chrisp....i'm fairly certain the following line should be placed underneath psp_module_info:
PSP_MAIN_THREAD_ATTR(THRE AD_ATTR_USER) <--i think you should only need THREAD_ATTR_USER for this app only but someone correct me if wrong
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chrisp....i'm fairly certain the following line should be placed underneath psp_module_info:
PSP_MAIN_THREAD_ATTR(THRE AD_ATTR_USER) <--i think you should only need THREAD_ATTR_USER for this app only but someone correct me if wrong
Hmm... weird, I read somewhere today to put :Zitat:
Zitat von slicer4ever
PSP_MAIN_THREAD_ATTR(PSP_ THREAD_ATTR_USER);
under it, but it didn't work either. I tried the one you suggested also, but still no go.
Do you think it could be something with my sdk or something like that?
Instead of pspdebug.h use stdio.h(for the proper printf) as far as I know pspdebug.h doesn't work well in user mode (but I could be wrong).
You are wrong. The proper printf won't do anything, especially because the defines will make you unable to access it.
chrisp-- well there's nothing wrong with your code it compiled and ran fine try putting it in the GAME371 folder maybe thats your problem(again I might be wrong I ran it on psplink).
Im new at programming for the psp and i want to make my own app/game (not sure yet) and i was looking at some of the Libraries out on dl.qj and i saw the psp dialog box library. i thought i might look at that and see what it could do. so i downloaded it and i unzipped and was lost. i realized i had no idea where i was supposed to put the .h and .c files. i have made the simple programs like diplaying text graphics and mp3 playing but havent gone any farther.
i just wanted to know how im supposed to install custom libraries.
i found the dialog library here:
http://dl.qj.net/PSP-Dialogs-library...5322/catid/202
thanks for the help
3.xx homebrew you must run the prx in psplink... (sorry if that's irrelevant, i dont want to read the entire situation :P)Zitat:
Zitat von bnc9
i was wondering does CSP development studio has an png librarie?
CSP should have it but you're better off not using it and installing the toolchain with cygwin(it takes a few trys but I got it on my first) because CSP contains an old version of the SDK and it's difficult to use (no offense ManiacX :) .
How do you install the Toolchain with cygwin?
http://forums.qj.net/psp-development-forum/100222-guide-psp-development-environment-setup-tutorial.html It's also stickied to the PSP Development forum
What's the difference between
andCode:sceDisplayWaitVblank
Which one is for what? :confused:Code:sceDisplayWaitVblankStart
PS: I read Header definition.
Just a guess, but one probably waits for a vblank to finish, and the other waits for a vblank to start.
Can you Change
So u could instead haveCode:SceCtrlData pad;
Then you'd would putCode:
SceCtrlData menupad
I think that would be right :? im still learning C.Code:
if (padmenu.Buttons & PSP_CTRL_DOWN) {
printf("Your Pressing Down\n");
}
Well, if you keep your variable names straight :P
I am having a problem getting lightmp3 libraries to compile. I have libogg installed but I still getI think it may be the makefile.Code:/usr/local/pspdev/lib/gcc/psp/4.1.0/../../../../psp/lib/libFLAC.a(ogg_decoder_aspect.o): In function `FLAC__ogg_decoder_aspect_read_callback_wrapper':
ogg_decoder_aspect.c:(.text+0x160): undefined reference to `ogg_sync_buffer'
/usr/local/pspdev/lib/gcc/psp/4.1.0/../../../../psp/lib/libFLAC.a(ogg_decoder_aspect.o): In function `FLAC__ogg_decoder_aspect_finish':
ogg_decoder_aspect.c:(.text+0x33c): undefined reference to `ogg_sync_clear'
ogg_decoder_aspect.c:(.text+0x350): undefined reference to `ogg_stream_clear'
/usr/local/pspdev/lib/gcc/psp/4.1.0/../../../../psp/lib/libFLAC.a(ogg_decoder_aspect.o): In function `FLAC__ogg_decoder_aspect_init':
ogg_decoder_aspect.c:(.text+0x36c): undefined reference to `ogg_stream_init'
ogg_decoder_aspect.c:(.text+0x394): undefined reference to `ogg_sync_init'
collect2: ld returned 1 exit status
make: *** [softwareplayers.elf] Error 1
Any help is great!Code:TARGET = softwareplayers
OBJS = players/pspaudiolib.o players/id3.o players/mp3player.o players/oggplayer.o \
players/mp3playerME.o players/aa3playerME.o players/flacplayer.o players/player.o \
system/clock.o main.o
#To build for custom firmware:
BUILD_PRX = 1
PSP_FW_VERSION=371
CFLAGS = -O3 -frename-registers -ffast-math -fomit-frame-pointer -G0 -Wall
CXXFLAGS = $(CFLAGS) -fno-exceptions -fno-rtti
ASFLAGS = $(CFLAGS)
LIBDIR =
LDFLAGS =
LIBS= -lFLAC -lm -lmad -lvorbisidec -lpsppower -lpspaudiolib -lpspaudio -lpspaudiocodec -lpspaudio_driver
EXTRA_TARGETS = EBOOT.PBP
PSP_EBOOT_TITLE = Software players test
PSPSDK=$(shell psp-config --pspsdk-path)
include $(PSPSDK)/lib/build.mak
Thanks,
Justin
But that doesn't make any sense...Zitat:
Zitat von Archaemic
:Argh:
Actually it does, one waits until the rendering starts (i.e when VBlank finishes), the other waits until the the rendering finishes (i.e. when VBlank starts).Zitat:
Zitat von SuperBatXS
Read: http://en.wikipedia.org/wiki/Vertical_blanking_interval
I think he means because the start and finish is the same time,
ie, start of the next one is the finish of the last one.
