
               if( pad.Buttons & PSP_CTRL_LEFT )
                   dir = DIR_LEFT;
               
               if( pad.Buttons & PSP_CTRL_RIGHT )
                   dir = DIR_RIGHT;
               
               if( pad.Buttons & PSP_CTRL_START )
                   exitFlag = true;
               
               if( moveCount >= 30 )
               {
                   oldX = headX;
                   oldY = headY;
                   
                   if( pad.Buttons & PSP_CTRL_CROSS )
                   {
                        newPart = true;
                   }
                   
                   switch( dir )
                   {
                           case DIR_UP:
                                headY -= 16;
                                break;
                           
                           case DIR_DOWN:
                                headY += 16;
                                break;
                           
                           case DIR_LEFT:
                                headX -= 16;
                                break;
                           
                           case DIR_RIGHT:
                                headX += 16;
                                break;
                           
                           default:
                                break;
                   }
                   moveCount = 0;
                   
                   if( newPart == true )
                   {
                       oldLength = snakeLength;
                       snakeLength++;
                       bodyParts[snakeLength].x = bodyParts[oldLength].x;
                       bodyParts[snakeLength].y = bodyParts[oldLength].y;
                       newPart = false;
                   }
                   
                   bodyParts[back].x = oldX;
                   bodyParts[back].y = oldY;
                   if( back == 0 )
                   {
                       back = snakeLength;
                   }   
                   else
                   {
                       back--;
                   }
               }
               
               flipScreen();
               moveCount++;
        }
        sceKernelExitGame();
        return 0;
    }
    
    void InitBody()
    {
         bodyParts[0].x = 64;
         bodyParts[0].y = 80;
         
         bodyParts[1].x = 48;
         bodyParts[1].y = 80;
         
         bodyParts[2].x = 32;
         bodyParts[2].y = 80;
         
         bodyParts[3].x = 16;
         bodyParts[3].y = 80;
    }
    
    void DrawBody()
    {
         for( i = 0; i < (snakeLength+1); i++ )
         {
              blitAlphaImageToScreen( 0, 0, 16, 16, Body, bodyParts[i].x, bodyParts[i].y );
         }
    }
    please help me, everyone just ignored me before...
    ...Just Returned To The Scene...

  6. #5496
    QJ Gamer Green
    Points: 11.800, Level: 71
    Level completed: 38%, Points required for next Level: 250
    Overall activity: 0%

    Registriert seit
    Jul 2006
    Ort
    Middle Europe
    Beiträge
    1.281
    Points
    11.800
    Level
    71
    Downloads
    0
    Uploads
    0

    Standard

    my mate made snake before, but its in debug screen... i have src if you are interested...

  7. #5497
    QJ Gamer Green
    Points: 5.795, Level: 49
    Level completed: 23%, Points required for next Level: 155
    Overall activity: 0%

    Registriert seit
    Sep 2006
    Ort
    Cape Town, South Africa
    Beiträge
    714
    Points
    5.795
    Level
    49
    Downloads
    0
    Uploads
    0

    Standard

    My idea would be to move each segment forward each time instead of just moving the last segment to the front. That way, you'd always be in the "original state".

  8. #5498
    QJ Gamer Silver
    Points: 14.087, Level: 77
    Level completed: 10%, Points required for next Level: 363
    Overall activity: 0%

    Registriert seit
    Jan 2006
    Ort
    Germany
    Beiträge
    926
    Points
    14.087
    Level
    77
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von yaustar
    No, you can only pass by pointer in C.