I guess this isn't the case because a frame has to sit on the screen for some time so you see it.
It isn't. Here is some further reading material:Zitat:
Zitat von Art
http://www.atariage.com/2600/program.../02breach.html
i alredy have code wrriten in C++ but i dont know how to compile it to EBOOT.PBP
and one more question how to install cygwin
Follow this guide. :)
Lol...i forgot how to update my sdk...could someone remind me how? My social life is killing me...:(
I tried ./toolchain.sh, but i get an to Set PSPDev before continuing??
./toolchain.sh 3 6
I need some help implementing sound in PSP pileup, ive tried using libmad but my compiler seems to not like it, it comes up with tonnes of errors e.g MAD_BUFFER_GUARD undeclared etc etc, it keeps on going on saying that everything is undeclared. if it helps i'm using cygwin from CSP and am using a slightly out of date libmad. i cant update because cygwin doesnt like this either.... help?
Did you include the proper headers...?
If anyone here has the patience to tutor(read: answer some questions and point me in the right direction) a new coder in the ways of C and using OSLib, I would graciously appreciate the help. I'm afraid that with 855 pages in this thread, there's just too much here for me to wade through.
You can contact me by:
AIM \\ Llanowyn
MSN + Email \\ [email protected]
Thank you for your help!
Edit: Firefox double posted for me V_V.
Hey,
I tried to update my SDK, but i get an error that i don't have PSPDEV installed...what should i do?
Do you even have the PSP toolchain installed?
I "svn"ed it; i have it downloaded; i can cd into it. Obviously, my cygwin is working because i can compile.
You need to set PSPDEV.
Read the readme. It's there for a reason.
What readme?
That readme.Code:ZeMac:~ david.perry$ cd psptoolchain
ZeMac:~/psptoolchain david.perry$ ls
build patches readme.txt toolchain-sudo.sh
depends readme-ubuntu.txt scripts toolchain.sh
ZeMac:~/psptoolchain david.perry$
Still confused...:(
I think you may need to add:
to your cygwin.bat file, above the line that says:Code:set path=%path%;C:/cygwin/usr/local/pspdev/bin
set PSPSDK=C:/cygwin/usr/local/pspdev
Of course, that could be wrong. I was going to post the relevant part of the readme, but I couldn't find it on my system either. I probably got rid of it sometime during the install chaos or something.Code:bash --login -i
Also, I still need a tutor. :Cry:
I already put that. :(
PSPDEV is not the same as PSPSDK...
http://forums.ps2dev.org/viewtopic.p...er=asc&start=0
Just a suggestion, SuperBatXS.
I love you, Moca...that's so awesome.
Another question, how do i use this (bin2c) with OSLib:
http://psp-coding.com/index.php?topic=24.0
You mean with an image...? Not "with OSLib". Anyway, bin2c just converts each byte in a file into it's hexadecimal equivalent and sticks it in an array.Zitat:
Zitat von SuperBatXS
Just include the header containing the buffer so that you can use it in your code. The array is loaded into memory, so be wary of how big the array you are loading is.
#include "myFile.h"
From the "tutorial"
"There are ways to include other types of files, but I'll go over that later." - Just to let you know, this IS how you include "other types of files". The difference is how you deal with the file that you bin2c'd