    Edit: I stand corrected. I just tried this an you can pass by reference in C.
    You sure you didn't compile it with -libstdc++ linked or sth? I'm 95% sure C (as in ANSI-C and C-99) don't support the by-reference ampersand modifier in function declarations:

    Code:
    void byreference( int& x, int& y )
    {
    }
    Compiler gives (as expected):
    $ make
    psp-gcc -I. -Ic:/cygwin/usr/local/pspdev/psp/sdk/include -O2 -G3 -g -Wall -D_PSP
    _FW_VERSION=150 -c -o test.o test.c
    test.c:11: error: expected ';', ',' or ')' before '&' token
    test.c: In function 'main':
    test.c:32: warning: implicit declaration of function 'byreference'
    test.c:36: warning: too many arguments for format
    make: *** [test.o] Error 1
    EDIT:
    I searched the C99 spec from open-std.org and couldn't find anything about "by-reference" parameters as in the C++ standard.
    http://www.open-std.org/JTC1/SC22/WG...docs/n1124.pdf
    Geändert von Raphael (07-14-2007 um 03:37 AM Uhr)
    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.

  9. #5499
    QJ Gamer Green
    Points: 9.165, Level: 64
    Level completed: 39%, Points required for next Level: 185
    Overall activity: 0%

    Registriert seit
    Apr 2006
    Ort
    England ~¦¦¦|+|¦¦¦~
    Beiträge
    1.112
    Points
    9.165
    Level
    64
    My Mood
    Bored
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von coolguy5678
    My idea would be to move each segment forward each time instead of just moving the last segment to the front. That way, you'd always be in the "original state".
    yeh, i read up on the main concept of a snake game, if i move the snake using the rear block first, moving to the co-ordinates of the one in front of it, i would not have to store the x and x variables in any other structure.
    ...Just Returned To The Scene...

  10. #5500
    QJ Gamer Green
    Points: 5.795, Level: 49
    Level completed: 23%, Points required for next Level: 155
    Overall activity: 0%

    Registriert seit
    Sep 2006
    Ort
    Cape Town, South Africa
    Beiträge
    714
    Points
    5.795
    Level
    49
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von JaSo PsP
    yeh, i read up on the main concept of a snake game, if i move the snake using the rear block first, moving to the co-ordinates of the one in front of it, i would not have to store the x and x variables in any other structure.
    Yes, that's what I was thinking of.

  11. #5501
    QJ Gamer Silver
    Points: 10.263, Level: 67
    Level completed: 54%, Points required for next Level: 187
    Overall activity: 0%

    Registriert seit
    Jun 2006
    Ort
    UK
    Beiträge
    2.326
    Points
    10.263
    Level
    67
    Downloads
    0
    Uploads
    0

    Standard

    AdjutantReflex: I am not a Harry Potter fanatic although I don't detest it either. The pay is relatively irrelevant, I like the team, the technology we are working with is cool and the story allows for interesting game mechanics and challenges.

    Raphael: Hmm, Code::Blocks was using g++ even though it was a C file which was probably why it worked :/. I though it seemed weird when it did work.

  12. #5502
    QJ Gamer Gold
    Points: 17.453, Level: 84
    Level completed: 21%, Points required for next Level: 397
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    everywhere
    Beiträge
    3.526
    Points
    17.453
    Level
    84
    Downloads
    1
    Uploads
    0

    Standard

    @yauster GJ with the game

    @beat_bob
    i'll look over your code and try and find the prob although i'm sticking to my old post as the reason

    although i rly hate the way you place ur bracket's it makes it hard(for me anyways) to determine the open and clossing of brackets sometimes
    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

  13. #5503
    QJ Gamer Green
    Points: 5.795, Level: 49
    Level completed: 23%, Points required for next Level: 155
    Overall activity: 0%

    Registriert seit
    Sep 2006
    Ort
    Cape Town, South Africa
    Beiträge
    714
    Points
    5.795
    Level
    49
    Downloads
    0
    Uploads
    0

    Standard

    I think the indentation just got broken when copy-pasting it into the forum or something.

  14. #5504
    QJ Gamer Bronze
    Points: 5.092, Level: 45
    Level completed: 72%, Points required for next Level: 58
    Overall activity: 0%

    Registriert seit
    Aug 2006
    Beiträge
    169
    Points
    5.092
    Level
    45
    Downloads
    0
    Uploads
    0

    Standard

    To the 3D developers: What do I have to learn to make a 3D game? Are there any good tutorials?

    Thanks, sony_psp_player

  15. #5505
    QJ Gamer Gold
    Points: 17.453, Level: 84
    Level completed: 21%, Points required for next Level: 397
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    everywhere
    Beiträge
    3.526
    Points
    17.453
    Level
    84
    Downloads
    1
    Uploads
    0

    Standard

    psp-programming.com i'll give a direct link to the tut in 1 sec
    -= Double Post =-
    here:

    http://www.psp-programming.com/code/...id=c:tutorials
    Geändert von slicer4ever (07-15-2007 um 05:14 AM Uhr) Grund: Automerged Doublepost
    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

  16. #5506
    QJ Gamer Gold
    Points: 14.678, Level: 78
    Level completed: 57%, Points required for next Level: 172
    Overall activity: 0%

    Registriert seit
    Nov 2006
    Beiträge
    1.523
    Points
    14.678
    Level
    78
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von sony psp player
    To the 3D developers: What do I have to learn to make a 3D game? Are there any good tutorials?

    Thanks, sony_psp_player
    No... Learn Basics of OpenGL first... Trust me.

  17. #5507
    QJ Gamer Gold
    Points: 17.453, Level: 84
    Level completed: 21%, Points required for next Level: 397
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    everywhere
    Beiträge
    3.526
    Points
    17.453
    Level
    84
    Downloads
    1
    Uploads
    0

    Standard

    why? i learned 3d first on psp...well actual first using flash but still
    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

  18. #5508
    QJ Gamer Bronze
    Points: 5.092, Level: 45
    Level completed: 72%, Points required for next Level: 58
    Overall activity: 0%

    Registriert seit
    Aug 2006
    Beiträge
    169
    Points
    5.092
    Level
    45
    Downloads
    0
    Uploads
    0

    Standard

    Yes, I know this one, but how, for example, can I draw a car and display it with the PSP? It wouldn't be easy if I had to define every triangle myself.

  19. #5509
    QJ Gamer Gold
    Points: 14.678, Level: 78
    Level completed: 57%, Points required for next Level: 172
    Overall activity: 0%

    Registriert seit
    Nov 2006
    Beiträge
    1.523
    Points
    14.678
    Level
    78
    Downloads
    0
    Uploads
    0

    Post

    Zitat Zitat von sony psp player
    Yes, I know this one, but how, for example, can I draw a car and display it with the PSP? It wouldn't be easy if I had to define every triangle myself.
    use slicers .x loader.

  20. #5510
    QJ Gamer Gold
    Points: 17.453, Level: 84
    Level completed: 21%, Points required for next Level: 397
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    everywhere
    Beiträge
    3.526
    Points
    17.453
    Level
    84
    Downloads
    1
    Uploads
    0

    Standard

    look into pspjunkie(i believe it's his) md2 loader
    @mr305 i'm still working on it it's been a little post poned as i'm working on celestial cunning right now
    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

  21. #5511
    QJ Gamer Bronze
    Points: 5.092, Level: 45
    Level completed: 72%, Points required for next Level: 58
    Overall activity: 0%

    Registriert seit
    Aug 2006
    Beiträge
    169
    Points
    5.092
    Level
    45
    Downloads
    0
    Uploads
    0

    Standard

    I can't find it, please give me a link.

    Btw: how do I create md2 files?

  22. #5512
    QJ Gamer Gold
    Points: 17.453, Level: 84
    Level completed: 21%, Points required for next Level: 397
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    everywhere
    Beiträge
    3.526
    Points
    17.453
    Level
    84
    Downloads
    1
    Uploads
    0

    Standard

    u need an 3d modeler(calagary gamespace 1.5 is what i use but costs a little bit) but there are free one's like blender and...well i only know of blender also one moment i'll find it
    -= Double Post =-
    heres the link:
    http://jparishy.com/wp/source-code/
    however the site appears to be temporarily disabled
    Geändert von slicer4ever (07-15-2007 um 06:38 AM Uhr) Grund: Automerged Doublepost
    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

  23. #5513
    It's good to be free...
    Points: 10.420, Level: 67
    Level completed: 93%, Points required for next Level: 30
    Overall activity: 0%

    Registriert seit
    Feb 2007
    Beiträge
    2.440
    Points
    10.420
    Level
    67
    Downloads
    0
    Uploads
    0

    Standard

    Um, www.blender.org

    You'll need to install Python 2.5, too.
    pəʇuɒɹɓ ɹoɟ ɓuɪɥʇou əʞɒʇ

  24. #5514
    QJ Gamer Green
    Points: 4.824, Level: 44
    Level completed: 37%, Points required for next Level: 126
    Overall activity: 0%

    Registriert seit
    Feb 2007
    Beiträge
    317
    Points
    4.824
    Level
    44
    Downloads
    0
    Uploads
    0

    Standard

    a quick google search for md2
    http://tfc.duke.free.fr/coding/md2-specs-en.html

    thats everything you'll need to know...i think...

    I made an md2 loader/animator but pspjunkie did too
    At the same time i think cuz he showed his without animation while I was working on mine and I made animation the same day lol I'm sure he's got animation too.

    Rendering shouldn't be hard as long as ur familiar with PSPGU and GL

    Gmax is a good modeling program too (so is 3d studio max) but gmax doesn't export md2 so u will have to get a plugin
    Current releases:
    Icon Action Replacer v1.5- latest release
    Current projects:
    PSP C++ IDE - Currently v1.6
    RPG Paradise - Latest version at my website

  25. #5515
    QJ Gamer Bronze
    Points: 5.092, Level: 45
    Level completed: 72%, Points required for next Level: 58
    Overall activity: 0%

    Registriert seit
    Aug 2006
    Beiträge
    169
    Points
    5.092
    Level
    45
    Downloads
    0
    Uploads
    0

    Standard

    Ok, I will play around with this. Thanks for your quick replies!

  26. #5516
    QJ Gamer Bronze
    Points: 4.113, Level: 40
    Level completed: 82%, Points required for next Level: 37
    Overall activity: 0%

    Registriert seit
    Jun 2007
    Ort
    somewhere on this planet
    Beiträge
    218
    Points
    4.113
    Level
    40
    Downloads
    0
    Uploads
    0

    Standard

    can someone help me I am tring to figure out how to patch a source code.
    it is just to fix one thing.
    Spoiler for july 2 2007 marks the day Dark-Alex leaves the scene.:
    but it only marks the dawn of a new era many will try to do what he has and I wish them luck and hope they keep going even after all the flaming..... well now we know he is back. thank you very much.

    Spoiler for donations to me made by nice people thank you:
    -Gangsta_Kitty 22000 my first donation-
    -xpack 50000 number 2-

  27. #5517
    QJ Gamer Gold
    Points: 17.453, Level: 84
    Level completed: 21%, Points required for next Level: 397
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    everywhere
    Beiträge
    3.526
    Points
    17.453
    Level
    84
    Downloads
    1
    Uploads
    0

    Standard

    can't help you if you give us nothing
    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

  28. #5518
    QJ Gamer Bronze
    Points: 4.113, Level: 40
    Level completed: 82%, Points required for next Level: 37
    Overall activity: 0%

    Registriert seit
    Jun 2007
    Ort
    somewhere on this planet
    Beiträge
    218
    Points
    4.113
    Level
    40
    Downloads
    0
    Uploads
    0

    Standard

    ok all I need to do is this,

    char * standardkeys[4][3] =
    {
    { ".,[email protected]\"'`:;()<>[]{}1", "abcABC2", "defDEF3" },
    { "ghiGHI4", "jklJKL5", "mnoMNO6" },
    { "pqrsPQRS7", "tuvTUV8", "wxyzWXYZ9" },
    { "", "/-~=_*xx+###$c€£S%&\\^| 0", "" }
    };


    to this

    // Note: \001 indicates a char we can't type directly (e.g 'multiply').
    char * standardkeys[4][3] =
    {
    { ".,[email protected]\"'`:;()<>[]{}1", "abcABC2", "defDEF3" },
    { "ghiGHI4", "jklJKL5", "mnoMNO6" },
    { "pqrsPQRS7", "tuvTUV8", "wxyzWXYZ9" },
    { "", "/-~=_*\001\001+#\001\001$\0 01\001\001\001%&\\^| 0", "" }
    };


    all it is is fixing a problem with pikey
    instead of x I get x(multiply) so urls don't work.
    -= Double Post =-
    how do I resave the file in c
    since the it is a c file
    -= Double Post =-
    or would I just have to use cygwin and have it make it?
    Geändert von cosito (07-15-2007 um 10:06 AM Uhr) Grund: Automerged Doublepost
    Spoiler for july 2 2007 marks the day Dark-Alex leaves the scene.:
    but it only marks the dawn of a new era many will try to do what he has and I wish them luck and hope they keep going even after all the flaming..... well now we know he is back. thank you very much.

    Spoiler for donations to me made by nice people thank you:
    -Gangsta_Kitty 22000 my first donation-
    -xpack 50000 number 2-

  29. #5519
    QJ Gamer Green
    Points: 5.795, Level: 49
    Level completed: 23%, Points required for next Level: 155
    Overall activity: 0%

    Registriert seit
    Sep 2006
    Ort
    Cape Town, South Africa
    Beiträge
    714
    Points
    5.795
    Level
    49
    Downloads
    0
    Uploads
    0

    Standard

    Yes. Change the C file, save it, then run make again.

  30. #5520
    QJ Gamer Green
    Points: 3.606, Level: 37
    Level completed: 71%, Points required for next Level: 44
    Overall activity: 99,0%

    Registriert seit
    Jul 2007
    Beiträge
    88
    Points
    3.606
    Level
    37
    Downloads
    0
    Uploads
    0

    Standard

    Didnt work. But I tried another way by converting a lua tutorial (just jumping, same method) to this way:
    Spoiler for while(1) loop::


    sceCtrlPeekBufferPositive (&pad, 1); // Find out what the state of the control pad is
    // Change the position of the box
    if(pad.Buttons & PSP_CTRL_LEFT)
    {
    if(box.x>0)
    {box.x=box.x-3;}
    }
    else if(pad.Buttons & PSP_CTRL_RIGHT)
    {
    if(box.x<480-32)
    {box.x=box.x+3;}
    }

    if((pad.Buttons & PSP_CTRL_CROSS) && (box.state==0))
    {box.state=1;}
    if(box.state==1)
    {box.jumpspeed = box.jumpspeed-0.5;
    box.gravity=box.gravity-box.jumpspeed;}

    if (box.gravity<0)
    {box.state=2;}
    if ((box.gravity < 230) && (box.state==2))
    {box.gravity=box.gravity + (box.jumpspeed+3);}

    if (box.gravity==230)
    {box.jumpspeed=10;
    box.state=0;}
    if(box.gravity>230)
    {box.gravity=230;}

    box.y=box.gravity;


    Its weird. When I press X he jumps (incredibly fast....) and hes just stuck in the air then.
    He wont fall back down. Why not? Ive made it so I can move left and right, and when im stuck in the air im able to move
    left and right by the way, just so you know.
    Do I really have to tell you? Just look at the last post of mine on that page. Not really that difficult.


 

Tags for this Thread

Forumregeln

  • Es ist Ihnen nicht erlaubt, neue Themen zu verfassen.
  • Es ist Ihnen nicht erlaubt, auf Beiträge zu antworten.
  • Es ist Ihnen nicht erlaubt, Anhänge hochzuladen.
  • Es ist Ihnen nicht erlaubt, Ihre Beiträge zu bearbeiten.
  •  





Alle Zeitangaben in WEZ -8. Es ist jetzt 09:27 PM Uhr.

Use of this Web site constitutes acceptance of the TERMS & CONDITIONS and PRIVACY POLICY
Copyright © , Caputo Media, LLC. All Rights Reserved. Cluster .